Implementing Multiplayer for SpriteKit game with Game Center - swift

I have a completed Sprite Kit game that is solid on it's own, However I would really like to incorporate real-time multiplayer functionality into it. The only problem is I have not been able to find any tutorials going over how to do so (raywenderlich.com has one but it is with Objective-C and my game is in Swift).
I have read through Apple's documentation, however, it really just covers the logic of what is happening and lists pieces that are used as opposed to actually showing how to implement the code.
I was wondering if someone could help me with how to actually go about implementing the code. From what I can tell through my searches it is a pretty requested topic but there aren't any tutorial on this using swift.

Related

Can we combine SFML with Unity? If yes then how?

I just started C++ lessons not so long ago because I am interested in game development. Obviously I am nowhere near creating my own game yet but I was reading some guides on game development and it was talking about Unity and how it makes game development a lot easier than having to code 100% of the game.
However, I also watched some tutorials on youtube regarding SFML which can also be used for game developing, what are the differences? and can you use both at the same time?
I have already started learning about SFML but Unity seems so much simpler to use.
Thanks in advance.
In theory yes, but it's not practical, so the real answer is no.
SFML provides access to basic APIs (OpenGL, OpenAL, OS APIs, FreeType 2, etc) which can be used to build complex applications on top, for example like an engine more in the direction of Unity (e.g. xygine, Nero Game Engine).
But since Unity already provides access to all the things SFML would provide, there's really no reason in trying to integrate SFML into Unity. Similar to how it wouldn't make sense to integrate the Unreal Engine into Unity.
If you really want to do it, you'd approach it similar to how #Programmer described it in the comments.

Synchronous Turn Based game for iOS

I'm currently working on an iOS card game. It's like bridge but, different is some rules. Anyway, I'm currently thinking of the multiplayer aspect of this game. I can't use the iOS 5 turn-based feature as it's async, which is useless in my case. So, the question is, can this type of multiplayer games be implemented on using GameCenter API ? Or i will have to come up with my own server.
Thanks a lot
You may start with Ray Wenderlich's great tutorials.
Clearly YES. You can use Game Center for that. Turn Based Games on Game Center based on synchronous mentality. Look at here http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/ImplementingaTurn-BasedMatch/ImplementingaTurn-BasedMatch.html

iPhone: Building talking puppet application

I am trying to learn and build talking puppet iPhone application. The great example is "Talking Ben the Dog" and here is youtube video. I have no idea how am I going to build such application. I have a graphics designer who will do their part. As a being programmer, what would I need to be aware of? If someone can throw their ideas or point me some relavant documentation or sample code would be great help.
Thanks.
First, you'll need to create the content. That means the animation scenes and any associated audio. Next, you'll want to trigger those scenes based upon the user's input.
If you want more advanced functionality like "talk back" where the app repeats what you say, then you'll need to get a grip with AudioQueue and AudioUnit APIs. That means detecting levels of incoming audio then triggering writing audio in to stored buffers. These APIs are difficult so this will be the most technically challenging part. You'll need to be comfortable with pointers and other lower level programming concepts.
For an app without talk back, a lot of work will be required to create the content. Then you'll need to re-create the animations using UIImage and the Core Animation framework in your app.
There are a lot of great videos on the Apple site and sample code. This will be a brilliant learning curve for you to get up to speed with Core Animation.
Just make a couple of videos for every scene and play them according to button click!

How to create an AI in Cocos2d?

I am making a game (obviously) and to make it a remotely good one i need to have an AI. The problem is, where do I begin? I haven't done anything like this, and any help is appreciated. Links, other posts, tutorials, anything will suffice. Also note that I would like to have more than one enemy on the screen at once, so each of them will need an AI. Like I said, any help is appreciated. Thanks!
first: AI don't need/use Cocos2D classes
you need to build AI specific classes that controls your game objects/sprites etc...
second: this link covers some basics of game AI
and this post explains how to make a finite state machine (FSM) in Objective C
a FSM is the most simple technique to build an AI in a game
Finite State Machine is the most common technique used for AI on mobile devices.
You also need to consider how much complex processing target device can handle without hampering user experience.
There's a good book for cocos2d: "Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk". You should check that out if it's your first game with cocos2d.

Any idea about an iPhone Accelerometer Library?

Have looked so long for a library specialized in dealing with iPhone Accelerometer but couldn't find anything.
I have made some few sample apps, but none reaches a level of accuracy as in Labyrinth games for example, so any idea about a library for that? Or maybe an open source app?
Would be better if it's integrated in a Physics library
UPDATE: I didn't mention it, but i don't want to use game engines. Specially now, that their future is still unknown. ObjC libraries or tutorials would be better.
I highly recommend looking at tweejump. It's basically an open source version of games like Doodle Jump. It really helped me learn how to use the accelerometer to control an object on the screen.
Although you said you didn't want any game engines, this is powered by the Cocos2D library. However, Cocos2D is written in Objective-C, so there shouldn't be any issue getting anything powered by Cocos2D passed Apple.
Best of luck!
It seems that it may just be easier for you to use a game engine that works with iPhone if you are looking to make a game. Here are 2 engines that export to iPhone GameSalad or Unity 3D