Creation of sprite sheets / texture aliases for various iPhone/iPad screens via TexturePacker now for SpriteKit.Use of PhysicsEditor to create / edit various particle effects as well as various play/enemy/powerup contact physics.Level structuring dynamic scrolling credits class that utilize.Twitter, Facebook Open Graph API for player data sharing on social networks in long running Tenshi-Oni project.Experience with ARC memory management, memory allocation practices before ARC as well latest game loop structure as of XCode 6 / WWDC14.Tenshi-Oni coded in Objective-C/Cocos2d with everything from intro scenes, levels, game logic, enemy-player hierarchy voice acting and music all hardcoded without storyboards or.sks files soon to be converted to Swift with a focus on best practices for hardcoded game logic, scene/storyboard hierarchy.ipa ad-Hoc distribution for Q/A Testing will soon use TestFlight instead Originally Distributed Tenshi-Oni game's Alpha version via.Utilizing Apple Instruments Xcode 6 for debugging, CPU, FPS memory management.Developing a separate, simple 2D game entirely in Swift and SpriteKit to ship before Tenshi-Oni 2014.Early understanding of Apple Metal and C 11-coded shaders using Metal API.Continued Development of an on/off video game project that began in 2011 called Tenshi-Oni currently rewriting code to Swift, SpriteKit SceneKit from past Objective-C / Cocos2D / C code 2011-Now.Understanding of new SpriteKit/SceneKit objects like PhysicsBody Constraints and Inverse Kinematics.
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