Great feedback. Yes I’m loving the new features in Xcode 6.3 beta 2. It’s hard because we’re on cutting edge, but I think it’s for the best.
- The new videos will get into how to structure the UIViewController and the SKScene. Hopefully will get some of those online tomorrow (today if all goes well).
- To start, I wanted to teach the naive approach, as the best practices and all the extra rules can really complicate things (without a good answer to the question: Why am I doing this?)
- After you start to realize that there’s a ton of code, then it makes sense to start shifting code around to better organize it.
- When we get into the enemies I will be restructuring the code and providing more design insight, for the next few days it’s more about getting results quickly.
SpriteKit Scene Editor
I want to love this editor, and I do with the particle effects. It’s very effective, and I would like to demo some more advanced effects (some I’m not sure are possible in Sprite Kit, but I’ll have to dig deeper – in Cocos2D we had more control over particles using the Particles editor)
My experience with the .sks file as a level format or anything else has been frustrating at best. It is confusing when you add objects during or outside of a simulation.
- Changes made to an .sks file during simulation are reverted when stopped (I should file a bug report) without warning.
- There is no layers view like in PhotoShop or even the Interface Builder for apps. So I can’t find objects and modify them easily (I should file a bug report here as well).
Long story short, there’s neat effects you can play with, that’s a great link, but I don’t think it’s stable enough to trust. A long time ago (2008) I built a level editor for our Impulse physics game on Windows/Xbox.
I’d probably build my own editor instead of using Apple’s built in .sks support, but it might export to the same format, since I need more features to control the objects visually.