In this tutorial we will go over very basic OSX application development with the interface builder. This tutorial will not have any code, but you will learn some basic navigation, and how to compile and run your project. In the next tutorial, you will learn how to export to share with friends.
In the previous tutorial part we looked at working with a single Sprite. Reality is, very few games are composed of singular sprites. UI’s are made up of a number of different sprites, animations are composed of several different frames, each composed of a single image. Loading hundreds of individual textures is not good for performance. A very common solution is to use a texture atlas ( or sprite sheet ). Fortunately Xcode make it extremely easy.
As you can imagine by the name “SpriteKit”, Sprites are a pretty core part of creating a game using SpriteKit. We are going to continue building on the minimal application we created in the previous part. I want to point out, this isn’t the recommended way of working with SpriteKit, it is instead the simplest way. In a proper application we would be more data driven and store our data in SKS files instead of simply adding them to the project. This is something we will cover later on.
With Apple’s recent release of the Swift programming language I have decided I have to check it out. One of the biggest reasons I’ve stayed away from Apple’s various SDKs is my dislike of Objective-C. Swift on the other hand is quite a nice little language at least from my experiences so far.