Re: UIViews in SpriteKit Apps

2016-02-03 Thread Charles Jenkins
researching that right away. --  Charles On February 3, 2016 at 01:31:54, Quincey Morris (quinceymor...@rivergatesoftware.com) wrote: On Feb 2, 2016, at 19:00 , Charles Jenkins wrote: I’m thinking of presenting a “menu” SpriteKit SKScene with an SKSpriteNode button on it that says “Set

Re: UIViews in SpriteKit Apps

2016-02-02 Thread Quincey Morris
On Feb 2, 2016, at 19:00 , Charles Jenkins wrote: > > I’m thinking of presenting a “menu” SpriteKit SKScene with an SKSpriteNode > button on it that says “Set Background Music,” and when the user touches that > node, I then switch to an entirely new screen for picking media. >

UIViews in SpriteKit Apps

2016-02-02 Thread Charles Jenkins
When I’ve previously dabbled a bit with iOS programming, it was with normal UIView forms and controls. Now I’m writing my first SpriteKit game, and I want to give users the ability to select their own background music. Can I use “normal” UIViews to do that, and have the standard media pickers

Re: Kernel Panics Developing for SpriteKit

2015-12-28 Thread Quincey Morris
On Dec 28, 2015, at 11:02 , Charles Jenkins wrote: > > No sarcasm. Since the advent of Swift, it seems each version of Xcode has its > weak and unstable points, and I just supposed SpriteKit was one of them for > this version. No, each version of Xcode has invented its own insta

Re: Kernel Panics Developing for SpriteKit

2015-12-28 Thread Jens Alfke
> On Dec 28, 2015, at 11:02 AM, Charles Jenkins wrote: > > No sarcasm. Since the advent of Swift, it seems each version of Xcode has its > weak and unstable points, and I just supposed SpriteKit was one of them for > this version. Kernel panics have nothing to do with Xcode.

Re: Kernel Panics Developing for SpriteKit

2015-12-28 Thread Charles Jenkins
No sarcasm. Since the advent of Swift, it seems each version of Xcode has its weak and unstable points, and I just supposed SpriteKit was one of them for this version. I’m using a 2010 MacBook Air at the moment; hoping to buy a beefy iMac soon, but first I gotta see what the taxman says this

Re: Kernel Panics Developing for SpriteKit

2015-12-28 Thread Jens Alfke
> On Dec 28, 2015, at 6:23 AM, Charles Jenkins wrote: > > While less than ideal, I expect kernel panics when developing for SpriteKit > on the Mac are just the way things are these days, right? Nothing to really > worry about? Can’t quite tell if that’s sarcasm… Obviously ke

Kernel Panics Developing for SpriteKit

2015-12-28 Thread Charles Jenkins
I’m testing the iOS game-development waters by working through Ray Wenderlich’s iOS and tvOS 2D game-development tutorial book. I’ve never used SpriteKit before. I have the latest released (non-beta) versions of El Capitain and Xcode. I’m experiencing regular kernel panics when working with

Re: SpriteKit Joints on Mac OS X

2014-04-28 Thread Alexander Reichstadt
Thanks. I logged a bug. Alex Am 29.04.2014 um 03:04 schrieb Graham Cox : > > On 28 Apr 2014, at 6:53 pm, Alexander Reichstadt wrote: > >> Before wasting further time, are joints on Mac OS X SpriteKit a known issue >> at this time? > > > I don't know

Re: SpriteKit Joints on Mac OS X

2014-04-28 Thread Graham Cox
On 28 Apr 2014, at 6:53 pm, Alexander Reichstadt wrote: > Before wasting further time, are joints on Mac OS X SpriteKit a known issue > at this time? I don't know, but if it is it would explain the difficulties I had making these work as well. I created a series of about twenty &

Re: SpriteKit junk

2014-04-28 Thread William Squires
Thanks, overriding prefersStatusBarHidden did it. :) On Apr 27, 2014, at 12:10 PM, Quincey Morris wrote: > On Apr 27, 2014, at 09:29 , William Squires wrote: > >> Thanks - reducing the scene to just the score label reveals that - without >> the background - the (solid) background color is no

SpriteKit Joints on Mac OS X

2014-04-28 Thread Alexander Reichstadt
n method, but that makes no difference. I found this nice tutorial with all its code inside, but that does not work neither: http://hub.ae/blog/2014/03/26/soft-body-physics-jellyusing-spritekit/ You can copy paste that code, adjust it to Mac OS X and the alleged jellyblob is just a bunch of dot

Re: SpriteKit junk

2014-04-27 Thread Quincey Morris
On Apr 27, 2014, at 09:29 , William Squires wrote: > Thanks - reducing the scene to just the score label reveals that - without > the background - the (solid) background color is now a dark gray, rather than > black, and I can just make out the (simulated) title bar at the top where - > on a r

Re: SpriteKit junk

2014-04-26 Thread Quincey Morris
On Apr 26, 2014, at 17:13 , William Squires wrote: > I'd show you what this looks like, but I don't think users are supposed to > post pics to this group. You can post screen shots in the Developer Forums, and you’ll find more people with SpriteKit experience there. >

SpriteKit junk

2014-04-26 Thread William Squires
Okay, here's a puzzling one... Here's my init method for the SKScene: -(id)initWithSize:(CGSize)size { ERGPlayer *player = [[ERGPlayer alloc] init]; SKAction *tempAction = nil; SKAction *waitAction = nil; if (self = [super initWithSize:size]) { self.currentBackground = [ERGBackground generate

Re: SpriteKit

2014-04-21 Thread Quincey Morris
On Apr 21, 2014, at 08:13 , William Squires wrote: > Question: given an SKLabelNode (reference), is there some way to render it, > and turn the rendered image into an SKSpriteNode? I know about [SKSprite > spriteWithImageNamed:], but that takes a filename of an image in the bundle, > not an ac

SpriteKit

2014-04-21 Thread William Squires
Question: given an SKLabelNode (reference), is there some way to render it, and turn the rendered image into an SKSpriteNode? I know about [SKSprite spriteWithImageNamed:], but that takes a filename of an image in the bundle, not an actual UIImage, and - since one cannot save into the bundle (at

Re: Memoryleak in SpriteKit?

2014-04-09 Thread Fritz Anderson
On 9 Apr 2014, at 9:58 AM, Jens Alfke wrote: > Frankly, I don’t even know what that memory-usage graph in Xcode’s debugger > pane is showing. I’ve found that “memory usage” is a slippery concept in a > modern OS, and unless you know exactly what you’re looking at, it’s easy to > draw the wrong

Re: Memoryleak in SpriteKit?

2014-04-09 Thread Jens Alfke
On Apr 9, 2014, at 3:45 AM, Alexander Reichstadt wrote: > This code is bound to a menu item method test. When looking at memory in > Xcode I would expect for it before adding any children to be identical to > after removing all children. But memory steadily increases. Try using Instruments, s

Memoryleak in SpriteKit?

2014-04-09 Thread Alexander Reichstadt
Hi, in trying to find the source of a memory leak I think to have in my project, I ended up creating a plain SpriteKit project from template and did the following: - (IBAction)test:(id)sender { if (self.skView.scene.children.count>0){ [self.skView.scene removeAllChild

capturing the content of a SpriteKit SKView (or SKScene, SKNode) to an NSImage ?

2014-01-19 Thread Guillaume Laurent
Hi, Has anyone tried and succeeded in capturing the contents of an SKView to an NSImage ? Techniques working for a regular NSView won't work apparently because an SKView is based on OpenGL. I tried taking advantage of the fact that an SKScene is an SKEffectNode and used a custom CIFilter which