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Make some playtests around what equipment/stats will have a certain player on average on certain level. Create a monster roster with monsters valid on certain levels, I mean, Minotaur is never always a player level, but instead create a Minotaur that has level 2, Orc with level 3, Dragon with level 19 etc. When you are generating encounters for player, ...


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I think your problem is not program but staff. You need a Beta tester to give you comment on what to pike down or buff up. If your character has certain unique skill it can also contribute or harm the player. Also note on some games, it's not actually possible to kill high level monster without a bit of team play. You can also apply randomness on range ...


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This is a very interesting topic. You can build the water effect using SpriteKit and its integrated physics engine. Step 1 Create a Physics World Create many little circular SKSpriteNode(s), each one will have a circular physics body matching the graphics representation Step 2 Then every frame you'll need to: Draw all the sprites on a buffer Apply a ...


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haha, solved in here http://applehelpwriter.com/2013/10/01/change-between-debug-and-release-build/. its too fast question :P



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