Create New Apps by Just Changing Properties.

Setup with Tiled and a Property List

What’s possible with just a Property List?

We should be asking YOU that. What do you want to do? What kind of fantastic game do YOU have in mind? If you can dream it up, you can probably find the properties to set it up.

Property Lists

That’s a property list below. It controls nearly every thing in the kit. Unfolding those key names would reveal more properties, and possibly even more. The property list is what keeps you from ever having to write code. Of course, you’ll need to know exactly what each property does (which is why we’ve released the free iBook documentation). 

Editing a property list is incredibly simple: just type in values. You can copy one property to another group (dictionary) or copy an entire group of properties. So for example, if you create an enemy object and wanted to make a similar one, you could copy and paste all the data for that enemy and make minor tweaks to the duplicate (perhaps just the image file and keep all the physics properties in place). 

Optionally, you can also use Tiled in conjunction with the property list to position all of your objects. When the app runs, the location will come from Tiled, and the rest of the important information will come from the property list (with some exceptions, for example, Tiled can also be used to define boundaries as well).  

What you get after your purchase

License holders of the Fantastic Worlds iOS Starter Kit, have two versions of the kit. The first is a demo version of 5 levels for you to get a feel for nearly every feature of the kit. Travel through pre-made levels (Lands A through E) and test out what works and why by making slight tweaks to the Property List which controls everything. This is the “everything and the kitchen sink” version. We’ve tried to include as many properties as the kit supports. 

The second version of the kit is identical code-wise but has more artwork and sound files trimmed out to give you a fresh start for your own game. Most users will want to start by using this version as the one they begin modifying for their own game. This version only has two demo levels: a side-scroller and top-down view.

Many games, many styles

Your art can be viewed top-down, from a side scroller perspective or isometric. And you can switch styles or modes of play every level if you chose to. So a single app can easily create what would seem like totally different games. You could even offer access to some levels or “games” for free and charge via in-app purchases for access to other games. Good examples of games the kit could create are…

  • Mario Bros.
  • Zelda
  • Mega Man
  • River Raid
  • Dig Dug
  • Donkey Kong
  • Phantasy Star
  • Space Invaders
  • And plenty more of the “classics”


Major features include: a team of swappable characters, physics based worlds, animated enemies, weapons, equipable inventory, collectibles, an In-Game Currency system, multiple In-App Purchases, built-in Parental Gates, and much more. The Features page and iBook documentation go into plenty more detail. 

 

 

 

 

 

Layout with Tiled

Faster, more flexible level design.

For the first time ever in one of our kits, we’ve brought together Sprite Kit and Tiled to layout all OR parts of your level. Simply import your graphics, position them, specify a Name and class Type, save, and return to Xcode to set the properties to define how they will interact in the world. Build and play!  For those of familiar with Tiled in other Xcode projects and gaming engines, you might only think of it as a program to paint specific sized “tiles” and making retro 8-Bit style games. With the Fantastic Worlds iOS Starter Kit, Tiled is used for laying out artwork of any size at any position. How’s that possible? Tiled files are saved as a .tmx format, which is an XML file. The kit parses the XML, looks for specific Types (like Objects, Collectibles, Boundaries, etc), then matches the Name to that item in the property list. So Xcode provides the primary data for an object, properties like the object’s depth, parallax offset, animation, movements, etc, while Tiled for the most part, just provides a location. Tiled can also be used to draw line (or edge) boundaries in a level. So instant of simple square or circular boundaries, you can draw odd-shaped line boundaries into the Tiled file. 

Game Art Ready to Drop In

Looking for art as well?...

To compliment the kit, CartoonSmart is introducing GameArtPartners.com, a brand new site for royalty-free game art.  All the art produced by us is ready to simply drag and drop into the Fantastic Worlds Kit. On those products, you’ll get…

  • Pre-exported PNG sequences copied into Texture Atlas folders (for animated art, like characters)
  • Asset Catalogs (for static art, like platform sets)
  • Property Lists to copy and paste data from into the kit’s GameData.plist file.
  • Any extra files that might come in handy with the kit (like icons, weapons the character uses, explosion FX, etc)

And of course, you’ll receive all the usual source files to re-export, build upon, or create your own animation sequences using the art.

Game Art Partners - Royalty Free Game Art