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Gun Runner v2 DevLog #12

[vc_row customize_messenger_channel=’preview-0′ customize_changeset_uuid=’90a689c5-1276-4e79-9d72-3aac4d897fb8′ row_type=’none’ type_width=’full_size’ box_size_states=’content_box_size’ el_class=” row_fit_to_height=’no’ row_vertical_align=’no’ row_equal_column_heigh=’no’ row_content_vertical_align=’0′ row_padding_top=’45’ row_padding_bottom=’45’ row_padding_right=’0′ row_padding_left=’0′ row_margin_top=’0′ row_margin_bottom=’0′ background_color=’rgba(255,255,255,1)’ row_webm_url=” row_mp4_url=” background_color_image=’rgba(0,0,0,0.2)’ row_image_position=’default’ row_bg_image_size_tab_image=’cover’ row_bg_repeat_image_gp=’no’ first_color=’#000′ second_color=’#000′ row_gradient_color=’pixflow_base64eyJjb2xvcjEiOiIjZmZmIiwiY29sb3IyIjoicmdiYSgyNTUsMjU1LDI1NSwwKSIsImNvbG9yMVBvcyI6IjAuMDAiLCJjb2xvcjJQb3MiOiIxMDAuMDAiLCJhbmdsZSI6MH0=’ row_image_position_gradient=’fit’ row_bg_image_size_tab_gradient=’cover’ row_bg_repeat_gradient_gp=’no’ row_inner_shadow=’no’ row_sloped_edge=’no’ row_slope_edge_position=’top’ row_sloped_edge_color=’#000′ row_sloped_edge_angle=’-3′ parallax_status=’no’ parallax_speed=’1′ align=’no’][vc_column customize_messenger_channel=”preview-0″ customize_changeset_uuid=”90a689c5-1276-4e79-9d72-3aac4d897fb8″ el_class=”” margin_top=”0″ margin_right=”0″ margin_bottom=”0″ margin_left=”0″ padding_top=”35″ padding_right=”35″ padding_bottom=”0″ padding_left=”35″ border_color=”rgba(0,0,0,1)” border_style=”solid” border_top_width=”0″ border_right_width=”0″ border_bottom_width=”0″ border_left_width=”0″ background_color=”rgba(0,0,0,0)” css=”{margin-top:0px;margin-right:0px;margin-bottom:0px;margin-left:0px;padding-top:35px;padding-right:35px;padding-bottom:0px;padding-left:35px;border-color:rgba(0,0,0,1);border-top-width:0px;border-right-width:0px;border-bottom-width:0px;border-left-width:0px;background-color:rgba(0,0,0,0);background-image:undefined;border-style:solid;background-size:;}” md_laptop_visibility=”yes” md_tablet_portrait_visibility=”yes” md_tablet_landscape_visibility=”yes” md_mobile_portrait_visibility=”yes” md_mobile_landscape_visibility=”yes” md_tablet_portrait_width=”0″ width=”12/12″][md_rev_slider customize_messenger_channel=”preview-0″ customize_changeset_uuid=”0df4b948-eaec-41c4-9624-5cee9f6a20e8″ md_rev_slider_alias=”gun-runner-devlog-12″][/md_rev_slider][md_text customize_messenger_channel=”preview-1″ customize_changeset_uuid=”a5639ad9-8271-47ed-88ce-45cf19d18db8″ md_text_alignment=”left” md_text_title_line_height=”40″ md_text_desc_line_height=”21″ md_text_title_bottom_space=”10″ md_text_separator_bottom_space=”10″ md_text_description_bottom_space=”25″ md_text_title_separator=”no” md_text_separator_width=”110″ md_text_separator_height=”5″ md_text_separator_color=”rgb(0, 255, 153)” md_text_use_desc_custom_font=”yes” md_text_desc_google_fonts=”font_family:Roboto%3Aregular%2C100%2C100italic%2C300%2C300italic%2Citalic%2C500%2C500italic%2C700%2C700italic%2C900%2C900italic|font_style:400%20regular%3A400%3Anormal” md_text_use_button=”no” md_text_style=”solid” md_text_solid_color=”rgba(20,20,20,1)” md_text_gradient_color=”{‘color1′:’#8702ff’,’color2′:’#06ff6e’,’color1Pos’:’0.00′,’color2Pos’:’100.00′,’angle’:0}” md_text_title_size=”32″ md_text_letter_space=”0″ md_text_hover_letter_space=”0″ md_text_easing=”cubic-bezier(0.215, 0.61, 0.355, 1)” md_text_use_title_custom_font=”no” md_text_title_google_fonts=”font_family:Roboto%3Aregular%2C100%2C100italic%2C300%2C300italic%2Citalic%2C500%2C500italic%2C700%2C700italic%2C900%2C900italic|font_style:400%20regular%3A400%3Anormal” md_text_number=”1″ md_text_title1=”pixflow_base64IA==” md_text_title2=”Typography Shortcode” md_text_title3=”Typography Shortcode” md_text_title4=”Typography Shortcode” md_text_title5=”Typography Shortcode” md_text_content_size=”14″ md_text_content_color=”rgba(20,20,20,1)” md_text_button_style=”fade-oval” md_text_button_text=”READ MORE” md_text_button_icon_class=”icon-angle-right” md_text_button_color=”rgba(0,0,0,1)” md_text_button_text_color=”rgba(255,255,255,1)” md_text_button_bg_hover_color=”rgb(0,0,0)” md_text_button_hover_color=”rgb(255,255,255)” md_text_button_size=”standard” left_right_padding=”0″ md_text_button_url=”#” md_text_button_target=”_self” md_text_animation_speed=”400″ md_text_animation_delay=”0.0″ md_text_animation_position=”center” md_text_animation_show=”once” md_text_use_title_slider=”yes” md_text_fonts=”null”]

  • Updated coins to use restitution when colliding with ground so they bounce more.
  • Refactored how dropships are created. They are now very similar to how enemies are created.
  • Dropships drop coins.
  • Added juggernaut, soldier, and infected soldier enemies.
  • Updated collision shapes for all enemies so they’re no longer just squares.
  • Player has a collision shape and can collide with enemies and coins.
  • Picking up coins increases current run’s count, which is now displayed in HUD.

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Gun Runner v2 DevLog #11

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  • Increased velocity for MAXIMUM SPEED!
  • Refactored how enemies are created.
  • COINSPLOSIONS! Still tweaking these. They will be far more bouncy.

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Gun Runner v2 DevLog #10

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  • Fixed the dropship collision shape. Found a great tool* so I can use a CGPath rather than take up precious phone space with an image to represent the collision shape.
  • Completely revamped how the controls work. Was using UITapGestureRecognizer for jumping up, UISwipeGestureRecognizer for jumping down, and a UIPanGestureRecognizer for aiming. However, the pan and swipe gestures could not be triggered simultaneously, so I am now overriding touchesBegan, touchesMoved, touchesEnded and handling controls from there.
  • Added a white-red-white animation for the reticle so it stands out more.
  • Noticed the reticle was sometimes flickering so started looking into that but couldn’t track it down.

 

*http://mortenjust.com/path-generator/ 

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Gun Runner v2 DevLog #9

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  • Wrapped up the parallax background.
  • A bit of optimization as I saw the frame-rate dip to the mid-50s. Came across a SpriteKit best practice in Apple’s documentation while trying to track down that 1 pixel flickering line issue. So now, rather than adding all SKNodes to the SKScene and hiding/unhiding them when needed, I’m adding/removing the nodes.
  • Code cleanup for the large parallax background commit and fixed a parallax issue in the process.
  • Started prototyping a new idea:

 

In v1, the player can drag their finger on the screen to aim, but the aim was attached to the avatar. For example, if I dragged my finger to the top of the screen while the avatar was close to the bottom, the avatar would aim diagonally up. But if I then jumped, the aim would continue to be diagonally up.

 

I’m thinking it would play better to have a reticle that the player can drag around that the avatar always shoots at. It would make it far easier to play and seems like it would be more fun. Got a rough version of this up and running quickly but then the dropship’s collision shape disappeared so fixing that next.

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Gun Runner v2 DevLog #8

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  • SO CLOSE to finishing the parallax background. There is one issue left that involves detecting when the image goes offscreen and repositioning it at the end of the parallax layer. You can see them popping out too early on the left side.

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Gun Runner v2 DevLog #7

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Dove down a rabbit hole.

 

While trying to get the positioning correct for the parallax background, I noticed that it was basically impossible to avoid some overlap. Seemed like some subpixel issues. This led me to start looking into the random 1 pixel lines that would sometimes appear while scrolling by the tilemap. It’s most noticeable in the trees but once I started looking, it was EVERYWHERE.

 

I messed around with adding padding to some of the tiles. I created the tree as a single image rather than it being made up of tiles. I made sure everything was being drawn with integers for positions rather than floats. Finally, FINALLY, I tracked it down to the scale mode on the SKScene that contains everything. I had messed around with this before, attempting to make it look decent on iPad so I could have Universal easily. I switched it from AspectFill to ResizeFill and *poof* the flickering lines were gone. Of course, this means it doesn’t scale well to iPad, but I’m going to push on and focus on iPhone and look at a solution for iPad later. During this debugging process, I did introduce a way to override everything’s display position so I’m thinking I can do some scaling there and all will be fine. 

 

tl;dr – Found and fixed root level issue. Back to fun things.

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Gun Runner v2 DevLog #6

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  • Just about finished the parallax background. Ran into an issue when trying to reposition the parallax sprites once they went offscreen. Note to self: when an SKNode as an SKPhysicsBody attached, manually setting the node’s position doesn’t work. You need to use an SKAction or remove the physics body, set the node’s position, and then re-add the physics body.

 

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Gun Runner v2 DevLog #5

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  • Finished dropship death animation. Took longer than expected because there was a weird flickering issue with the explosions that I had to track down. Turns out if you don’t nil out the SKSpriteNode’s texture before running an animate action, it will display the last frame from the previous animation for a split second.
  • Began work on parallax background.

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DevLog

Gun Runner v2 DevLog #4

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Had to run a lot of errands today so it’s a bit light.

  • Enemies explode on death.
  • Started work on dropship death animation. Things went horribly wrong. Just about done but calling it for the night.

 

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