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