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Epic iOS 9 Game Coding Bundle

Courses
8
Lessons
291
Enrolled
433

What's Included

Product Details

Access
Lifetime
Content
20 hours
Lessons
80

Story Tellers iOS Starter Kit 2

Go Code-Less: Build a Game That Lets Your Players Customize Their Stories

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

Compatibility

  • Internet required to stream online
  • DRM-Free movie files are available to download to watch offline
  • Story Tellers Kit 2 required (included)

Access
Lifetime
Content
5.5 hours
Lessons
21

Fantastic Worlds iOS Starter Kit Setup Guide

Create Richly Detailed Worlds without Coding a Single Line

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

Compatibility

  • Internet required to stream online
  • DRM-Free movie files are available to download to watch offline

Course Outline

  • iBook Documentation
    • Where to get the iBook
  • The Basics
    • Using Tiled from Scratch
    • Integrating Tiled (early version, still applies just not as recent)
    • Introduction and Root Dictionaries / Arrays in the Property List
    • Collectibles, In-Game Currency and Inventory
    • Characters
    • Weapons
    • Portals
    • Objects (or Platforms, Enemies, Villagers, anything really)
    • Control Pad with Joy Stick
  • Playback Demos
    • Playback Demo of a Platform / Side Scrolling Game
    • Playback Demo of a Top Down Game
    • Playback Demo of a Kid's App Game
  • Short Level Ideas
    • Weighing Down Platforms
    • Timing the Jump Juuuust Right
  • Level Design Workshops
    • Weighing Down Platforms with Things Like Rocks
  • Weapon Ideas
    • Flame Throwers
    • Laser Obstacles
  • Objects
    • Switches
    • Time-Based Breaking of Objects
    • Spring Platforms and Ghostly Bad Guys

View Full Curriculum


Access
Lifetime
Content
6.5 hours
Lessons
32

iOS Control Systems with Swift & SpriteKit

Control Your Characters' Every Move--Touches, Virtual Control Pad, Accelerometer & More

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

    Compatibility

    • Internet required to stream online
    • DRM-Free movie files are available to download to watch offline

Course Outline

  • Tap to Move Controls using Swift and Sprite Kit
    • Introduction
    • Course Assets for Swift 1.2 through Swift 2.2
    • How to Tap Relative to the Character to Move
    • Smooth Movements with SKActions
    • SKActions (continued) Moving to Point A, then to Point B
  • Making Objects Follow a Path
    • Make an Object Follow a Path with SKActions
    • Make Multiple Objects Follow a Path (Centipede style)
  • Using the Accelerometer to Control Movement
    • Accelerometer Basics in Swift
    • Accelerometer on Both X and Y in Swift
  • Gestures Recognizers
    • Animated Textures - Prequel to using Gesture Recognizers
    • Animated Textures (continued)
    • Taps and Rotation Gesture Recognizer Tutorial
    • Rotating and Moving a Ship and Target
    • Swipe Gestures and Rotating Based on Degrees
    • Pan Gestures vs touchesMoved and convertPointFromView
    • Pinch and Long Press Gesture Recognizers
  • Virtual Joysticks
    • Initial Setup of a Virtual JoyStick with Swift and SpriteKit
    • Top Down Movements and Speed Based Controls using a Virtual Joystick
  • Virtual Joystick in a Side Scroller Style Level
    • Modifying the Scene for Side Scroller Play and Creating the Player Class
    • Player Class (continued)
    • Creating an Object Class from SKNode and Using a Dictionary to Initialize It
    • Object Class (continued)
    • Using the SKPhysicsContactDelegate to detect contact between Player and Object
    • Walking, Idling and Attacking with Joystick Controls Tutorial
    • Walking, Idling and Attacking (Continued)
    • Jumping with Joystick Controls Introduction
    • Jumping with Joystick Controls Tutorial
    • Jumping Continued
  • Aim and Release Sling Shot Style Controls
    • Sling Shot Style Controls Tutorial
  • Isometric Controls with a Joystick and Directional Pad
    • Isometric Controls Tutorial
    • Isometric Controls Tutorial with a Directional Pad
    • Conclusion

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Access
Lifetime
Content
6.5 hours
Lessons
33

Endless Worlds with Swift & SpriteKit

Challenge Players to Beat Level After Level

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

Compatibility

  • Internet required to stream online
  • DRM-Free movie files are available to download to watch offline

Course Outline

  • The Endlessly Moving World Node
    • All Course Projects (For Every Section)
    • Section Introduction
    • Quick Overview of the Starting Template
    • Create a Perpetually Moving World Node
    • Clearing Unseen Nodes and Adding the Player
    • Touching Objects to Move them and adding the Contact Listener
  • Endless Level Units
    • Introduction to Project 2
    • Creating the Level Unit Class
    • Moving the World and Platforms within the Level Unit
    • Centering the World on the Character
  • The "Crossy Frogger" Project
    • Crossy Frog Introduction
    • Tweaks from the Last Project and Creating Multiple Level Types
    • Different Objects for Different Level Types
    • Changing Object Speeds and Repositioning Offscreen Objects
    • Hopping on Water Objects
    • Resetting Levels
  • Endless RPG Style Level
    • Endless RPG Introduction
    • Adjusting the PlayerClass and Movements
    • Adding Endless LevelUnits Going North
    • Adding Endless Levels Units Going North (continued)
    • Adding All LevelUnits and Clearing Unseen Units
    • Adding Grass and Water Objects within Each Level Unit
  • An Endless Runner
    • The Endless Runner Tutorial - Introduction
    • Initial Setup
    • Player Setup and Adding Jump Controls
    • Player Setup and Adding Jump Controls (continued)
    • Adding Gliding and Sliding Controls
    • Looping Background and Resetting the World
    • Looping Background and Resetting the World (continued)
    • Adjusting the Level Unit Class
    • Adjusting the Object Class
    • Contact Testing and Wrap Up

View Full Curriculum


Access
Lifetime
Content
6 hours
Lessons
26

Missile Commando with Swift & SpriteKit

Remake This Classic Arcade Game with Upgraded Technology

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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)

Compatibility

  • Internet required to stream online
  • DRM-Free movie files are available to download to watch offline

Course Outline

  • Initial Setup and Swift / Sprite Kit Beginners
    • Series Introduction
    • Course Assets
    • Blackboarding the Game
    • How to Create a Universal-sized Intro Image with SKSpriteNode
    • Introduction to SKLabelNodes and SKActions
    • Declaring Variables in Swift and using SKActions to Remove a Child
    • Using an Intro Scene in Sprite Kit to Transition to the main Game Scene
  • The Player and Surrounding Environment
    • Adding the Player Base and Ground
    • Using a Rotation Gesture Recognizer to rotate and move the Turret and Target
    • Creating Bullets and Applying Force to an SKPhysicsBody
    • Creating Firing Particles from the Gun Turret
    • Parallax Moving Backgrounds with Swift and Sprite Kit
    • SKActions to Play Sound and AVFoundation for Background Sound
  • Game Play Loops
    • Clearing Unseen Nodes and Game Loop Outline
    • Launching the EnemyMissile Class
    • EnemyMissile Particles and Animation
    • Adding Comet Trails to Missiles
    • Send in the Drones!
    • Creating the Base Class
    • The Game Over Loop
  • Collision Detection, Stats and all the rest!
    • Creating Explosions and Adding a Hit Function to the EnemyMissile Class
    • Contacts Between Bullets and Missiles
    • Finishing the Contact Listener
    • Game Over Functions and Restarting
    • Wave Stats, Move Labels, and Leveling Up
    • Conclusion

View Full Curriculum


Access
Lifetime
Content
7.5 hours
Lessons
49

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

Create a Pac-Man-Style Maze Game

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

    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

Course Outline

  • Creating a Hero for the Maze
    • Introduction to the Series
    • Starting Game Assets and source projects for Swift 1.2 through Swift 2.2
    • Initial Setup With Xcode
    • Course Primers
    • Adding the Hero Class
    • Moving the Hero
    • Gestures
    • Gestures (Continued) and Changing SKTextures
    • Adding physics to the Hero class
    • Adding physics (continued)
  • Quiz 1
    • Section 1 - Quiz
  • Boundaries, Contacts, Tiled and Star Classes
    • Introduction to Section 2
    • Creating the Maze Boundaries
    • Creating the Maze Boundaries (continued)
    • Adding the Physics Contact Delegate
    • Introduction to Using Tiled
    • Parsing the Tiled File (or any XML data)
    • Parsing the Tiled File (continued)
    • Centering the Hero
    • Creating the Star Class (pickup object to pass levels)
    • Creating the Star Class (continued)
  • Quiz 2
    • End of Section 2 Quiz
  • Sensing Walls and Adding Enemies
    • Introduction to Section 3
    • Adding Sensor Nodes to the Hero
    • Using the Sensor Nodes to Detect Boundary Contacts
    • Creating a Mass-less Edge Boundary Around the World
    • Placing Enemies in the World
    • Placing Enemies in the World (continued)
    • Moving Enemies
    • Moving Enemies (continued)
    • Adding More Enemy Logic
    • Refining the Logic More
    • Reloading the Level and Enemies Bumping Each Other
  • Quiz 3
    • End of Section 3 Quiz
  • Property List, Loading the Next Level, Text, Sounds and More
    • Introduction to Section 4
    • Getting Hero Settings from a Property List File
    • Getting Hero Settings (continued)
    • Game Settings from the Property List File
    • Getting Level Data from the Property List File
    • Getting Level Data (continued)
    • Loading the Next Level After Getting All Stars
    • Adding a Text Label
    • Including a Parallax Background
    • Adding Sounds
  • Quiz 4
    • End of Section 4 Quiz
  • Bonus Lessons - Easy extensions with the final project
    • Making some Boundaries Dynamic (Pushable)
    • Using Certain Stars to Auto Advance Levels
    • Student questions

View Full Curriculum


Access
Lifetime
Content
12 hours
Lessons
45

How to Draw All Your Own Game Art

Illustrate Any Aspect of Your Game--Logos, Backgrounds & More

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

Compatibility

  • Internet required to stream online
  • DRM-Free movie files are available to download to watch offline

Course Outline

  • Flash Basics
    • Initial Setup with Flash
    • Manipulating Vector Points
  • The All Important Logo
    • Basic Logo Layout (Free)
    • Starting the Empire of Ages Logo
    • Color the Logo
    • Adding the Logo Backing
    • Lighting the Logo
  • Ye ol’ Quest Map
    • Quest Map – Starting out (Free)
    • How to Draw Streams and Docks
    • How to Draw Mountains and Roads
    • How to Draw Forests and Cliffs
    • How to Draw a Village
  • General User Interface
    • Introduction
    • Drawing a Play Button and Establishing a Theme
    • Drawing a Sci-Fi Style Play Button
    • Drawing Interface Elements
    • Adding Chains and Drawing a Compass Radar
    • Creating a Selected Style Icon
    • Drawing a Space Button
    • Overview of Finished GUI
  • Designing Game Characters
    • How to Draw a Character for a “Choose a Character” Screen
    • How to Draw a Character for a “Choose a Character” Screen – Continued
    • How to Draw an In-Game Character
    • How to Draw an In-Game Character
    • How to Draw an In-Game Character
  • Game Character Animation
    • How to Animate a Front View Walk Cycle
    • How to Animate a Side View Walk Cycle
    • How to Animate an Attack Animation
    • Adding FX to the Attack Animation
    • How to Export From Flash
  • Creating Terrain for a Game
    • The Outlands – 20:37
    • The Outlands (continued)
    • The Ocean
    • The Ocean (continued)
    • The Bad Part of Anywhere
    • The Bad Part of Anywhere (continued)
  • Buildings
    • Perspective 101
    • How to Draw a Castle
    • How to Draw Modular Huts
    • Sketching Ideas for Buildings
    • The Tiki House
  • Animated FX
    • How to animate a Star Burst Explosion
    • How to animate a Ring Blast Explosion
    • How to animate a Smoking Loop

View Full Curriculum


Access
Lifetime
Content
3 hours
Lessons
5

Property List Driven Apps

Embed Video Content, Dynamically Display Web Pages & More!

By CartoonSmart | in Online Courses

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
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.

Details & Requirements

  • 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

    Compatibility

    • Internet required to stream online
    • DRM-Free movie files are available to download to watch offline

Course Outline

  • Initial Setup with Auto Layout
  • Displaying a Web View and Parsing the Property List
  • Sending Query String Variables from the App and Receiving HTML Data Back
  • Updating the Property List from a copy stored on your website
  • Adding Thumbnail Images to the UITableView

View Full Curriculum



Terms

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We want you to be happy with every course you purchase! If you're unsatisfied for any reason, we will issue a credit refund within 15 days of purchase.