Saving Game Data with NSCoding in Swift

March 23rd, 2016

Filed under: Game Development, iOS Development, Mac Development | 11 comments

I reached a point in developing LetterMiner where I wanted to save the game when the player quit so they could pick up where they left off. I didn’t find a lot of information online on saving data in SpriteKit games so I’ve decided to share what I’ve learned. I hope it helps other people. […]


Scrolling a SpriteKit Scene with SKCameraNode

December 9th, 2015

Filed under: Game Development, iOS Development, Mac Development | 7 comments

Apple added the SKCameraNode class to SpriteKit in iOS 9 and OS X 10.11 to make it easier to scroll and zoom in SpriteKit scenes. This article shows what I’ve learned about scrolling SpriteKit scenes. This article assumes you have created a SpriteKit Xcode project and a scene for the project. This article focuses on […]


Creating a Windows Installer with Inno Setup

July 17th, 2012

Filed under: Game Development | 2 comments

If you’re making a Windows game, one of the tasks you must perform is to create an installer for the game. Coming from Mac OS X, where installers are rarely used, I was a little worried about making an installer for the Windows version of Letter Miner. But after doing some Internet research, I came […]


Using Tries to Store Word Lists in RAM

July 10th, 2012

Filed under: Game Development | Be the first to comment!

One task every word game must perform is determining whether or not the word the player creates is a valid word. To check if a word is a valid, the game needs a word list and check if the word the player creates is in the list. How do you store the word list so […]


Creating a Custom Orthographic Projection With Pyglet

February 21st, 2012

Filed under: Game Development, OpenGL | Be the first to comment!

When you create a pyglet window, pyglet sets up an OpenGL orthographic projection for the window. The size of the projection matches the size of the window. If the window is 640 pixels wide and 480 pixels wide, the orthographic projection is 640 units wide and 480 units high. Pyglet’s default behavior works well in […]