Cartridge Classics: Missile Commando - Lifetime Access
In this Swift and Sprite Kit video tutorial series we will wield our mighty modern programming skills to re-make a classic arcade game. Along the way, we'll also add modern graphics and some new features so the finished product is a more enjoyable app using today's fancier technology.
Module 1 | Initital Setup and Swift/Sprite Kit Basics (optional for intermediate programmers) | |
In this section, we'll dip our toes in with both Swift and Sprite Kit and create the initial launch screen. If you've never programmed, we recommend you watch our (free) Swift and Sprite Kit Basics videos, but even without that as a primer you should be able to follow along just fine. And if you already are familiar with Swift and Sprite Kit, you might want to skip forward a session to where we actually begin programming the game. This session will finish up by creating an Xcode project which serves as a nice "Universal Starting Template" for the project to come. It will include an IntroScene (which could house menu options), that the player taps to transition to the GameScene class (the main game). Along the way, the video tutorials will teach new users about general Xcode project settings, SKSpriteNodes, SKLabelNodes, SKActions and transitioning scenes. | ||
Unit 1 | Missile Commando - Introduction | |
Unit 2 | Missile Commando - Blackboarding the Game | |
Unit 3 | Very Minor Changes for Swift 2 | |
Unit 4 | Course Art Assets and Sounds | |
Unit 5 | How to Create a Universal-sized Intro Image with SKSpriteNode | |
Unit 6 | Introduction to SKLabelNodes and SKActions | |
Unit 7 | Declaring Variables for any Function in Swift and using SKActions to Remove a Child | |
Unit 8 | Using an Intro Scene in Sprite Kit to Transition to the main Game Scene | |
Module 2 | The Player and Surrounding Environment | |
In these video tutorials, we will setup the Player's base, turret, ground and looping background with Swift and Sprite Kit. | ||
Unit 1 | Starting Xcode Project (includes IntroScene which goes to GameScene) | |
Unit 2 | Adding the Player Base and Ground | |
Unit 3 | Using a Rotation Gesture Recognizer to rotate and move the Turret and Target | |
Unit 4 | Creating Bullets and Applying Force to an SKPhysicsBody | |
Unit 5 | Creating Firing Particles from the Gun Turret | |
Unit 6 | Parallax Moving Backgrounds with Swift and Sprite Kit | |
Unit 7 | SKActions to Play Sound and AVFoundation for Background Sound | |
Unit 8 | Xcode Project (at end of Session 2) | |
Module 3 | Game Play Loops | |
Game on! In this session we'll begin sending missiles and bombs for the player to deflect. We'll create custom classes and manage cleaning up items that leave the apps visible area. | ||
Unit 1 | Clearing Unseen Nodes and Game Loop Outline | |
Unit 2 | Launching the EnemyMissile Class | |
Unit 3 | EnemyMissile Particles and Animation | |
Unit 4 | Adding Comet Trails to Missiles | |
Unit 5 | Send in the Drones! | |
Unit 6 | Creating the Base Class | |
Unit 7 | The Game Over Loop | |
Unit 8 | Xcode Project (at end of Session 3) | |
Module 4 | Collision Detection, Stats and all the rest! | |
In this session we will program interactions with Swift and SpriteKit to determine what happens when one thing collides with another. We'll also add more SKLabelNodes to track stats, score and the level, and polish off everything else in the game to make this Xcode project complete! | ||
Unit 1 | Creating Explosions and Adding a Hit Function to the EnemyMissile Class | |
Unit 2 | Contacts Between Bullets and Missiles | |
Unit 3 | Finishing the Contact Listener | |
Unit 4 | Game Over Functions and Restarting | |
Unit 5 | Wave Stats, Move Labels, and Leveling Up | |
Unit 6 | Odds and Ends and Wrap Up! | |
Unit 7 | Xcode Project (at end of Session 4) |
