Justin

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 379 total)
  • March 18, 2019 at 9:24 am #204127

    Nah, don’t touch the Main.storyboard. SpriteKit won’t like that. If you want an X sized alternative scene, name the .sks with PhoneX for example, MapsPhoneX.sks and then you can size that to be the right ratio. 812 by 375, or a factor upwards from that.

    What the code is doing is checking the nativeBounds.height and .width for certain sizes, and you can search the code for “PhoneX” to pull up all the places where it makes that check. For example…

    if (UIScreen.main.nativeBounds.width == 2436 || 
    
    UIScreen.main.nativeBounds.height == 2436 || 
    
    UIScreen.main.nativeBounds.width == 2688 || 
    
    UIScreen.main.nativeBounds.height == 2688) {

    So if there was some size in the future we need to add, it would go there. (there’s a couple places where that appears).

  • January 27, 2019 at 11:51 pm #203160

    Did you see this on Stack…

    https://stackoverflow.com/questions/50718018/xcode-10-error-multiple-commands-produce

    I think you might have two of the same thing added to the Project. It can happen.

    I don’t think it has anything to do with that “Legacy Build System” that someone suggested.

  • January 24, 2019 at 2:35 pm #203069

    It could be anything that triggers it. So it could be the character or it could just be some piece of background art.

  • January 24, 2019 at 12:02 pm #203064

    To be exact thats the TouchEvent and TouchUpEvent properties.

  • January 24, 2019 at 12:00 pm #203063

    Thats something you could do with Event Listeners and setting values, think… State=stopped vs State= running).

    But I think a simpler way to do this is to make the character run when touched down, and stop on touch up.

  • January 24, 2019 at 11:53 am #203061

    That’s a tough thing to integrate while keeping the property list simple. Instead of defining a single text input, specifying multiple inputs for overflow with a Property list just feels a little convoluted as that would require the max characters, and the extra label nodes. If I can think of an easy way to get it in there I will though.

  • January 14, 2019 at 6:06 pm #202817

    (As discussed in email) AnimateNodeOnPath is probably going to be the best bet.

  • January 14, 2019 at 6:04 pm #202816

    Just downloaded on the Apple TV. Played fine to me. Other than the fact that the actual Apple TV remote is like 1000 times inferior to an external controller. But I turned it sideways and gave it a go for awhile. Everything moved as expected. Playback speed (framerate) was fine.

    Humans just weren’t meant to treat tiny touch thumb pads like NES style directional pads. Maybe in a 1000 years we’ll evolve to get there

  • January 14, 2019 at 12:06 pm #202805

    Thanks, fixed the GUI search….

    Now that any member can upload their own game art and sell it (for members that art is free of course), compiling it into monthly segments just isn’t practical anymore. Check the last 30 days for the most recent stuff…

    Custom Search

  • January 12, 2019 at 12:55 am #202747

    Alright, GKGamePlayKit using Swift 4.2 it is. I’m on it.

    Executioner fixed. Let me know if you spot another bad link anywhere. Thanks!

  • January 8, 2019 at 9:28 pm #202662

    Unbookmark any of the past monthly links and go here instead…

    Custom Search

    For tutorials, if you see something on Udemy or elsewhere, let me know and I’ll reach out to the teacher.

  • January 8, 2019 at 9:12 pm #202661

    Here’s what’a available right now in the new content section…
    Last 30 days

    I think I mentioned this before but we have to get out thinking in terms of January, February, March, etc. Think last 30 days. It’s a rolling thing now, but thats going to give you all WAY more. As you can see from the Sound FX in the image (and new fonts recently) we are expanding to more than just game art.

    As such, I can’t possibly keep a zip for just January or just February, and so on.

  • June 24, 2019 at 5:25 pm #205427

    Also if you create new scene files, you might want to duplicate the GUI.sks and drop in a new copy of that into your larger scene files. Again, demo’s updated to show that off.

  • June 24, 2019 at 5:20 pm #205426

    Just updated everything to Swift 5. In the Retro demo and Grassy demo, I added PhoneX.sks labeled files that are sized 2436 by 1125 for the larger phones. When you tried changing the name earlier, did you actually change the size of the scene as well? That might be what you missed doing.

  • January 14, 2019 at 6:12 pm #202818

    Sorry late to reply here. Martin, you subscribed the last month I was compiling and posting zip files for each month. As we get more and more contributors posting their art / assets / sound fx / whatever it is, the less practical it becomes to try to compile that together into a single zip file. A bit like Netflix deciding to zip up every show that was added in a particular month. Plus in a take a typical month I might not even know whats going to be added in the next 30 days, so I can’t compile any of that into a zip on the first of the month.

    So instead of going to the old page for big zips, go here instead…

    https://cartoonsmart.com/custom-search/?SearchBy=Recent

    Plus I’m also starting to track what actually gets downloaded on a piece by piece basis (think Creator bonuses), so a zip of each month is going to sully that.

Viewing 15 posts - 1 through 15 (of 379 total)



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