Saturday, July 19, 2025

Frag goes iOS swiftly...

Since I distributed SeTT as an APK, I have been thinking of making something for Apple devices as well. And I thought, why not port Frag to Swift on my iPad? So, with the help of some tutorials, I am just going to dive right in this evening.

Dad bought curry chicken for our dinner so cooking tonight will be easier. Mom's body is gradually failing and she's depressed, lying in my air-conditioned room, talking endlessly. A form of pleasure for her I guess. I can work later on...

Am now thinking of Frag as an arcade game where fragments are emitted in real time, pods form and are disbanded, all to reach the precious opponent’s end zone. This will be a cool concept to do OOP with. I need graphics and animations. Maybe sound effects and some background music.

I can use my Korg synth to generate sound effects and a game theme for Frag. Need to read up on these, and maybe dissect an iOS platform game.

It's almost time for chores, sweeping and mopping. Have about 20 minutes to fiddle with Swift Playgrounds. Joining the ADP will cost over 400RM / year. Not sure I want to do that but I do want to release my app to the world in some form or other -just the raw source and resources, zipped.

Just past 3pm. Got the sweeping done and after 1/2 hour rest, will start the mopping. Watched a great Swift Playgrounds video on game physics. It uses SpriteKit which is built into Swift 4.x. Think I can now begin coding.

Coding went well, I learnt a lot about Swift and about SpriteKit game creation. So lucky this all runs on my iPad 10. I drew the fragment shapes in Canvas and Photoshop (Mac versions I run in Sheepshaver). They need to be transparent PNG format. Think I will just get the game basics up and running tomorrow. No worrying over sound effects and game music at this stage. Decided not to use numbers to denote value but sizes instead. Really looking forward to coding this, my first Swift app!

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