2015-08-21

iOS 9 or Bust--Code Action-Packed Games with 8 Cutting-Edge Programming Courses!

Expires October 20, 2015 23:59 PST

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Story Tellers iOS Starter Kit 2



KEY FEATURES
Perhaps you've loved learning to code throughout these courses, or maybe you're wishing and begging for an easier way. The Story Teller’s iOS Starter Kit includes complete source code for building a game from start to finish without a line of code--plus this unique game allows users to customize how their stories unfold on screen. The kit comes equipped with tutorials showing you the code behind the kit, and even teaches you to modify it if you choose.

Easily create a iOS story book app w/ countless mini-games: over 80 lectures & 20 hours of content

Build a game that allows players to forge their very own narratives as they complete your game

Add customized features such as mini-games & puzzles

Allow the reader to determine images, animations, etc.

Master the Swift 2 code underlying this starter kit w/ included tutorials

Edit the kit's code to customize your game if you choose

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

Story Tellers Kit 2 required (included)

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1: Initial Setup

Lesson 1 Preview the Kit and Xcode 7's new Scene Features

Lesson 2 Using Different Scene Files for Device Types

Lesson 3 Creating a Custom Class to Subclass SKSpriteNodes in Scene Files

Lesson 4 Using the Property List to Define SKCameraNodes (for either iPad or iPhone)

Lesson 5 Passing Properties into Elements

Lesson 6 Using SKReferenceNodes (Scene groups) and Reference Actions

Lesson 7 Triggering Events by Touching the Highest Element on the Page

Lesson 8 Changing to a new Page and Removing Nodes on Touch

Lesson 9 Project Files - End of Session 1

Section 2: Page Events, Next, Previous, Random Pages, and Transitions

Lesson 1 What's Ahead in Session 2

Lesson 2 Trigger Events Immediately When the Page Loads

Lesson 3 Specifying Transition Settings (type, duration, direction, etc)

Lesson 4 Going to Next and Previous Pages

Lesson 5 Going to Random Pages

Lesson 6 Continue the Last Viewed Page with NSUserDefaults

Lesson 7 Project Files - End of Session 2

Section 3 Element Display - Showing, Hiding, Removing, and Moving Based on Touch

Lesson 1 Showing and Hiding Elements and SKReferenceNodes

Lesson 2 Conditionally Showing and Hiding Elements or SKReferenceNodes

Lesson 3 Removing Nodes by Name and Adding SKReferenceNodes and Random Elements from an SKReferenceNode

Lesson 4 Pausing or Unpausing Nodes and the Page Class

Lesson 5 Moving Nodes to a Touch Location or Another Node's Location

Lesson 6 Make Elements Follow Touch

Lesson 7 Using Your Own Extensions with the Event Chain

Lesson 8 Project Files - End of Session 3

Section 4: Running Actions from the Property List

Lesson 1 Running Actions Automatically on Elements

Lesson 2 Running and Stopping Actions via Touch Events

Lesson 3 ActionPools (Groups) to Trigger Actions on Unlimited Nodes

Lesson 4 Stopping Actions with ActionPools

Lesson 5 Running Actions Automatically From the Pages Dictionary

Lesson 6 Changing Cameras

Lesson 7 Project Files - End of Session 4

Section 5: Setting Up Dynamic SKLabelNodes

Lesson 1 Using Variable Values In Place of Text

Lesson 2 Randomizing Text Prefixes and Postfixes

Lesson 3 Opening the iOS Keyboard to Set Text Values

Lesson 4 Closing the Keyboard and Saving Values

Lesson 5 Keyboard Appearance and NSNotifications

Lesson 6 Incrementing Saved Values and Clearing Them

Lesson 7 Setting Values with Touch Events or Automatically When a Page Loads

Lesson 8 Project Files - End of Session 5

Section 6: Particle Emitters, Event Timers, Listeners and Element Generators

Lesson 1 Custom Particle Emitters using SKEmitterNodes as Placeholders

Lesson 2 Event Timers to delay or repeat triggering events / actions

Lesson 3 Event Listeners to trigger events when certain values equal, exceed or are less than a value

Lesson 4 Element Generators

Lesson 5 Project Files - End of Session 6

Section 7: Tap and Rotation Gestures

Lesson 1 Setting Up Tap Gestures

Lesson 2 Moving Nodes (and Parallax Moving Node) Based on the Tap

Lesson 3 Rotation Gestures

Lesson 4 Extending the Follow Touch Option to Any Node

Lesson 5 Project Files - End of Session 7

Section 8: Sounds, Textures, and Camera Follow Options and More

Lesson 1 Adding a Max Touch Count to Elements

Lesson 2 Playing and Stopping Background Sounds and Narration Sounds

Lesson 3 RunActions, StopActions and RunOrStopActions from the Page

Lesson 4 Making the Camera Track a Node

Lesson 5 Offsetting Positions as an Event

Lesson 6 Changing Textures or Cycling through Textures from a Pool

Lesson 7 Project Files - End of Session 8

Section 9: Physics

Lesson 1 Setting Gravity and a Physics Boundary Area Around the Scene

Lesson 2 Reversing Gravity, Toggling On or Off an Elements Gravity, and Making Any Node Follow Another

Lesson 3 Trigger Events with any Two Physics Elements Contacting Each Other

Lesson 4 Trigger Events with Specific Physics Contacts

Lesson 5 Applying Impulse Events

Lesson 6 Adding Directional Buttons to Apply the Impulse Events

Lesson 7 Project Files - End of Session 9

Section 10: Conditional Values, Saving Texture Preferences, Touch Up Events, Inventory Slots / Paths and More

Lesson 1 Listening for all Conditions or All Conditions in a Group

Lesson 2 Listening for Non-Equality values and Puzzle Pairing

Lesson 3 RunAction, StopAction and RunOrStopAction Dictionary from a Touch Event

Lesson 4 TouchUp Events

Lesson 5 MoveNodeToNode and AnimateNodeToNode

Lesson 6 Move Node To Next Available Slot (or place in a path basically)

Lesson 7 Changing Textures to User Preferences

Lesson 8 Restricting FollowTouch Positions and WrapUp

Lesson 9 Project Files - End of Session 10 - Pre-Demo Version 1

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on the Story Tellers Kit 2, iBook documentation & video documentation, click here.

For more details on the video tutorials on modifying the kit w/ Swift 2, click here.

Fantastic Worlds iOS Starter Kit Setup Guide



KEY FEATURES
Convenient to use and easy to modify, the Fantastic Worlds iOS Starter Kit includes all the source code required to build a game. This course will cover everything you need to edit the code, create your own unique game, and build out playable worlds full of rich detail. You'll be the proud owner of a full-fledged game app without having written a line of code yourself!

Create an iOS game w/ over 21 lectures & 5.5 hours of content

Build a game without writing any code

Craft a side scrolling or isometric world

Configure the physics of your world

Design characters & animate them

Build in-game features like collectibles, currency, etc.

Create playback demos for your game

Use Tiled to design levels graphically

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1: iBook Documentation

Lecture 1 Where to get the iBook

Section 2: The Basics

Lecture 2 Using Tiled from Scratch

Lecture 3 Integrating Tiled

Lecture 4 Introduction and Root Dictionaries / Arrays in the Property List

Lecture 5 Collectibles, In-Game Currency and Inventory

Lecture 6 Characters

Lecture 7 Weapons

Lecture 8 Portals

Lecture 9 Objects (or Platforms, Enemies, Villagers, anything really)

Lecture 10 Control Pad with Joy Stick

Section 3: Playback Demos

Lecture 11 Playback Demo of a Platform / Side Scrolling Game

Lecture 12 Playback Demo of a Top Down Game

Lecture 13 Playback Demo of a Kid's App Game

Section 4: Short Level Ideas

Lecture 14 Weighing Down Platforms

Lecture 15 Timing the Jump Juuuust Right

Section 5: Level Design Workshops

Lecture 16 Weighing Down Platforms with Things Like Rocks

Section 6: Weapon Ideas

Lecture 17 Flame Throwers

Lecture 18 Laser Obstacles

Section 7: Objects

Lecture 19 Switches

Lecture 20 Time-Based Breaking of Objects

Lecture 21 Spring Platforms and Ghostly Bad Guys

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on this course and instructor, click here.

iOS Control Systems with Swift & SpriteKit



KEY FEATURES
From the simplest of actions to using the accelerometer, this course is sure to get your characters moving. Implement the control system that fits your needs, and learn to take advantage of key iOS tools to conquer what's normally the most challenging portion of game coding.

Tune into 7 hours of instruction & advance your game coding skills

Explore simple tap-to-move controls

Make sprites follow paths & utilize SKAction

Utilize the accelerometer to control characters (balance, roll, etc.)

Animate textures w/ Xcode

Use gesture recognizers

Build a virtual joystick

Incorporate side-scroller style level functionality into your Virtual Joystick

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1:

Lesson 1 Notes for Swift 2 vs Swift 1.2

Lesson 2 Control Systems Project - Touch to Move

Lesson 3 How to Tap Relative to the Character to Move

Lesson 4 Control Systems Project - Touch to Move with SKActions from Point A then to Point B

Lesson 5 Smooth Movements with SKActions

Lesson 6 SKActions (continued) Moving to Point A, then to Point B

Section 2:

Lesson 1 Follow Path Project Files

Lesson 2 Make an Object Follow a Path with SKActions

Lesson 3 Make Multiple Objects Follow a Path (Centipede style)

Section 3:

Lesson 1 Accelerometer Project 1 Files

Lesson 2 Accelerometer Basics in Swift

Lesson 3 Accelerometer Project 2 Files (Movement on both X and Y)

Lesson 4 Accelerometer on Both X and Y in Swift

Section 4:

Lesson 1 Gestures Recognizers - Project Files

Lesson 2 Animated Textures - Prequel to using Gesture Recognizers

Lesson 3 Taps and Rotation Gesture Recognizer Tutorial

Lesson 4 Rotating and Moving a Ship and Target

Lesson 5 Swipe Gestures and Rotating Based on Degrees

Lesson 6 Pan Gestures vs touchesMoved and convertPointFromView

Lesson 7 Pinch and Long Press Gesture Recognizers

Section 5:

Lesson 1 Virtual Joystick - Project 1 (the project after the next two videos)

Lesson 2 Initial Setup of a Virtual JoyStick with Swift and SpriteKit

Lesson 3 Top Down Movements and Speed Based Controls using a Virtual Joystick

Section 6:

Lesson 1 Virtual Joystick - Project 2 - Side Scroller Style (the project after the first three videos)

Lesson 2 Modifying the Scene for Side Scroller Play and Creating the Player Class

Lesson 3 Creating an Object Class from SKNode and Using a Dictionary to Initialize It

Lesson 4 Using the SKPhysicsContactDelegate to detect contact between Player and Object

Lesson 5 Virtual Joystick - Project 3 - Side Scroller Style (the project after adding Walk, Idle and Attack actions)

Lesson 6 Walking, Idling and Attacking with Joystick Controls Tutorial

Lesson 7 Virtual Joystick - Project 4 - Side Scroller Style (Jumping Added / Finished)

Lesson 8 Jumping with Joystick Controls Introduction

Lesson 9 Jumping with Joystick Controls Tutorial

Section 7:

Lesson 1 Sling Shot Project

Lesson 2 Sling Shot Style Controls Tutorial

Section 8:

Lesson 1 Isometric Projects (Joystick and Directional Pad)

Lesson 2 Isometric Controls Tutorial

Lesson 3 Isometric Controls Tutorial with a Directional Pad

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on this course and instructor, click here.

Endless Worlds with Swift & SpriteKit

KEY FEATURES
The iOS 9 release is set to include upgrades to SpriteKit, making this the perfect moment to master Apple's animation tool. This video tutorial series will explore the art of building levels that challenge gamers every step of the way. Learn to keep your players enthralled for the longterm, and study coding with Swift 2.0 in the mean time.

Participate in 6.5 hours of training

Populate a moving "world" node w/ randomly generated physics objects

Convert CGPoint locations in Swift, adding & clearing out nodes as needed

Modify your project & create "level units", changing specific portions of previous levels

Build an elevator-style game & change the code to make adjustments

Create an endless game similar to Frogger or Crossy Road

Convert the previous project to an endless top-down viewed RPG style world

Remove level units the character has left (which could replace those units when the character walked back to them)

Use Swift & SpriteKit to generate & remove levels on-the-fly

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1:

Lesson 1 Very Minor Changes for Swift 2

Lesson 2 Course Assets (Starting Template and Finished Project 1)

Lesson 3 Introduction to Project 1

Lesson 4 Quick Overview of the Starting Template

Lesson 5 Create a Perpetually Moving World Node

Lesson 6 Clearing Unseen Nodes and Adding the Player

Lesson 7 Touching Objects to Move them and adding the Contact Listener

Section 2

Lesson 1 Course Assets (Finished Project 2)

Lesson 2 Introduction to Project 2

Lesson 3 Creating the Level Unit Class

Lesson 4 Moving the World and Platforms within the Level Unit

Lesson 5 Centering the World on the Character

Section 3

Lesson 1 Course Assets (Starting and Finished Project 3)

Lesson 2 Crossy Frog Introduction

Lesson 3 Tweaks from the Last Project and Creating Multiple Level Types

Lesson 4 Different Objects for Different Level Types

Lesson 5 Changing Object Speeds and Repositioning Offscreen Objects

Lesson 6 Hopping on Water Objects

Lesson 7 Resetting Levels

Section 4

Lesson 1 Course Assets (Starting and Finished Project 4)

Lesson 2 Endless RPG Introduction

Lesson 3 Adjusting the PlayerClass and Movements

Lesson 4 Adding Endless LevelUnits Going North

Lesson 5 Adding All LevelUnits and Clearing Unseen Units

Lesson 6 Adding Grass and Water Objects within Each Level Unit

Section 5 An Endless Runner - The Grand Enchilada

Section 5

Lesson 1 Course Assets (Starting and Finished Project 5)

Lesson 2 The Endless Runner Tutorial - Introduction

Lesson 3 The Endless Runner Initial Setup

Lesson 4 The Endless Runner Player Setup and Adding Jump Controls

Lesson 5 The Endless Runner - Adding Gliding and Sliding Controls

Lesson 6 The Endless Runner - Looping Background and Resetting the World

Lesson 7 The Endless Runner - Adjusting the Level Unit Class

Lesson 8 The Endless Runner - Adjusting the Object Class

Lesson 9 The Endless Runner - Contact Testing and Wrap Up

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on this course and instructor, click here.

Missile Commando with Swift & SpriteKit

KEY FEATURES
Even your favorite tried-and-true arcade games can benefit from new gaming technology. This course will teach you to make great games even better by adding modern graphics and advanced features. From general Xcode settings to SKSpriteNodes, this coding training will bring together the old and the new to build the best Missile Commando yet.

Follow along w/ 6 hours of instruction

Create the initial launch screen w/ both Swift & SpriteKit

Create an Xcode project which serves as a nice "Universal Starting Template" for the project to come

Learn about general Xcode project settings, SKSpriteNodes, SKLabelNodes, SKActions & transitioning scenes

Set up the player's base, turret, ground & looping background

Send missiles & bombs for the player to deflect

Create custom classes & manage cleaning up items

Determine what happens when one thing collides with another

Add more SKLabelNodes to track stats, scores & levels

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1:

Lesson 1 Missile Commando - Introduction

Lesson 2 Missile Commando - Blackboarding the Game

Lesson 3 Very Minor Changes for Swift 2

Lesson 4 Course Art Assets and Sounds

Lesson 5 How to Create a Universal-sized Intro Image with SKSpriteNode

Lesson 6 Introduction to SKLabelNodes and SKActions

Lesson 7 Declaring Variables for any Function in Swift and using SKActions to Remove a Child

Lesson 8 Using an Intro Scene in Sprite Kit to Transition to the main Game Scene

Section 2:

Lesson 1 Starting Xcode Project (includes IntroScene which goes to GameScene)

Lesson 2 Adding the Player Base and Ground

Lesson 3 Using a Rotation Gesture Recognizer to rotate and move the Turret and Target

Lesson 4 Creating Bullets and Applying Force to an SKPhysicsBody

Lesson 5 Creating Firing Particles from the Gun Turret

Lesson 6 Parallax Moving Backgrounds with Swift and Sprite Kit

Lesson 7 SKActions to Play Sound and AVFoundation for Background Sound

Lesson 8 Xcode Project (at end of Session 2)

Section 3:

Lesson 1 Clearing Unseen Nodes and Game Loop Outline

Lesson 2 Launching the EnemyMissile Class

Lesson 3 EnemyMissile Particles and Animation

Lesson 4 Adding Comet Trails to Missiles

Lesson 5 Send in the Drones!

Lesson 6 Creating the Base Class

Lesson 7 The Game Over Loop

Lesson 8 Xcode Project (at end of Session 3)

Section 4

Lesson 1 Creating Explosions and Adding a Hit Function to the EnemyMissile Class

Lesson 2 Contacts Between Bullets and Missiles

Lesson 3 Finishing the Contact Listener

Lesson 4 Game Over Functions and Restarting

Lesson 5 Wave Stats, Move Labels, and Leveling Up

Lesson 6 Odds and Ends and Wrap Up!

Lesson 7 Xcode Project (at end of Session 4)

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on this course and instructor, click here.

iOS Maze Games with Swift, Sprite Kit and Designed in Tiled

KEY FEATURES
The next step on your game development journey? Building a Pac-Man-style game for iOS. Using essential tools like Swift, SpriteKit, and Tiled, you’ll do everything from crafting game art to designing whole levels. By course’s end, you’ll not only have built a playable game but solidified important skills for future game development projects.

Build a maze game w/ over 49 lectures & 7.5 hours of content

Use Swift, SpriteKit & Tiled to program your game

Design & animate different characters

Construct entire levels for players to traverse

Trick out your game w/ sounds & parallax backgrounds

Build settings that players can configure

Craft a game that will engage players from start to finish

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

Mac running Xcode 6 or 6.1

Apple Developer registration (for testing on actual device)

Prior programming experience recommended

No knowledge of Sprite Kit or Swift required

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1: Creating a Hero for the Maze

Lesson 1 Maze Game - Art Assets and Xcode Projects

Lesson 2 Maze Games with Swift and Sprite Kit - Introduction to the Series

Lesson 3 Maze Games with Swift and Sprite Kit - Initial Setup

Lesson 4 Maze Games with Swift & Sprite Kit - Adding the Hero Class

Lesson 5 Maze Games with Swift and Sprite Kit - Moving the Hero

Lesson 6 Maze Games with Swift and Sprite Kit - Gestures and Animations

Lesson 7 Maze Games with Swift and Sprite Kit - Hero Physics

Section 2: Boundaries, Contacts, Tiled and Star Classes

Lesson 1 Maze Games with Swift and Sprite Kit - Introduction to Session 2

Lesson 2 Maze Games with Swift and Sprite Kit - Create the Maze Boundaries from SKS files

Lesson 3 Maze Games with Swift and Sprite Kit - Contact Delegate

Lesson 4 Maze Games with Swift and Sprite Kit - Tiled Intro

Lesson 5 Maze Games with Swift and Sprite Kit - Parsing the XML data of the Tiled File

Lesson 6 Maze Games with Swift and Sprite Kit - Centering the Hero

Lesson 7 Maze Games with Swift and Sprite Kit - Creating the Star Class (Part 1)

Lesson 8 Maze Games with Swift and Sprite Kit - Creating the Star Class (Part 2)

Section 3: Sensing Walls and Adding Enemies

Lesson 1 Maze Games with Swift and Sprite Kit - Intro to Session 3

Lesson 2 Maze Games with Swift and Sprite Kit - Adding Sensor Nodes to the Hero

Lesson 3 Maze Games with Swift and Sprite Kit - Using the Sensor Nodes

Lesson 4 Maze Games with Swift and Sprite Kit - Edge of the World

Lesson 5 Maze Games with Swift and Sprite Kit - Placing the Enemies

Lesson 6 Maze Games with Swift and Sprite Kit - Moving the Enemies

Lesson 7 Maze Games with Swift and Sprite Kit - Refining the Enemy Movements

Section 4: Property List, Loading the Next Level, Text, Sounds and More

Lesson 1 Maze Games with Swift and Sprite Kit - Intro to Session 4

Lesson 2 Maze Games with Swift and Sprite Kit - Using a Property List for the Hero's Settings

Lesson 3 Maze Games with Swift and Sprite Kit - Using a Property List for the Game Settings

Lesson 4 Maze Games with Swift and Sprite Kit - Using a Property List with an Array of Levels

Lesson 5 Maze Games with Swift and Sprite Kit - Loading the Next Level

Lesson 6 Maze Games with Swift and Sprite Kit - Adding a Lives Left Label

Lesson 7 Maze Games with Swift and Sprite Kit - Parallax Background

Lesson 8 Maze Games with Swift and Sprite Kit - Adding Sounds

Section 5: Easy extensions with the final project

Lesson 1 Maze Games with Swift and Sprite Kit - Pushable Boundaries

Lesson 2 Maze Games with Swift and Sprite Kit - Using Stars to Auto Advance Level

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on the course and instructor, click here.

How to Draw All Your Own Game Art

KEY FEATURES
Don’t settle for using low-quality stock images as game art. Take matters into your own hands by drawing all aspects of your game ranging from buttons to game characters viewed at various angles and in different action sequences. By course’s end, you’ll be able to ensure your game looks as good as it plays.

Draw your own game art w/ over 45 lectures & 12 hours of content

Create a striking logo to attract potential players

Craft a map to outline levels or serve as decoration

Design GUI elements like buttons, progress bars, etc.

Sketch different in-game views for your characters

Animate your character performing different actions

Draw terrain & buildings to create rich backgrounds

Create explosion effects: collisions, impacts & more

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1: Flash Basics

Lesson 1 How to Draw All Your Own Game Art - Course Assets

Lesson 2 Initial Setup with Flash

Lesson 3 Vector Points

Section 2: The All-Important Logo

Lesson 1 Logos - Basic Layout

Lesson 2 Logos - Starting the Empire Logo

Lesson 3 Logos - Coloring

Lesson 4 Logos - Adding a Backing

Lesson 5 Logos - Adding Lighting

Section 3: Ye ol’ Quest Map

Lesson 1 Quest Map - Starting Out

Lesson 2 Quest Map - Streams and Docks

Lesson 3 Quest Map - Mountains and Roads

Lesson 4 Quest Map - Forests and Cliffs

Lesson 5 Quest Map - Adding a Village

Section 4: Interface Elements and Buttons

Lesson 1 GUI - Introduction

Lesson 2 GUI - Creating a Play Button

Lesson 3 GUI - Creating a Sci-Fi Style Play Button

Lesson 4 GUI - Progress Bar

Lesson 5 GUI - Adding Chains and Drawing a Compass Radar

Lesson 6 GUI - Selected Icon

Lesson 7 Space Style Buttons

Lesson 8 Overview of Finished GUI

Section 5: Designing Game Characters

Lesson 1 "Choose a Character" Screen Part 1

Lesson 2 "Choose a Character" Screen Part 2

Lesson 3 Drawing an In-Game Character - Front View

Lesson 4 Drawing an In-Game Character - Back View

Lesson 5 In Game Character Side View

Section 6: Character Animations

Lesson 1 Animating a Front View Walk Cycle

Lesson 2 Animating a Side View Walk Cycle

Lesson 3 Animating an Attack Animation

Lesson 4 Adding FX to an Attack Animation

Lesson 5 How to Export from Flash

Section 7: Terrain

Lesson 1 Drawing Terrain - The Outlands

Lesson 2 Drawing Terrain - The Outlands Continued

Lesson 3 Drawing Terrain - The Ocean

Lesson 4 Drawing Terrain - The Ocean Continued

Lesson 5 Drawing Terrain - The Bad Part of Anywhere

Lesson 6 Drawing Terrain - The Bad Part of Anywhere Continued

Section 8: How to Draw Buildings

Lesson 1 Perspective 101

Lesson 2 The Castle

Lesson 3 Modular Huts

Lesson 4 Sketching Ideas

Lesson 5 The Tiki House

Section 9: Animation FX

Lesson 1 Star Burst Animation

Lesson 2 Ring Blast Animation

Lesson 3 Animating a Smoke Effect

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on this course and instructor, click here.

Property List Driven Apps

KEY FEATURES
Change isn't easy, especially when it comes to apps already deployed to the Apple App Store. This course will employ Swift's latest features to allow updates to your apps without resubmitting a new build to Apple, only to get stuck at the bottom of the approval food chain. Even display dynamic web pages and embed YouTube, Vimeo, Vine videos, and more to make your app the best it can be.

Learn to build dynamic apps w/ 3 hours of training

Explore the the initial layout of the app

Add a UITableView, UIWebView & Navigation Bar to the Main.storyboard file

Make your first web request (display any site/page you want in the app)

Send query string variables from an iOS app & use them within the content

Set up your Property List to open a single page & feed in countless variables

Upload a second copy of the Property List to a server & make it the primary source of data

Include an image (of any size) in the UITableView

Create an image cache

COMPATIBILITY

Internet required to stream online

DRM-Free movie files are available to download to watch offline

PRODUCT SPECS

Length of time users can access this course: lifetime

Access options: web streaming, mobile streaming, download for offline access

Certification of completion not included

Redemption deadline: redeem your code within 30 days of purchase

Experience level required: all levels

Included lessons by section:

Section 1:

Lesson 1 Optional Auto Layout Tutorial

Lesson 2 Starting Project, Finished Projects and PHP Files

Section 2:

Lesson 1 How to Set Up IBOutlets IBActions and make a Webview Request

Lesson 2 Setting up the Property List

Lesson 3 First Pass at Parsing Property List

Lesson 4 Fully Parsing the Property List

Section 3:

Lesson 1 Query String Variables and Dynamic Embeds with PHP Files

Lesson 2 Using HTML Data as an App Gateway (or for any String Data)

Lesson 3 Reversing the Plist and Setting the Nav Title

Section 4

Lesson 1 Reusing the same Dictionary from the Property List

Lesson 2 Updating the Property List from a Server-Stored Copy

Lesson 3 Wrap Up

Section 5

Lesson 1 Adding Thumbnails or Any Size Image to the UITableView

THE EXPERT
This course is instructed by Justin Dike, owner and lead developer at CartoonSmart.com, and recent author of iOS Game Programming with Xcode and Cocos2d. Justin has been programming iOS games professionally and teaching courses on game-related topics since the release of the very first iPhone. He’s proficient with Cocos2d, SpriteKit, Objective-C and most recently Swift--making him a true mecca of iOS coding knowledge. Justin has been teaching video tutorials for CartoonSmart since way back in 2004!

For more details on this course and instructor, click here.

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