arrange spritenodes in patterns along the screen - ios

I dont know if you have played the mobile-game Flappy Fall. Its a simple game whit "falling"(scrolling) birds in a certain pattern, you have to catch them in a nest before they hit the ground. I am currently trying to learn a thing or two about Sprite-Kit and i am curious what is the best way to achieve different patterns in scrolling sprite-nodes? Lets say they are scrolling down the screen from one side to another and randomly have small waves and big waves. Any tips will be appreciated !
I am not trying to copy the game, just learn technics!

Related

Making a Platform game with Corona SDK

I'm trying to develop a platform game similar to Geometry Dash but i'm facing a lot of problems during the making of the algorithm.
I don't barely know how to proceed. Are the levels structured with a long image ( that is the ground) with obstacles added, or there are many obstacles generated progressively during the game?
I'd like to know where to start from, what to draw and how to place it in my game, how to build the collision detection.
The game will be an auto-scrolling platformer, so, will the character's asset be moving right or will all the level except for the character be moving left?
I'm a beginner, so i would like to receive detailed answers and not too difficult to understand. Thank you.
if you have any advice I would gladly listen to it.
I've done all corona tutorials but they doesn't explain how to do a platformer. - Luca Pasini
Looks like you still don't feel how game work from inside. Tutorials probably will not help you much. I think you need to start something very simple by your own - not by tutorials.
For example:
Show red rectangle
Show blue recatngle
Tap on the screen and red rectangle must change his position (not by transitions - just by core x,y change)
If they are collide - show text: "You win". Collision check just by raw calculations.
Then go with updates, that will make it looks more like a game.

SpriteKit: Should I pan the camera or move the background?

When building a game with SpriteKit, with a platformer game (like Doodle Jump for example), is it preferable to move the camera up, or the background nodes down ?
What is the standard practice in other frameworks ?
MOVE THE CAMERA!!!
One of the weirdest things about 2D game engines is that it often takes them a series of versions to get a camera.
They should be born with them.
SpriteKit was no different, it took forever to get a camera.
Now that it has one, never ever think of not using it.
Will make your life a million times simpler.
I can think of no exceptions, but look forward to being proven wrong.
move background was HOTFIX until proper cam support added.
use the cam. its easy and fun. no reason to not imo.

iOS SpriteKit split screen for lazy eye exercise

A Little Background
My son Seth has a Lazy Eye and there is evidence that his condition can be improved by playing video games.
Tetris Video Game Helps Treat Lazy Eye
Basically he has poor focus in one eye and perfect focus in the other eye. Over time his brain has started the process of shutting off and ignoring the bad eye. He wears a contact now to correct the focus issue but, his brain is still in the habit of ignoring that eye.
So not just any game will work. He needs something that forces his eyes to collaborate to bring together and track images.
I can use Durovis Dive or Google Cardboard to separate the images he will be processing.
He is a fan of Flappy Bird so a clone of this would be a good start.
My thought is to have the bird visible only to his left eye and the pipes only visible to his right eye. The background is visible to both eyes to give his brain a reference to bring the images together.
So Here is the actual question
I have ran into an issue trying to get a scrolling background and scrolling pipes working in two screens that clip at the right point.
How can I create a screen like below that
The background scrolls in sync in both windows?
The pipes clip at the center?
Thanks!
A crop node (or two) might do the trick so that it masks out the other half of the screen.

Making a table tennis game

I am very interested in making a table tennis game. It will be in 2D specially as I have no experience dealing the 3D. I have built aero-fighter in java. No i am learning XNA and want to make a table tennis (ping pong) video game in it. It will be human vs computer game.
I have some idea to do the task. But I am eager to know how the tennis game industry move their player ?
There are several question about the game --
***What will be the best to create such a game in 2D or 3D ?
How can i move the ball in 2D game? The equation of the ball move for top,under,flat shot or spin?
How can i move my player?
How can i spin the bat of player and the ball?*
First of all my idea is , making a sprite sheet of some special move for such -
Forehand counter hit, Backhand counter hit, Forehand push, Forehand serve, Backhand Serve... etc.
But it seems to boring and time consuming a lot. What is the best idea to handle such things or this problem?
I do not know the idea to movement of the tt ball. How can i use the spin in the ball and how can i show the spin -- Is it with the sprite?
Please help me if anyone know anything about it. I also like to have some links to get the concept of the video game....
I recomend you get confident with 2D games before you start with 3D. 3D is much more complex and your unlikely to get anywhere if you try to run before you can walk.
The rest of your question is a little broad to answer properly, I suggest you go through the tutorials on app hub and raise a new topic if you need help with a specific part.
If you become familiar with a physics engine such as farseer (harder to initially learn, better in the long run) or Physics2D (easy to pickup, but a little limiting) you could create a pong clone in under an hour I would say.

calculating force, velocity and distance in chipmunk

I am newbie with Cocos 2D, Chipmunk and Box 2D.
I have started basic docs and started to develop games.
Currently I am working with chipmunk.
I stuck at few points And they are as follow.
In my application, there is a player Who kick the soccer ball and ball will move to distance according to force applied by kick of player.
I am confused for ..
How do I make players whole body static and can make his one lag moveable to let it kick the ball.
How do I calculate force and vector and distance etc.
How do i move to next screen if my ball goes to out of current screen.
Please let me know the url from which I can easily get all type of examples for chipmunk application.
First off, you should learn chipmunk first and then try to solve your problem. I see a lot of people just wanting their problem to go away without actually making an effort to solve it. Here's some google results on Chipmunk tutorials.
https://www.google.co.cr/webhp?sourceid=chrome-instant&ix=sea&ie=UTF-8&ion=1#sclient=psy-ab&hl=en&site=webhp&source=hp&q=chipmunk%20tutorials&oq=&aq=&aqi=&aql=&gs_l=&pbx=1&fp=37838802d5e34660&ix=sea&ion=1&bav=on.2,or.r_gc.r_pw.,cf.osb&biw=1680&bih=882
About the 3 questions:
If you learn chipmunk or box2d, you can easily go and test different settings, from static bodys to joints to density. Depending on what you want to do, the solution differs. I suggest you look into that.
You can use several functions on each body you register. For box2d, youd use body->getAngle(), body->getLinearVelocity(), and body->getPosition(). With these 3 functions you can calculater force, vector and distance from every object. Im pretty sure chipmunk has something like this.
Really?? PSEUDOCODE: if (ball.position OUTSIDE screen.bounds) nextLEVEL();

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