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Jan
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comment How to detect collision on specific part of the sprite node
This doesn't work when working with SpriteKit because one doesn't have direct access to collision handling. Rather, one sets up SKPhysicsBody nodes and handles contact behavior from there. As such, the tip will never be "inside" the ball from the SpriteKit developer's perspective. One could still handle the problem without the creation of an extra node, but it involves using the contact handler, determining if the tip of the spike is at the point of contact in that handler. Much simpler, especially from OP's point of view, to create a third node and handle efficiency later, if at all.
Oct
6
revised Game Mechanics Suitable for a Game about Issues of Immigrations
removed "2d" and "unity" tags as irrelevant to the question. Added an oddly as-yet-uncreated tag regarding narrative. This belongs in gamedev.SE because it is very nearly the only form of software that has a narrative, and nearly all games have some form of narrative.
Oct
6
suggested approved edit on Game Mechanics Suitable for a Game about Issues of Immigrations
Oct
4
answered Game Mechanics Suitable for a Game about Issues of Immigrations
Jun
13
answered An archery's arrow should be a node or particle?
Jun
13
comment SpriteKit Game State Management
Conversely, you could just use XCode 7 beta and just use their implementation
Jun
13
comment SpriteKit Game State Management
I don't know (not sure why the stack moght be necessary?), but you'll need some way to tell the machine which state can move to which state. You could store that in the state, or the machine, or the data structure to hold the states, probably depending on the specifics of what you're gunning for. Or maybe it doesn't matter,and you can choose any of those three. Unsure at the moment
Jun
13
comment SpriteKit Game State Management
It sounds like that's pretty much it, except that each would have a GKStateMachine which holds the possible GKStates. If you want to design your own, it doesn't have to be exactly like this, but this does show that the States can be their own encapsulated paradigm separate from SpriteKit
Jun
13
comment SpriteKit Game State Management
developer.apple.com/library/prerelease/ios/documentation/…
Jun
13
answered SpriteKit Game State Management
Jun
4
comment Easy SpriteKit question on creating a function
You're quite welcome
Jun
3
comment Swift - Why does my SKShapeNode pass through an object, pausing briefly beforehand?
You're quite welcome =)
Jun
3
answered Swift - Why does my SKShapeNode pass through an object, pausing briefly beforehand?
Jun
1
comment Square Based or free movement
@Close Voters, pros vs cons lists are not "primarily opinion-based". It's really fairly simple to see why and how there could be actual, fact-based reasons why there could be advantages or disadvantages to various game design concepts. Consistently closing these style of questions harms the community in general.
May
18
answered RPG stats degrading by level
May
16
comment Progression in a Sandbox Game (to xp or not to xp)
For your "When to give players numbers?" question: gamedev.stackexchange.com/questions/56390/…
May
16
comment Progression in a Sandbox Game (to xp or not to xp)
Also: gamedev.stackexchange.com/questions/57553/… (A question that was, hilariously, closed as "not constructive")
May
16
comment Progression in a Sandbox Game (to xp or not to xp)
You'll find that gamedev.SE tends to close many game design questions as "opinion based". They/it tend to want hard questions with answers that are fairly straightforward (read: without requiring a nuanced analysis of lesser known game design principles). I would probably try answer this question if it were open, but since it's not, I'll tell you the answer lies largely with the barriers for player progression created by the form of character progression.
May
5
revised Sprite Kit - keeping character level with the terrain 2d endless runner
Added relevant tags