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Session 1: The Basics of XCode and Cocos2D - 2 Hours! |
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Video 1 – Introduction to the Series
Video 2 - Getting Started – Installing XCode and Cocos2d
Video 3 - Getting Started – Quick Xcode Tour and Adding Sources to Your Project
Video 4 - Getting Started – So what is this App you will be building?
Video 5 - Getting Started – App Identifiers and Provisioning Profiles
Video 6 - Cocos2D Basics - Bringing in images and playing with CCSprite properties, Scheduling Methods (Game Timers) and many more essentials for every project.
Video 7 - Using the Accelerometer to move an object based on the tilt of the device, Handlingsingle or multiple Touch Events. For example, hovering a ball between two fingers (as in the screen shot to the right). And finally Cocos2D Actions (easy ways of fading, scaling, rotating, etc)
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Session 2: Building a Flip Book for the iPad or iPhone - 2 Hours! |
Publish a children's book, comic book, photography gallery, reference guide, etc. All you need to provide is the pages and you've almost got an ebook ready to sell in the App Store.
Video 1 – Introduction
Video 2 - Using Cocos2D to build a flip book app. Topics covered include: Buttons and Menus, Singleton Classes, Transitioning Scenes/Layers. This video ends by creating a free or paid book application.
Video 3 - Adding in-App purchasing to make money off a free release of your book! Topics include: Getting setup in iTunes Connect with your Provisioning Profiles and creating the app ID / in-App purchase ID, adding the storekit framework, making the purchase, unlocking your content, NSUserDefaults, and restoring purchases.
You can also get the Ebook Starter Kit which was created using most of the same code in this session. Our Starter Kits also include video guides describing how to customize the template. Watch a Demo Video Here.

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Session 3: Animation, Audio, Custom Fonts, and Your First Cocos2D Game - 8 Hours! |
Video 1 - Animating Images / Sprites with Cocos2D
Video 2 - Writing a custom class. We create our own Cocos2D class for doing the same animation in video 1, but add some special options like tinting the entire animation, changing the opacity, looping from a random frame, etc.
Video 3 - Sprite Sheet Animations with Cocos2D. We explore the performance benefits of creating a single png file with all of our images (sprites) to animate
Video 4 - Adding effects and background sound with the Simple Sound Engine in Cocos2D.
Video 5 - Using your own fonts to make a score label in Cocos2D
Video 6 - Load your guns for two hours of "target practice" as we set up the foundation of a shooter game using Cocos2D. Top concepts include: setting up a Player Class, using a for loop to pick out which children in the scene are bullets, and radial or rectangular collision detection.
Video 7 & 8- The Wave Attack Game explained! Using the Player Class from our Target Practice game we start building a Wave Attack game. Your player fires at an increasing number of enemies decending toward you. Shoot 'em and they drop ammo. Each wave of enemies gets more difficult, and if they make it to the bottom of the screen, your health meter goes down. The code taught in this lesson is the foundation of potentionally hundreds of different games. And with some simple artwork changes, your gun-toting main player, could become a WW2 figther plane and you've got a 1942-style game instead!
You can also get the Wave Attack Game Starter Kit which was created using the same code in this session. Our Starter Kits also include video guides describing how to customize the template. Watch a Demo Video Here.
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Session 5 and 6: Game Center, iAds and a Whole Lot More IN THE WORKS!
These courses are currently "In Session". Order now and you will be sent download links when new sessions / or any updates are available.
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| Check out a few the Apps our students have published during this series!... |
This course is taught by the owner / lead instructor here at CartoonSmart, Justin.
Here's why he thinks his latest course is so darn cool...
Ahoy-hoy fellow iOs Adventures!
It is very exciting to finally create another Six-Session iOs course. The previous course on Game Development (this one) was a huge success for me as a teacher. I heard back from dozens of students that created work for the App store. I know the excitement of launching an App and I love hearing that I've helped someone do that.
Now about this new adventure: Cocos2D will be used a lot during this course. Cocos2D is basically a coding language to make things much easier (I think) to program with in Xcode. Memory management is much less of an issue and for any of you coming from an Actionscript background, you’ll love this language. I feel like its easier to teach, which means its probably easier to learn too. So fear not, if you've never programmed for the iPhone or iPad before. This is the place to start.
As always, when I teach I like to build projects. Teaching a project helps me cut through theoritical usages of code, and program with purpose. I want you to see where and why code is used, not just what it could do, which is why I think a lot of books fail the student.
So I hope you enjoy this latest series of sessions, and feel free to email with something you'd like to see in the course!
Yours, Justin
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Get all 6 Sessions of tutorials, PLUS all three of our Starter Kits. Sold separately these Starter Kits are $100 !
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