Now translated in french and russian!
I'm currently working on the iPad version.
Try it right now! https://itunes.apple.com/ca/ap...
Now translated in french and russian!
I'm currently working on the iPad version.
Try it right now! https://itunes.apple.com/ca/ap...
GoodJunk is now available on the App Store! :)
https://itunes.apple.com/ca/app/goodjunk/id1185333818?l=fr&mt=8
The beta tests are going well. I will release the 3rd, and hopefully the last, beta version this week-end on TestFlight. This version include bug fixes and new features such as :
The final game should be available on the Apple AppStore this Spring 2017 ! :)
GoodJunk now have its own Facebook page: https://www.facebook.com/GoodJunkGame/
Finally I didn't work on the levels. I worked on adding juice! Animations and particles are very fun to work with! More screenshots this week-end!
By the way, I would love to have some feedback. Is it a game you would play? Do you find this funny or stupid? Do you have any idea to make this game better? Let me know!
New food sprites!
I just added a lot of new food items. There's now 10 junk food (beer, burger, fried chicken, hot dog, pizza, taco, chocolat, donut, fries and wine) and 5 good food (apple, banana, carrot, grapes and strawberry), for a total of 15.
Every match of 3 to 5 items gives you points and increase the progress bar. When it reach 100% it unlock the power up that will clear the item of your choice from the grid. But there's a twist! If you match good food, the progress bar will decrease, because fatso man doesn't like fruits! Think of the progress bar as fatso man's happiness. Also, the power up won't let you choose a fruit. Fatso man will only eat the junk food. So the only way to get rid of those evils fruits is to make a chain of 3 to 5 items... and make fatso man sad!
Next step: create a ton of levels, then play, adjust, re-play, re-adjust, and repeat until I'm almost insane!
Level select screen: DONE! :)
Now working on a progress bar for the power up button. When it's at 100%, the button is enabled and the player can use the power up to call the fatso man. You can see a preview of the fatso man drinking all the beers in the second animated gif in my first post. It's a basic animation for now. I hope to have something more polished when the game is finished.
More screenshots soon!
I forgot to add the link to the API doc. It explains how centerRect work. See the section "Resizing a sprite node": https://developer.apple.com/reference/spritekit/sk...
Today I learned the magic of centerRect to stretch a sprite while keeping the edges at the original scale. It's very useful to resize buttons.
Here's the code I used in an Xcode Playground:
import UIKit import SpriteKit import PlaygroundSupport let sceneView = SKView(frame: CGRect(x: 0, y: 0, width: 320, height: 480)) let scene = SKScene(size: CGSize(width: 320, height: 480)) scene.anchorPoint = CGPoint(x: 0.5, y: 0.5) sceneView.presentScene(scene) PlaygroundPage.current.needsIndefiniteExecution = true PlaygroundPage.current.liveView = sceneView // Original let btnNode = SKNode() btnNode.position = CGPoint(x: 0, y: 200) let btn = SKSpriteNode(imageNamed: "yellow_button00") btnNode.addChild(btn) let btnLabel = SKLabelNode(fontNamed: "Avenir-Black") btnLabel.text = "Original sprite" btnLabel.fontColor = .black btnLabel.fontSize = 16 btnLabel.horizontalAlignmentMode = .center btnLabel.verticalAlignmentMode = .center btnNode.addChild(btnLabel) scene.addChild(btnNode) // X stretched without centerRect let btnNode2 = SKNode() btnNode2.position = CGPoint(x: 0, y: 130) let btn2 = SKSpriteNode(imageNamed: "yellow_button00") btn2.size = CGSize(width: 300, height: 49) btnNode2.addChild(btn2) let btnLabel2 = SKLabelNode(fontNamed: "Avenir-Black") btnLabel2.text = "X stretched without centerRect" btnLabel2.fontColor = .black btnLabel2.fontSize = 16 btnLabel2.horizontalAlignmentMode = .center btnLabel2.verticalAlignmentMode = .center btnNode2.addChild(btnLabel2) scene.addChild(btnNode2) // X stretched with centerRect let btnNode3 = SKNode() btnNode3.position = CGPoint(x: 0, y: 60) let btn3 = SKSpriteNode(imageNamed: "yellow_button00") btn3.centerRect = CGRect(x: 10.0/190.0, y: 10.0/49.0, width: 170.0/190.0, height: 29.0/49.0) btn3.xScale = 300.0/190.0 btn3.yScale = 49.0/49.0 btnNode3.addChild(btn3) let btnLabel3 = SKLabelNode(fontNamed: "Avenir-Black") btnLabel3.text = "X stretched with centerRect" btnLabel3.fontColor = .black btnLabel3.fontSize = 16 btnLabel3.horizontalAlignmentMode = .center btnLabel3.verticalAlignmentMode = .center btnNode3.addChild(btnLabel3) scene.addChild(btnNode3) // X/Y stretched without centerRect let btnNode4 = SKNode() btnNode4.position = CGPoint(x: 0, y: -40) let btn4 = SKSpriteNode(imageNamed: "yellow_button00") btn4.size = CGSize(width: 300, height: 100) btnNode4.addChild(btn4) let btnLabel4 = SKLabelNode(fontNamed: "Avenir-Black") btnLabel4.text = "X/Y stretched without centerRect" btnLabel4.fontColor = .black btnLabel4.fontSize = 16 btnLabel4.horizontalAlignmentMode = .center btnLabel4.verticalAlignmentMode = .center btnNode4.addChild(btnLabel4) scene.addChild(btnNode4) // X/Y stretched with centerRect let btnNode5 = SKNode() btnNode5.position = CGPoint(x: 0, y: -160) let btn5 = SKSpriteNode(imageNamed: "yellow_button00") btn5.centerRect = CGRect(x: 10.0/190.0, y: 10.0/49.0, width: 170.0/190.0, height: 29.0/49.0) btn5.xScale = 300.0/190.0 btn5.yScale = 100.0/49.0 btnNode5.addChild(btn5) let btnLabel5 = SKLabelNode(fontNamed: "Avenir-Black") btnLabel5.text = "X/Y stretched with centerRect" btnLabel5.fontColor = .black btnLabel5.fontSize = 16 btnLabel5.horizontalAlignmentMode = .center btnLabel5.verticalAlignmentMode = .center btnNode5.addChild(btnLabel5) scene.addChild(btnNode5)
Yeah, most "hardcore" gamers will say match-3 games are crap for "casual" gamers. But they are still very popular.
Anyway, this game is mostly for my own amusement. It allows me to learn SpriteKit and build a game I enjoy playing. We'll see how it goes when it's finished, and what I will come up with after this experience !
Thank you for your feedback!
To-do update
I was super busy since my last update, but I have completed these two tasks :
Progress, To-do's and Credits
What is done + credits:
What needs to be done:
What I will maybe do later, I'm not sure yet:
EDIT: Progress = 100% !!! Available on the App Store!
https://itunes.apple.com/ca/app/goodjunk/id1185333818?l=fr&mt=8
I started developing a small iOS game during last summer (2016). It's called Good Junk and It's a match-3 puzzle. I know there's literally a ton of this kind of game on the app store, but since it's my first game, I make it for fun and to learn something new. My goal is absolutely not to release a Candy Crush killer. I already have a good full time job, and I'm not evil enough to rip off people like they do!
What will make this game fun and different from all the other games (I think!), is the theme. Forget the candies, cup cakes and other pink cute stuff. You'll have to match and collect beer, pizza, hamburger and all kind of junk food. There's a fat guy you can use as a "power up" to clear one item from the board (he eats them all). There will also be some "good" food, but they will be the "enemy". It's not a serious game, it's supposed to be funny and stupid!
Kenney Studio 0.51 won't start on OS X El Capitan. In the console I see this error:
16-07-26 20:01:26,332 com.apple.xpc.launchd[1]: (com.kenney.studio.228192[14584]) Service exited with abnormal code: 4
I know version 0.51 is deprecated, but I'm reporting this problem just in case it's an easy fix. Otherwise, forget it! ;)