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Tag Archives: iOS
Desktop class performance on a mobile phone?
I recently bought an iPhone 5S (this is partly why I’ve taken a short detour from the platform game – this will resume in my next post!). Once again Apple have managed to create hype around a new CPU which … Continue reading
Posted in Android, benchmarking, F#, iOS, Mono, performance
Tagged A5S, A7, Android, Benchmarking, F#, iOS
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A Platform game in F# and SpriteKit – Part 7 – DSLs baby!
So far our (1) level is fairly painful code to look at – admittedly SpriteKit and F# take something that could have been horrific and simply make it tedious. Today we change that. DSL According to Wikipedia a DSL is … Continue reading
A Platform game in F# and SpriteKit – Part 6 – Death
If there’s one thing we can all be certain of in life, it’s death. And so the same rule must apply to our dude. It’s been good knowing you little guy. F# shines again The last few posts have been … Continue reading
A Platform game in F# and SpriteKit – Part 5.5 – Sound Effects
Micro-post: Playing sound effects in SpriteKit: //Load the sound use jumpSound = SKAction.PlaySoundFileNamed(“Jump.wav”, true) //Play the sound scene.RunAction jumpSound Note that the File extension is important here – unlike the graphics formats loaded into SpriteKit. Winning! Next Time So far our level plays for … Continue reading
A Platform game in F# and SpriteKit – Part 5 – Animation and Sound
Last time we added some scrolling to out game, but our main character looks rather static. Let’s let him move like Jagger (well maybe Cliff Richard) Animation! SpriteKit is clever. It’s possible to give SpriteKit a bunch of textures and … Continue reading
A Platform game in F# and SpriteKit – Part 4 – Running and Scrolling
So far in this series I’ve covered how to build a largely static screen in SpriteKit. Today I’m going to cover 2 things I’m going to move our dude from left to right under force I’m going to scroll the … Continue reading
A Platform game in SpriteKit and F# – Part 3 – A Jumping dude
Today’s post is going to be a short one – I’m going to add a dude who we can make jump. Before I go ahead and do that it’s important to add some physical properties to allow our player to land … Continue reading
A Platform game in SpriteKit and F# – Part 2 – Start building a level
Today’s post is going to be fairly short and sweet. I’m going to start filling out the level1 method, by making the 1st step of drawing the basics of a level. At the end of this post there will be … Continue reading
A Platform game in SpriteKit and F# – Part 1 – Game State Management
So as I wrote some previous articles on SpriteKit I was planning on doing a few small bits that covered really small focussed parts of SpriteKit. The thing is that I actually really like SpriteKit and want to write an … Continue reading
F# and Monogame Part 3 – iOS
In the previous instalment of of this mini-series I detailed how to make Monogame work on Android purely in F#. In this installment I tackle iOS. I’m going to assume you already have Xamarin Studio, the F# iOS templates and Monogame … Continue reading