Change Log for the Platform Games Kit

Change Log

Build 1.62 (June 21, 2016)

  • Added ExplodeAsBullet property for Enemies and a minor fix with spawning offsets on iOS.

Build 1.61

Build 1.6

Build 1.52

  • Bug fix for Player 2 artwork not using the right art as defined for that level in Co-Op mode (thanks Douglas!)

Build 1.51

  • Bug fix for the iOS version, players weren’t always returning to their walking animations after shooting.
  • Added new Button property Player1PlaysAsPlayer2  which will switch whoever is normally playing as Player1 to use the Player2 character in the game. Add this property as a Bool value and set it to YES on any button that initiates any level of the game to have the switch occur. Players will be switched until a new game is started.

Screen Shot 2016-03-29 at 6.13.11 PM

Build 1.5

  • Silenced warnings for Xcode 7.3 / Swift 2.2

Build 1.43

  • Bug fix for TreatLikeBullet not being activated when an Enemy was spawned from an Empty Node (vs another Enemy)

Build 1.42

  • Patched up an issue where the shooting animations weren’t fully playing on iOS. If you lifted up your finger and noticed the main player’s shooting animation was going directly back to their idle state, then upgrade now.
  • Added a property ResetPlatformTime, any number higher than 0, will move platforms back to their initial location using this number as the amount of time to spend moving them back. This property just goes in your main Dictionary for the level. This is useful for platforms that have Dynamic toggled on. So if the player jumps on them, their weight will move the platform down. If the player loses a heart / life, the platform will go back to it’s initial position.

Build 1.41

  • In the cleanUpScene function in GameScene.swift we added an action sequence that removes every child from the scene after about 2 seconds.  An astute customer noticed a memory leak past a certain number of levels, and apparently Sprite Kit must be retaining something even after a scene transitions. Yes you’d assume when transitioning a scene the outgoing scene is completely cleared out. Guess not. So we’re making it remove every node on it’s way out the door. =)