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Side Scroller Game Development for iOS / Mac Os - Subscription Access
Learn to create amazing games from scratch in a minimal time by understanding the SpriteKit framework and Swift. All while building a fun side scroller template in Xcode. This course is intended to take you from start to store over 50-plus lectures and nearly 6 hours of content.
NOTE: This course will probably not be updated for Swift 2. We have two other side-scroller themed courses. The Endless Worlds course and a new tvOS / iOS side scroller course, titled Learn tvOS for Game Development
Module 1 | Introduction | |
These videos will introduce the course and provide a roadmap for what's ahead. We'll also discuss some of what's required, namely a Mac with Xcode installed and some initial foundation with Swift, or programming in general. Optionally, it is recommended you have an Apple developer account and test device. | ||
Unit 1 | What you will learn | |
Unit 2 | Why Swift and why Sprite Kit | |
Unit 3 | Course Roadmap | |
Unit 4 | Course Requirements | |
Unit 5 | Course Assets | |
Module 2 | Fundamentals of Sprite Kit | |
In this series of video, we will cover all sorts of basic Sprite Kit and Swift topics including: SKNode, SKSpriteNodes, SKActions, the Game Loop, Physics and much more. | ||
Unit 1 | Welcome to Nodes | |
Unit 2 | Introduction to Xcode Playgrounds | |
Unit 3 | Nodes in Swift | |
Unit 4 | Introduction to Xcode Projects | |
Unit 5 | Introduction to SKNode and SKSpriteNode | |
Unit 6 | SKNode and SKSpriteNode | |
Unit 7 | Introduction to SKLabelNode and SKEmitterNode | |
Unit 8 | SKLabelNode and SKEmitterNode | |
Unit 9 | Making Things Move | |
Unit 10 | SKActions | |
Unit 11 | The Game Loop | |
Unit 12 | Physics in Sprite Kit | |
Unit 13 | Controlling the Game | |
Unit 14 | Control Methods | |
Unit 15 | Game Design Architecture | |
Unit 16 | Basic Game Architecture in Swift | |
Unit 17 | SKLightNode Textures for Upcoming Videos | |
Unit 18 | Introduction to Normal Maps for use with Lighting | |
Unit 19 | SKLightNode and How to Use It | |
Module 3 | Pre-Production for Your First Game | |
In this series of videos you will learn how to design your game, build a prototype, design your game architecture, find useable resources, create title graphics / icons and more. | ||
Unit 1 | The 10 Step Game Development Workflow | |
Unit 2 | Designing Your First Game | |
Unit 3 | Build a Prototype | |
Unit 4 | Design Your Game Architecture | |
Unit 5 | Source your resources | |
Unit 6 | Finding Royalty Free Game Art | |
Unit 7 | Create a Title Graphic | |
Unit 8 | Create Game Icons | |
Module 4 | Building the Side Scroller App | |
Production REALLY gets underway in this lengthy section. You'll be building an entire game engine essentially, including parallax backgrounds, game world tiles, controlling the player, adding sounds, and everything else you can think of to make a side scroller game! | ||
Unit 1 | Notes for Swift 1.2 Changes | |
Unit 2 | Build Your Game Engine | |
Unit 3 | Template Walkthrough | |
Unit 4 | Preparing the structure of the project | |
Unit 5 | Setup the main menu | |
Unit 6 | Create a Parallax Background | |
Unit 7 | Preparing the GameScene | |
Unit 8 | Setting up the Game World with Tiles | |
Unit 9 | Create a Player | |
Unit 10 | Create a HUD with Controls | |
Unit 11 | Jump, Throw, and Pause | |
Unit 12 | Create a Destructible Crate | |
Unit 13 | Triggers for wins, losses and collecting gems | |
Unit 14 | Character Picker, Level Picker and Post Scene | |
Unit 15 | Sounds and Music | |
Unit 16 | Taking Advantage of Glyph Designer | |
Unit 17 | Refine your game GUI | |
Unit 18 | Add Icons to Your Game | |
Unit 19 | Create the Content | |
Module 5 | Finishing the App and Post Production for the AppStore | |
This series of videos will deal with everything relating to polishing up your app and getting it ready for sale in the App Store! | ||
Unit 1 | Pre-Marketing | |
Unit 2 | Testing your App | |
Unit 3 | The Product Submission and Launch | |
Unit 4 | Introduction to Apple Developer Accounts | |
Unit 5 | Create the Bundle ID | |
Unit 6 | Introduction to iTunes Connect | |
Unit 7 | Setting up the App in iTunes Connect | |
Unit 8 | Submitting the App to Apple |
The Artist's Guide to Apple Watch Apps - Subscription Access
This 5+ hour course is for artists that want to make an Apple Watch with little or no prior App development experience. By the end of this course, viewers will have created both art assets and an Xcode template to build an unlimited number of Apple Watches. Each watch can tell the time, day of the week, month and day in any style you want! Plus you can include animated images in the foreground or background of your time elements.
Module 1 | Xcode Template and Adobe Flash Clock Template | |
Below you can download the finished Xcode Template, which you can use to create countless Apple Watch apps, plus you can download the clock template in Adobe Flash for creating art assets to import into the Xcode project. | ||
Unit 1 | Notes | |
Unit 2 | Xcode Template and Adobe Flash Clock Template | |
Module 2 | Creating the Art in Flash | |
In this first series of videos we will be working in Adobe Flash to create assets we can export and import into Xcode later. You will learn plenty of tricks to making an accurate clock face, as well as learn how to animate looping elements (like watch gears). We will also discuss the particularities of displaying our art assets in Xcode. | ||
Unit 1 | Introduction to Adobe Flash | |
Unit 2 | How Elements are Arranged on the Watch | |
Unit 3 | Drawing Precise Vector-Based Minute Markers | |
Unit 4 | Adding Hour Markers | |
Unit 5 | Drawing the Hour Hand | |
Unit 6 | Adding and Animating the Second and Minute | |
Unit 7 | Adding the Month, Day, Weekday and Adjusting Multiple Frames | |
Unit 8 | Animating Gears and Changing Fonts Across Multiple Frames | |
Unit 9 | Finishing Touches and Exporting | |
Unit 10 | Exporting at 144 or 72? | |
Unit 11 | Copying Assets into Xcode and Wrap Up | |
Module 3 | Creating the Apple Watch in Xcode | |
In this series of videos we will begin with the assets imported to Xcode and make a complete Apple Watch app from start to finish (the companion iPhone app will be created in the next section). If you've never used Xcode before, the course will discuss some of the fundamentals to get you on par with past users. | ||
Unit 1 | Xcode Introduction | |
Unit 2 | Installing Xcode | |
Unit 3 | Watch App Initial Setup | |
Unit 4 | Renaming the Bundle ID | |
Unit 5 | Testing on the Simulator | |
Unit 6 | Managing Your Layout / Workspace | |
Unit 7 | Layout Basics | |
Unit 8 | Adding Groups with Background Images to the Storyboard | |
Unit 9 | Connecting Outlets from the Swift File | |
Unit 10 | Getting the Time | |
Unit 11 | Setting the Hour, Minute, and Second Hand Images | |
Unit 12 | Setting the Month and Day Images | |
Unit 13 | Getting the Day of the Week | |
Unit 14 | Deactivate the Timer | |
Module 4 | Creating the Companion App for the iPhone | |
Apple Watch apps are actually extensions of a companion iPhone app, so in these videos we will use the same assets as before and make a working clock app for the iPhone. We will then create buttons which will let users customize the look of the Apple Watch and save their preferences. So changes we make to the iPhone app, will be saved on the Apple Watch app. | ||
Unit 1 | Using Auto Layout in the iPhone App | |
Unit 2 | Animating the UIImageView | |
Unit 3 | Reusing our Time Code | |
Unit 4 | Setting up the Segmented Buttons | |
Unit 5 | Changing Faces | |
Unit 6 | AppGroups and NSUserDefaults to Communicate Between Devices | |
Unit 7 | Wrapping Up the iPhone App | |
Module 5 | Submitting the App to Apple | |
In this one video, we will discuss provisioning your app, creating the listing in iTunes Connect, and everything else related to submitting Apple your finished app right from within Xcode. | ||
Unit 1 | Duplicating the Template and Preparing for Submission to Apple | |
Module 6 | Adding More to the Xcode Template | |
In these videos we will discuss adding audio to the Apple Watch app, using custom fonts with labels (which can be any font you want), paging through multiple screens on the watch, and programmably opening interface controllers when the app launches. None of these modifications are required, but could be useful in your many projects to come. | ||
Unit 1 | Adding Audio | |
Unit 2 | Using Labels to Show Time and Adding Custom Fonts | |
Unit 3 | Paging to Different Screens on the Watch | |
Unit 4 | Programmably Opening Other Interface Controllers on the Watch | |
Unit 5 | Conclusion | |
Unit 6 | Tips for Submitting an Apple Watch App |
Swift and Sprite Kit Control Systems (updated projects for Swift 3) - Subscription Access
In this series of videos we will be exploring ALL sorts of ways to control characters in your game. These lessons will each stand on their own merit, so you don't have to muscle through a lot of previous videos to implement the type of control system you're most interested in. So we'll look at the simplest of movements, to virtual controls pads to using the accelerometer and so on.
Module 1 | Tap to Move Controls using Swift and Sprite Kit | |
In these videos we will look at simple tap to move controls. | ||
Unit 1 | Swift 2.2 and Swift 2.0 Notes | |
Unit 2 | Control Systems Project - Touch to Move | |
Unit 3 | How to Tap Relative to the Character to Move | |
Unit 4 | Control Systems Project - Touch to Move with SKActions from Point A then to Point B | |
Unit 5 | Smooth Movements with SKActions | |
Unit 6 | SKActions (continued) Moving to Point A, then to Point B | |
Module 2 | Making Objects Follow a Path | |
In these video tutorials we will discuss how to make a sprite follow a path. This could be useful for tower defense style games or classic-style arcade games like Space Invaders. And believe it or not, Sprite Kit actually has an SKAction specifically for following a path! | ||
Unit 1 | Follow Path Project Files | |
Unit 2 | Make an Object Follow a Path with SKActions | |
Unit 3 | Make Multiple Objects Follow a Path (Centipede style) | |
Module 3 | Using the Accelerometer to Control Movement | |
These tutorials will focus on using the Accelerometer with Swift and Sprite Kit to control a character (or do things like balance / roll a marble). | ||
Unit 1 | Accelerometer Project 1 Files | |
Unit 2 | Accelerometer Basics in Swift | |
Unit 3 | Accelerometer Project 2 Files (Movement on both X and Y) | |
Unit 4 | Accelerometer on Both X and Y in Swift | |
Module 4 | Gestures Recognizers | |
These video tutorials will look at how to use gesture recognizers with Swift and Sprite Kit. We will start off though by looking at how to animate textures (image sequences) using a .atlas folder in Xcode. Tap gestures will trigger the animation. We will then create a project where a ship spins around using the rotation gesture, and aims toward a target that is also rotated in line with it | ||
Unit 1 | Gestures Recognizers - Project Files | |
Unit 2 | Animated Textures - Prequel to using Gesture Recognizers | |
Unit 3 | Taps and Rotation Gesture Recognizer Tutorial | |
Unit 4 | Rotating and Moving a Ship and Target | |
Unit 5 | Swipe Gestures and Rotating Based on Degrees | |
Unit 6 | Pan Gestures vs touchesMoved and convertPointFromView | |
Unit 7 | Pinch and Long Press Gesture Recognizers | |
Module 5 | Virtual Joysticks | |
These video tutorials will look at how to create a virtual joystick with Swift and Sprite Kit. | ||
Unit 1 | Virtual Joystick - Project 1 (the project after the next two videos) | |
Unit 2 | Initial Setup of a Virtual JoyStick with Swift and SpriteKit | |
Unit 3 | Top Down Movements and Speed Based Controls using a Virtual Joystick | |
Module 6 | Virtual Joystick in a Side Scroller Style Level | |
In these iOS video tutorials we will continue working with our virtual joystick from the previous section, and extend the functionality to a side-scroller style level. This will involve creating a physics based Sprite Kit world, with classes for the Player and Object. We will fine tune the level of player control with each video. | ||
Unit 1 | Virtual Joystick - Project 2 - Side Scroller Style (the project after the first three videos) | |
Unit 2 | Modifying the Scene for Side Scroller Play and Creating the Player Class | |
Unit 3 | Creating an Object Class from SKNode and Using a Dictionary to Initialize It | |
Unit 4 | Using the SKPhysicsContactDelegate to detect contact between Player and Object | |
Unit 5 | Virtual Joystick - Project 3 - Side Scroller Style (the project after adding Walk, Idle and Attack actions) | |
Unit 6 | Walking, Idling and Attacking with Joystick Controls Tutorial | |
Unit 7 | Virtual Joystick - Project 4 - Side Scroller Style (Jumping Added / Finished) | |
Unit 8 | Jumping with Joystick Controls Introduction | |
Unit 9 | Jumping with Joystick Controls Tutorial | |
Module 7 | Aim and Release (Sling Shot style) Controls | |
In this iOS video tutorial we will modify the previous Joystick Project (Project #2, the first one with a Side Scroller setup) to sling a character forward from a set position in an aim and release fashion. Ahem, think, Angry Birds. We will also look at how to add the character and platforms into a "worldNode" which will get moved as the character is slung so it doesn't go out of view. | ||
Unit 1 | Sling Shot Project | |
Unit 2 | Sling Shot Style Controls Tutorial | |
Module 8 | Isometric Controls with a Joystick and Directional Pad | |
In these two iOS video tutorials we will modify our joystick controls to work with an isometric level and then convert that project to use a virtual directional pad instead. | ||
Unit 1 | Isometric Projects (Joystick and Directional Pad) | |
Unit 2 | Isometric Controls Tutorial | |
Unit 3 | Isometric Controls Tutorial with a Directional Pad |
iOS Maze Games with Swift and Sprite Kit (updated projects for Swift 3) - Subscription Access
Learn Swift and Sprite Kit while creating a fun Pac-man style maze game.
Module 1 | Creating a Hero for the Maze | |
In this series of videos, we will focus on the initial setup and creating our maze runner character. | ||
Unit 1 | Maze Game - Xcode Projects | |
Unit 2 | Maze Games with Swift and Sprite Kit - Introduction to the Series | |
Unit 3 | Maze Games with Swift and Sprite Kit - Initial Setup | |
Unit 4 | Maze Games with Swift & Sprite Kit - Adding the Hero Class | |
Unit 5 | Maze Games with Swift and Sprite Kit - Moving the Hero | |
Unit 6 | Maze Games with Swift and Sprite Kit - Gestures and Animations | |
Unit 7 | Maze Games with Swift and Sprite Kit - Hero Physics | |
Module 2 | Boundaries, Contacts, Tiled and Star Classes | |
In this series of videos, we will add boundaries, use Sprite Kit's contact listeners, construct levels using Tiled, and much more. | ||
Unit 1 | Maze Games with Swift and Sprite Kit - Introduction to Session 2 | |
Unit 2 | Maze Games with Swift and Sprite Kit - Create the Maze Boundaries from SKS files | |
Unit 3 | Maze Games with Swift and Sprite Kit - Contact Delegate | |
Unit 4 | Maze Games with Swift and Sprite Kit - Tiled Intro | |
Unit 5 | Maze Games with Swift and Sprite Kit - Parsing the XML data of the Tiled File | |
Unit 6 | Maze Games with Swift and Sprite Kit - Centering the Hero | |
Unit 7 | Maze Games with Swift and Sprite Kit - Creating the Star Class (pt1) | |
Unit 8 | Maze Games with Swift and Sprite Kit - Creating the Star Class (pt2) | |
Module 3 | Sensing Walls and Adding Enemies | |
Now we will focus on adding sensors for limiting / allowing movement in particular directions within the maze and add our Enemy class. | ||
Unit 1 | Maze Games with Swift and Sprite Kit - Intro to Session 3 | |
Unit 2 | Maze Games with Swift and Sprite Kit - Adding Sensor Nodes to the Hero | |
Unit 3 | Maze Games with Swift and Sprite Kit - Using the Sensor Nodes | |
Unit 4 | Maze Games with Swift and Sprite Kit - Edge of the World | |
Unit 5 | Maze Games with Swift and Sprite Kit - Placing the Enemies | |
Unit 6 | Maze Games with Swift and Sprite Kit - Moving the Enemies | |
Unit 7 | Maze Games with Swift and Sprite Kit - Refining the Enemy Movements | |
Unit 8 | Maze Games with Swift and Sprite Kit - Reloading the Level | |
Module 4 | Property List, Loading the Next Level, Text, Sounds and More | |
This section we will really finish up our game by including a Property list, advance levels, add supplemental text, sounds and more. | ||
Unit 1 | Maze Games with Swift and Sprite Kit - Intro to Session 4 | |
Unit 2 | Maze Games with Swift and Sprite Kit - Using a Property List for the Hero's Settings | |
Unit 3 | Maze Games with Swift and Sprite Kit - Using a Property List for the Game Settings | |
Unit 4 | Maze Games with Swift and Sprite Kit - Using a Property List with an Array of Levels | |
Unit 5 | Maze Games with Swift and Sprite Kit - Loading the Next Level | |
Unit 6 | Maze Games with Swift and Sprite Kit - Adding a Lives Left Label | |
Unit 7 | Maze Games with Swift and Sprite Kit - Parallax Background | |
Unit 8 | Maze Games with Swift and Sprite Kit - Adding Sounds | |
Module 5 | Easy extensions with the final project | |
This section we will look at some easy tweaks to extend the game. | ||
Unit 1 | Maze Games with Swift and Sprite Kit - Pushable Boundaries | |
Unit 2 | Maze Games with Swift and Sprite Kit - Using Stars to Auto Advance Level |
Learning Swift - Short / Standalone Topics
A variety of short Swift courses. Feel free to suggest topics!
Module 1 | One-Off Topics | |
A variety of Swift topics. | ||
Unit 1 | Path and SKShapeNode Based Swipe Lines | |
Unit 2 | Fruit Ninja-Style Swipe Lines with Swift and SpriteKit | |
Unit 3 | Upgrading from Swift 3 to Swift 4 | |
Unit 4 | Device Specific SKScene files | |
Unit 5 | Swift 4 and JSON | |
Unit 6 | How to Split SKLabelNodes into 2 Lines with Swift | |
Unit 7 | Loading a Property List from a Server using Swift 4 | |
Unit 8 | How to Check Values Periodically with Swift and Sprite Kit | |
Unit 9 | Swift Code for Opening Restricted or Unrestricted URLs from Sprite Kit | |
Unit 10 | Basic Swift for a Slot Machine Game (has some good random value code) | |
Module 2 | Asteroids with Swift and Sprite Kit | |
In this series of video tutorials we'll use Sprite Kit and Swift to program an Asteroids style game. This is perfect beginner course for anyone new to iOS development | ||
Unit 1 | Part 1 - Rotation and Tap Gestures for Ship Controls | |
Unit 2 | Part 2 - Firing Bullets | |
Unit 3 | Part 3 - The Actual Asteroids | |
Unit 4 | Part 4 - The Physics |
Role Playing Games with Sprite Kit and Objective C - Subscription Access
In this series of lessons on Sprite Kit, we will create a physics-based world with a roaming hero that can collide with other heroes (and make them follow the leader). Nearly everything will be property-list driven and adjustable by changing text in a plist file. We will program an option for each character to include / exclude front animations, side animations or back animations. We will also make each character attack, emit particles, receive damage, have a health meter, advance levels, restart levels and much, much more! All using Xcode and Sprite Kit.
Module 1 | Introduction to the RPG World | |
Learn how to create a physics based world. | ||
Unit 1 | Role Playing Games - Course Assets | |
Unit 2 | Introduction | |
Unit 3 | Initial Setup | |
Unit 4 | Creating the Physics-Based World | |
Unit 5 | Creating the Physics-Based World Continued | |
Module 2 | Property Lists, Debug Borders, Gestures & More | |
We will continue building the game by setting up boundaries, other characters and working with a property list. | ||
Unit 1 | Using the Property List Data | |
Unit 2 | Adding Debug Boundaries for the Physics Objects | |
Unit 3 | Adding Gesture Recognizers to the Sprite Kit View | |
Unit 4 | Bringing in Other Characters from the Property List | |
Module 3 | Follow the Leader | |
In these videos we will work toward making a leader and following characters. | ||
Unit 1 | Initial Directional Movements | |
Unit 2 | Delayed Followers | |
Unit 3 | Stopping the Characters | |
Unit 4 | Enabling Characters on Contact with the Leader | |
Module 4 | Textures for Front, Back and Side Views | |
He will add various views to each character based on where they move. | ||
Unit 1 | Setting up the rest of the Property List | |
Unit 2 | SKActions for Changing the Textures of the Character | |
Unit 3 | Running the SKActions for Front, Back and Side view Walk Sequences | |
Unit 4 | SKActions for Attacking | |
Module 5 | Particles, Health Meters, and Receiving Damage | |
We will continue building the game environment by adding particles, health meters and more. | ||
Unit 1 | Particle Emitters | |
Unit 2 | Health Meters and Receiving Damage | |
Unit 3 | Game Over | |
Unit 4 | Switching Leader Order | |
Module 6 | Instruction Text, Bouncing Off Walls & More | |
We will finish off the game by tackling the topics below. | ||
Unit 1 | Fading Instruction Text | |
Unit 2 | Bouncing Back From Wall Contact and Flaming to Death | |
Unit 3 | Collecting Coins | |
Unit 4 | Advancing Levels | |
Unit 5 | Alternate Property List Locations | |
Unit 6 | Resizing the Entire SKScene | |
Unit 7 | Creating an SKLabelNode for Stats | |
Unit 8 | Applying Physics Force and Impulses to Scatter Coins |
Option Screens for both UIView or Sprite Kit Apps - Subscription Access
In this tutorial, we will focus entirely on creating an Options screen, using a Single View Application or Sprite Kit based project. We’ll create UISwitches, UIButtons, UISliders, UISegmentedControls, groups of buttons that act like segmented controls, and finally, a UIPickerView. Picker views can be made up of single or multiple columns of “spin-able” data. For example, Apple’s Clock app has a Timer function made up of a double column UIPickerView.
Module 1 | Introduction and Initial Setup | |
In this first session we will work on opening and closing new UIView or Sprite Kit scenes. | ||
Unit 1 | Option Screens Tutorial - Art Assets and Xcode Projects | |
Unit 2 | Introduction | |
Unit 3 | AppData Singleton | |
Unit 4 | Creating the Options Screen | |
Unit 5 | Using a UIButton to Launch the Options Screen | |
Unit 6 | Opening and Closing the Option Screen | |
Unit 7 | NSTimer / SKAction for Fading and Tinting | |
Module 2 | UISwitches, UISliders, UISegmentedControls and UIButtons | |
The title of this section about sums it up. Each video will explore adding one of these elements to the screen. | ||
Unit 1 | UISwitches | |
Unit 2 | UISliders | |
Unit 3 | UISegmentedControls | |
Unit 4 | UIButton Groups | |
Module 3 | UIPickerViews | |
In this series of videos we will create single, double and triple picker views and discuss how to interconnect them. | ||
Unit 1 | Introduction to using a One Wheel Picker View | |
Unit 2 | Create a Single Column UIPickerView | |
Unit 3 | Using a Property List to Populate the UIPickerView Wheel | |
Unit 4 | Switching to Three Component Wheels | |
Unit 5 | Spinning to Default Values Based on the Property List | |
Unit 6 | Interconnecting the Three Wheels | |
Unit 7 | Testing from the Main Class for a Change in the UIPickerView | |
Unit 8 | Return to Game Button | |
Module 4 | NSUserDefaults and NSNotifications | |
In the first video, we will save our variables to the standard NSUserDefaults, and use them to retain those same preferences even if the app is closed and restarted. In the final tutorial, we will quickly look at NSNotifications as an alternate means of alerting classes to a preference change (and passing NSObjects between classes via the notification). | ||
Unit 1 | NSUserDefaults | |
Unit 2 | NSNotifications |
In-App Purchasing for iOS Apps using Consumable or Non Consumable Products - Subscription Access
If you want a step-by-step understanding of how to create an InAppManager and InAppObserver class, this is the course for you!
If you don’t care about creating those classes from scratch and just want to jumpstart into using in-app purchases, this is ALSO the course for you. You’re welcome to skip ahead to the Quick Start guide (and copy our InAppManager and InAppObserver classes). You can begin testing purchases or creating an in-game money system within an hour.
Included with the tutorial movies are two source projects, one uses the Sprite Kit template and another uses the starting template for Single View Application. These projects alone make for a valuable reference, but you’ll get three hours of tutorials explaining every detail!
Module 1 | iTunes Connect Setup and Provisioning | |
An introduction to this tutorial on consumable and non-consumable purchases and how to initially set them up in iTunes Connect. | ||
Unit 1 | In App Purchasing Tutorial - Course Assets | |
Unit 2 | iTunes Connect Setup | |
Unit 3 | Provisioning Profiles | |
Unit 4 | Creating an iTunes Connect Test User | |
Unit 5 | Initial Xcode Setup | |
Unit 6 | Two Paths to Go From Here | |
Module 2 | Writing the In-App Purchasing Classes | |
In this section we write each class from scratch! Lucky for you this is completely optional if you just want to get started integrating them into your project, you can skip to the next section. | ||
Unit 1 | Initializing the InAppManager Class | |
Unit 2 | Requesting Product Data | |
Unit 3 | The InAppObserver Class | |
Unit 4 | The Buy Products and Provide Content Methods | |
Unit 5 | Failed and Restored Transactions | |
Module 3 | Quick Start Guide to using the In-App Purchase Classes | |
In these videos we will import the classes written last section and begin testing them. As of iOS8 you will need to test on your actual device (not the Simulator)! | ||
Unit 1 | Adding the (pre-written) InAppManager and InAppObserver Classes to your project | |
Unit 2 | Adding More Product ID’s to Purchase | |
Unit 3 | Adding UIButtons to Purchase and Getting NSNotification feedback | |
Unit 4 | Setting Different Button Values for the iPhone and iPad | |
Unit 5 | Using a UIView for the UIButtons | |
Module 4 | What To Do After a Purchase | |
In these videos we will look at creating an in-game monetary system and look at Restoring Purchases (which is required by Apple). | ||
Unit 1 | Creating an In-Game Monetary System | |
Unit 2 | Don’t Forget the Restore Button | |
Unit 3 | About The Source Projects |
Using AWS DynamoDB with Swift 4
Learn how to quickly incorporate databases into your Swift based iOS apps.
Module 1 | AWS DynamoDB Basics | |
... | ||
Unit 1 | Initial Setup with DynamoDB | |
Unit 2 | Add AWS Mobile SDK using Cocoapods | |
Unit 3 | Adding a High Score Table | |
Unit 4 | Querying for an Existing Score | |
Unit 5 | Getting Top Scores by Country |
Swift Basics for Game Developers - Lifetime Access
Jumpstart your knowledge of Swift 2, SpriteKit and Xcode 7 with this simple, quickly-paced series of lessons. In just 90 minutes, you'll be tossing around physics-based objects in a SpriteKit based project, ready to start production on your first game or app.
Also included are all of our Swift 1.0 and Sprite Kit video tutorials.
Module 1 | Swift 2 Basics | |
These first five video tutorials will teach you how to get setup in Xcode, and start programming with Swift right away. To get the most of it, you should be using Xcode 7 (or higher) and programming in Swift 2 (although Swift 1.2 would be fine as well). We'll talk about basic programming concepts in Swift 2, such as variables, functions, optionals, arrays, and dictionaries. | ||
Unit 1 | Swift 2.0 Basics Tutorials - Variables and Optionals | |
Unit 2 | Swift 2.0 Basics Tutorials - Functions - Parameters and Returning Values | |
Unit 3 | Swift 2.0 Basics Tutorials - Enum Types and Swift Statements | |
Unit 4 | Swift 2.0 Basics Tutorials - Iterating through Arrays | |
Unit 5 | Swift 2.0 Basics Tutorials - Iterating through Dictionaries to look up keys and values | |
Module 2 | Swift 2 and Sprite Kit | |
In this series of video tutorials we will discuss Swift 2 as it applies to Sprite Kit. Topics include using SKSpriteNodes, safely casting types, subclassing, physics bodies, SKCameraNodes, SKActions, detecting SKPhysicsContacts and more. | ||
Unit 1 | Swift 2.0 and SpriteKit Basics - Importing Images and Safely Casting SKNodes and SKSpriteNodes | |
Unit 2 | Swift 2.0 and SpriteKit Basics - Enumerating through all child nodes (even SKReferenceNodes) | |
Unit 3 | Swift 2.0 and SpriteKit Basics - Subclassing using the Custom Class Inspector in Xcode 7 | |
Unit 4 | Swift 2.0 and SpriteKit Basics - Introduction to Physics and tracking with SKCameraNodes | |
Unit 5 | Swift 2.0 and SpriteKit Basics - SKActions and the especially useful RunBlock action | |
Unit 6 | Swift 2.0 and SpriteKit Basics - Detecting physics collisions with SKPhysicsContact | |
Unit 7 | Swift 2 and SpriteKit Basics - Demo Project | |
Module 3 | Swift 1.0 Basics - Video Tutorials | |
In this series of video tutorials, Justin Dike teach some of the basic things you can do with Swift in Xcode. If you’re completely new to programming or just need a little refresher, this is a great starter tutorial series. | ||
Unit 1 | Swift Basics - Part 1 - Xcode First Timers | |
Unit 2 | Swift Basics - Part 2 - Variables, Optionals and Forced Unwrapping | |
Unit 3 | Swift Basics - Part 3 - Functions | |
Unit 4 | Swift Basics - Part 4 - If Statements | |
Unit 5 | Swift Basics - Part 5 - Enumerations | |
Unit 6 | Swift Basics - Part 6 - Arrays, Dictionaries, and For Loops | |
Unit 7 | Swift Basics - Part 7 - Classes and Structs | |
Unit 8 | Swift Basics - Part 8 - Classes Continued | |
Unit 9 | Swift Basics - Part 9 - Subclasses | |
Module 4 | Learn as I Learn – Sprite Kit & Swift 1.0 Video Tutorials | |
In this video tutorial series, you can learn right along with Justin Dike during his first week using Swift with Sprite Kit. Although, Justin is very comfortable with Sprite Kit, these videos were recorded over his first 5 days with Swift, so this series is a bit more off-the-cuff, experimental, and reveals some of his initial “ah-ha” moments with the language. | ||
Unit 1 | Day 1 - Learning Swift and Sprite Kit - The Starting Project | |
Unit 2 | Day 2 - Learning Swift and Sprite Kit - Early Physics Look | |
Unit 3 | Day 3- Learning Swift and Sprite Kit - Part 1 Enum Types | |
Unit 4 | Day 3 - Learning Swift and Sprite Kit - Part 2 - Update Function | |
Unit 5 | Day 4 - Learning Swift and Sprite Kit - Initialize with a Dictionary, For Loops and More Physics | |
Unit 6 | Day 5 - Learn Swift and Sprite Kit - Physics Contact Listeners |
iOS Game Programming With Xcode and Cocos2d - Subscription Access
Justin Dike, professional instructor and founder of CartoonSmart.com, wrote and illustrated iOS Game Programming with Xcode and Cocos2d. The book features: high resolution images, interactive galleries, screencasts, and color coded examples. Imagine seeing video examples of EXACTLY what your code should be doing at certain times!
Module 1 | The Book and Resources | |
Downloadable below.... | ||
Unit 1 | iOS Game Programming with Xcode and Cocos2d - The Book | |
Unit 2 | Resources |
iOS App Development with Cocos2d - Subscription Access
This lengthy, 20 plus hour series teaches Xcode, Objective-C and Cocos2d. You'll learn how to create a flip-book style app, wave attack game, work with Game Center to set Achievements and Score boards, enable In-App purchasing, use the Box2d physics engine, create a Pac-Man style maze game, and all the fundamentals that go along with these topics, such as Singletons, Animation, Audio, Property Lists, Custom Fonts, etc. This course is a few years old, but don't write it off as too old to learn from, as there's plenty that still holds true today.
Module 1 | The Basics of Xcode and Cocos2D - 2 hrs | |
Introductions and Fundamentals. | ||
Unit 1 | All Projects | |
Unit 2 | Introduction to the Series | |
Unit 3 | Installing XCode and Cocos2d | |
Unit 4 | Differences between the Cocos2d v1 and Cocos2d v2 template | |
Unit 5 | Quick Xcode Tour and Adding Sources to Your Project. | |
Unit 6 | So what is this App you will be building? | |
Unit 7 | App Identifiers and Provisioning Profiles | |
Unit 8 | Cocos2D basics, importing images, CCSprite properties, scheduling methods. | |
Unit 9 | Accelerometer, touch events, CCActions. | |
Unit 10 | Xcode5 Image Assets | |
Module 2 | Singletons & Building a Flip Book App - 2 hrs. | |
Learn how to create a children's book, comic book, photography gallery, reference guide-type app. | ||
Unit 1 | Introducing the Book Project and Notes | |
Unit 2 | Buttons, Menus, Singleton Classes, Transitioning Scenes/Layers. | |
Unit 3 | Adding In-App purchasing, unlocking content, NSUserDefaults, and restoring past purchases. | |
Module 3 | Animation, Audio, Custom Fonts - 4 hours | |
Topics include: animated sprites with Cocos2D, writing a custom animation class, sprite sheet animations, adding effects and background sound with the Simple Sound Engine, using your own fonts to make a score label in Cocos2D and creating a wave attack game. | ||
Unit 1 | Animated sprites with Cocos2D. | |
Unit 2 | Writing a custom animation class with Cocos2d | |
Unit 3 | Sprite sheet animations with Cocos2d | |
Unit 4 | Adding effects and background sound with the Simple Sound Engine | |
Unit 5 | Using your own fonts to make a score label in Cocos2D | |
Module 4 | Create a Wave Attack Game | |
Build a "target practice" app by setting up a Player Class, bullets, and detect radial or rectangular collisions. Continue the project by creating a wave attack game with Enemy classes, ammo drops, game menus, and much more. | ||
Unit 1 | Build a Target Practice App | |
Unit 2 | Wave Attack Part 1 | |
Unit 3 | Wave Attack Part 2 | |
Module 5 | Working with Box2D, a Physics Engine - 7 hrs. | |
This section teaches physics basics ultimately leading up to creating a Pac-Man style maze game. | ||
Unit 1 | The Box2D template explained. | |
Unit 2 | Modify the template to be Retina Display capable | |
Unit 3 | Drop ninjas into the Box2d world | |
Unit 4 | Create a custom Box2d class for Ninajs | |
Unit 5 | Using Box2D sensors and ContactListeners for Pac-Man style maze game | |
Module 6 | Game Center, Leaderboards, Achievements - 4 hrs. | |
We look at everything it takes to get your app setup for Game Center integration. We'll talk about what needs to be done in iTunes Connect to setup an empty leaderboard and a new achievement goal for players. | ||
Unit 1 | Setup a fighting game style project to work with Game Center | |
Unit 2 | Game Center Introduction | |
Unit 3 | Game Center Wrap Up and Review | |
Module 7 | Property Lists | |
This first video will introduce you to using Property Lists with Cocos2d (or any Xcode project). We'll create a blank one to start, compare the file type in both Xcode and Text Edit, then begin pulling properties into our test app. In the second video, we will look at some practical uses of the Property List, for example, how they could be used to populate different levels, define image files, and other variables. | ||
Unit 1 | Property Lists - Part 1 | |
Unit 2 | Property Lists - Part 2 |
Actionscript 3 Game Development Tutorial Bundle - Subscription Access
A huge compilation of over 70 hours of Flash and Actionscript 3 training. Adobe Flash can export to either iOS, Android or HTML5 based apps.
Module 1 | Actionscript 3 Game Development Bundle - All Course Assets | |
Download all the resource files for each course in one zip file. | ||
Unit 1 | All Course Assets | |
Module 2 | The Ultimate Actionscript 3 Basics Course | |
The ideal starting course for brand new AS3 learners | ||
Unit 1 | Ultimate Actionscript 3 Basics Course - Basic Preferences and Properties | |
Unit 2 | Ultimate Actionscript 3 Basics Course - MovieClips From the Library & Custom Cursors | |
Unit 3 | Ultimate Actionscript 3 Basics Course - Programming Buttons and Variable Scope | |
Unit 4 | Ultimate Actionscript 3 Basics Course - Staging and Scripted Tweening | |
Unit 5 | Ultimate Actionscript 3 Basics Course - Timers and TextFields | |
Unit 6 | Ultimate Actionscript 3 Basics Course - Arrays and Programming a Matching Game | |
Unit 7 | Ultimate Actionscript 3 Basics Course - Card Games using MovieClips Identified by Child | |
Unit 8 | Ultimate Actionscript 3 Basics Course - Loading XML Files to Use in a Dynamic Slideshow | |
Unit 9 | Ultimate Actionscript 3 Basics Course - Using FlashVars to Make a Dynamic FLVPlayer | |
Unit 10 | Ultimate Actionscript 3 Basics Course - Particle FX, Keyboard Controls and Audio Players | |
Unit 11 | Ultimate Actionscript 3 Basics Course - Program a Simple Space Invasion Game | |
Unit 12 | Ultimate Actionscript 3 Basics Course - Object Oriented Programming | |
Module 3 | Actionscript 3 Side Scrolling Tutorial | |
Learn how to create the side scroller you've always dreamt of playing. | ||
Unit 1 | Actionscript 3 Side Scrolling Tutorial - Introduction | |
Unit 2 | Actionscript 3 Side Scrolling Tutorial - Part 1 Custom Timer | |
Unit 3 | Actionscript 3 Side Scrolling Tutorial - Part 2 | |
Unit 4 | Actionscript 3 Side Scrolling Tutorial - Part 3 | |
Unit 5 | Actionscript 3 Side Scrolling Tutorial - Part 4 | |
Module 4 | Mobile Actionscript 3 Basics Tutorial | |
Learn Actionscript 3 code related to mobile development, and exporting your Flash project to iOS or Android. Feel free to watch these videos in ANY order. | ||
Unit 1 | Mobile Actionscript 3 Basics - The Accelerometer | |
Unit 2 | Mobile Actionscript 3 Basics - Touch Events | |
Unit 3 | Mobile Actionscript 3 Basics - Gestures | |
Unit 4 | Mobile Actionscript 3 Basics - Orientation | |
Unit 5 | Mobile Actionscript 3 Basics - Testing on the iPhone | |
Unit 6 | Mobile Actionscript 3 Basics - CameraRoll | |
Unit 7 | Mobile Actionscript 3 Basics - Testing on Android | |
Unit 8 | Mobile Actionscript 3 Basics - Testing on Android Emulator | |
Unit 9 | Mobile Actionscript 3 Basics - Previous As3 Files | |
Module 5 | Actionscript 3 Pinball Games Tutorial | |
This is a great course for AS3 programmers that want to learn all kind of physics tricks even if they aren't building a pinball machine. | ||
Unit 1 | Actionscript 3 Pinball Games Tutorial | |
Unit 2 | Actionscript 3 Pinball Games Tutorial - Part 2 | |
Unit 3 | Actionscript 3 Pinball Games Tutorial - Part 3 | |
Unit 4 | Actionscript 3 Pinball Games Tutorial - Part 4 | |
Unit 5 | Actionscript 3 Pinball Games Tutorial - Part 5 | |
Module 6 | Actionscript 3 Sling Shot Games Tutorial | |
Ready. Set. Sling. Learn the code to program a game where users pull back an object and aim toward a target off (or on) screen. | ||
Unit 1 | Actionscript 3 Sling Shot Games Tutorial | |
Unit 2 | Actionscript 3 Sling Shot Games Tutorial - Export Notes for Android | |
Module 7 | Actionscript 3 Tank Games Tutorial | |
Learn Actionscript 3 while building a tank game. Navigate around walls and fire on your enemies. | ||
Unit 1 | Actionscript 3 Tank Games Tutorial 1 | |
Unit 2 | Actionscript 3 Tank Games Tutorial 2 | |
Unit 3 | Actionscript 3 Tank Games Tutorial 3 | |
Unit 4 | Actionscript 3 Tank Games Tutorial 4 | |
Unit 5 | Actionscript 3 Tank Games Tutorial 5 | |
Module 8 | Actionscript 3 Dart Games Tutorial | |
Learn how to program a darts game in Flash with Actionscript 3. Aiming, scoring, and everything else related to making a dart game is taught from scratch. | ||
Unit 1 | Actionscript 3 Darts Part 1 | |
Unit 2 | Actionscript 3 Darts Part 2 | |
Module 9 | Actionscript 3 Block Drop Games Tutorial | |
Learn how to program a Tetris-style block drop game using Actionscript 3. | ||
Unit 1 | Actionscript 3 Block Drop Tutorial - Part 1 | |
Unit 2 | Actionscript 3 Block Drop Tutorial - Part 2 | |
Unit 3 | Actionscript 3 Block Drop Tutorial - Part 3 | |
Unit 4 | Actionscript 3 Block Drop Tutorial - Part 4 | |
Module 10 | Actionscript 3 Boulder Dodge Games Tutorial | |
This tutorial will teach brand new users to Actionscript the fundamentals of Object Oriented Programming while building a classic Asteroids style game. | ||
Unit 1 | Actionscript 3 Boulder Dodge Tutorial - Creating the Spaceship | |
Unit 2 | Actionscript 3 Boulder Dodge Tutorial - Extending Custom Classes | |
Unit 3 | Actionscript 3 Boulder Dodge Tutorial - Custom Events | |
Unit 4 | Actionscript 3 Boulder Dodge Tutorial - Game Interaction | |
Unit 5 | Actionscript 3 Boulder Dodge Tutorial - Conclusion | |
Module 11 | Actionscript 3 Missile War Games Tutorial | |
Learn how to program an Actionscript 3 game where players aim precisely and conserve ammo to destroy enough targets to pass each level. | ||
Unit 1 | Actionscript 3 Missile War Games Tutorial - Part 1 | |
Unit 2 | Actionscript 3 Missile War Games Tutorial - Part 2 | |
Unit 3 | Actionscript 3 Missile War Games Tutorial - Part 3 | |
Module 12 | Actionscript 3 Strategy Games 1 - Terrain Generation | |
In part one, you’ll learn how to create terrains, use spatial averaging, draw with the graphics class, deal with bits, work with connected component labeling to detect regions, and more. | ||
Unit 1 | Actionscript 3 Strategy Games Tutorial - Terrain Generation | |
Unit 2 | Actionscript 3 Strategy Games Tutorial - All Projects | |
Module 13 | Actionscript 3 Strategy Games - Part 2 - A* Pathfinding | |
The A* pathfinding algorithm is the most popular method of finding a path between two points. In part two you will: | ||
Unit 1 | Actionscript 3 Strategy Games Tutorial - A* Pathfinding | |
Module 14 | Actionscript 3 Strategy Games - Part 3 - State Machines | |
This huge final section completes your strategy game! | ||
Unit 1 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 1 | |
Unit 2 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 2 | |
Unit 3 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 3 | |
Unit 4 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 4 | |
Unit 5 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 5 | |
Unit 6 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 6 | |
Unit 7 | Actionscript 3 Strategy Games Tutorial - State Machines - Part 7 |
Developer's Survival Bag
Anything we can think of to help save the day!
Module 1 | Resizing of Images in Photoshop using Batch Actions | |
Need to do mass conversions of images, perhaps for Retina display devices? This video will save you a lot of time. You can also rename images as well. | ||
Unit 1 | Batch Resizing Images in Photoshop | |
Module 2 | Troubleshooting Xcode | |
In this section we'll look at tips for troubleshooting an unruly Xcode. | ||
Unit 1 | Tips for Submitting an Apple Watch App | |
Module 3 | Saving Input Text and NSUserDefaults in Swift 1.2 | |
This short iOS video tutorial will show you to use an UITextField in a Sprite Kit based game to enter input text (for example the player's name) and keep that data saved over the lifespan of the app in an SKLabelNode. | ||
Unit 1 | Saving Input Text and NSUserDefaults in Swift 1.2 |
Monthly Game Art Bonus - Subscription Access
We're adding a bonus gift every month for our loyal subscribers. Subscribers have all month to download the latest goodies, yearly subscribers can always access past bonuses.
Module 1 | Download this Month's bonus! | |
Click the link below... | ||
Unit 1 | Four Knights on Horseback - Royalty Free Game Art | |
Module 2 | Expired Bonuses - But Still Available to Yearly Subscribers | |
Our previous monthly bonuses are always available to our Yearly Subscribers (you can also find a single zip file of all our past monthly bonuses in your Account History). | ||
Unit 1 | Ice Monster - Royalty Free Game Art | |
Unit 2 | Hairy Zombie - Royalty Free Game Art | |
Unit 3 | G.I. Zombie - Royalty Free Game Art | |
Unit 4 | Battle Ship Piece - Royalty Free Game Art | |
Unit 5 | Lava Station - Royalty Free Game Art | |
Unit 6 | Exposed Brain Zombie - Royalty Free Game Art | |
Unit 7 | Jack the Thug - Royalty Free Game Art | |
Unit 8 | Adventure Boy - Royalty Free Game Art | |
Unit 9 | Android Boss - Royalty Free Game Art | |
Unit 10 | Alien Boss - Royalty Free Game Art | |
Unit 11 | Dungeon Guard - Royalty Free Game Art | |
Unit 12 | Executioner - Royalty Free Game Art | |
Unit 13 | Castle Guard - Royalty Free Game Art | |
Unit 14 | Genki and the Dragon Sword - Royalty Free Game Art | |
Unit 15 | Brock: Future Soldier - Royalty Free Game Art | |
Unit 16 | Purple Alien - Royalty Free Game Art | |
Unit 17 | Farmer Zombie - Royalty Free Game Art | |
Unit 18 | War Machine - Royalty Free Game Art | |
Unit 19 | Army Joe - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 20 | "Big Hands" Robot Character - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 21 | Zombie Army Character - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 22 | The Ninja - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 23 | Shadow Boy - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 24 | King Dracula - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 25 | The Armored Samurai - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 26 | The Executioner - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 27 | The Goblin - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 28 | The Thug - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 29 | The Ogre - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 30 | King Vlad - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 31 | Darkness Knight - Royalty Free Game Art - Yearly Subscribers Only | |
Unit 32 | Golden Knight - Royalty Free Game Art - Yearly Subscribers Only |