iOS App Development with Cocos2d (v1 or v2) and Xcode
3.3 (2 ratings)
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iOS App Development with Cocos2d (v1 or v2) and Xcode

Learn to build games or apps for the iPhone or iPad using Xcode and Cocos2d.
3.3 (2 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
203 students enrolled
Created by Justin Dike
Last updated 10/2013
English
Price: $20
30-Day Money-Back Guarantee
Includes:
  • 22 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What Will I Learn?
By the end of this course, you will be able to build a complete iOS app.
View Curriculum
Requirements
  • Mac with Xcode
Description

Learn to build an App, for whatever your reason. Got a killer idea for a game? Do you want to make an app to amuse yourself, your classroom, or your kids? Does your resume need a boost? What if you had a hobby that could make you money?


These are all great reasons to learn. Hundreds of students have already begun this course to better their careers or to simply make better use of their free time.

Who is the target audience?
  • anyone
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Curriculum For This Course
Expand All 32 Lectures Collapse All 32 Lectures 22:12:07
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UPDATES FOR XCODE 5
1 Lecture 16:00

Covers using Image Asset Folders with Cocos2d, switching from Landscape to Portrait and other tidbits regarding Xcode 5

Preview 16:00
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THE BASICS OF XCODE 4 AND COCOS2D
9 Lectures 02:26:44

Introduction to the Series.

Introduction (and Source Files for ALL projects)
06:37

Installing XCode and Cocos2d.

Installing Xcode and Cocos2d
06:28

Quick Xcode Tour and Adding Sources to Your Project.

Quick Xcode Tour and Adding Source to Your Project
11:29

Differences between the Cocos2d v1 and Cocos2d v2 template.

Differences between the Cocos2d v1 and v2 Template
10:12

So what is this App you will be building?

So what is this App you will be building?
06:25

App Identifiers and Provisioning Profiles.

App Identifiers and Provisioning Profiles
07:35

Cocos2D basics, importing images, CCSprite properties, scheduling methods.

Cocos2d Basics
55:27

Accelerometer, touch events, CCActions.

Accelerometer, Touch Events and CCActions
41:28

Base SDK Missing Warning
01:03
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BASIC EBOOK
3 Lectures 02:18:53

Learn how to publish a children's book, comic book, photography gallery, reference guide, etc.

NOTE: The videos use…

itemFromNormalImage

when creating a CCMenuItem in Cocos2d v1. For in Cocos2d v2, you want to change this to

itemWithNormalImage

Introduction
03:39

Learn Cocos2d Buttons, Menus, Singleton Classes, Transitioning Scenes/Layers, all while building a quick eBook app.

NOTE: The videos use…

itemFromNormalImage

when creating a CCMenuItem in Cocos2d v1. For in Cocos2d v2, you want to change this to

itemWithNormalImage

Building the Ebook
01:30:18

Adding In-App purchasing, unlocking content, NSUserDefaults, and restoring past purchases.

In App Purchases to Unlock the Book
44:56
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MORE BASICS AND A WAVE ATTACK GAME
8 Lectures 07:44:27

Animated sprites with Cocos2D.

Animation Methods
19:19

Learn how to write a custom animation class.

Custom Animation Class
50:39

In the SpriteSheetAnimations project/tutorial

CCAnimation* walkAnim = [CCAnimation animationWithFrames:walkingFrames delay:0.1f];

is changed to

CCAnimation* walkAnim = [CCAnimation animationWithSpriteFrames:walkingFrames delay:0.1f];

And

self.walkingAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:YES]];

is changed to

self.walkingAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim ]];

Sprite Sheet Animations
23:23

Adding effects and background sound with the Simple Sound Engine.

Simple Sound Engine
12:06

Using your own fonts to make a score label in Cocos2D.

Custom Fonts
09:08

Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more.

Target Practice Game
01:50:02

Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more (continued)

Wave Game
02:10:30

Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more (continued)

Wave Game Continued
01:49:20
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BOX 2D
5 Lectures 04:55:06

The Box2D templates between Cocos2dv1 and v2 are very similar. Only thing that might look a lot different at first is that the init statement in HelloWorldLayer calls a method named initPhysics (which creates the Box2d World), where previously this same code was just written in the init.

Intro to the Box 2D Template
39:14

The Box2D template for Cocos2d v2 is already HD-ready, so you can skip that part of the tutorial about enabling HD.

Changing the Template for Retina Display (for Cocos2d v1)
09:33

Drop ninjas into the Box2d world and learn how to define with an exact collision shape around each ninja. In the NinjaGameBox2d Project, there's no major changes to report from v1 and 2 of Cocos2d. Just one minor difference….

In Cocos2d v1, to setup the world and set the sleep property, we used this….

bool doSleep = false;

world = new b2World(gravity, doSleep);

In Cocos2d v2, we do this...

world = new b2World(gravity);

world->SetAllowSleeping(false);

Box2d Project
37:21

Create a custom Box2d class, switch dynamic bodies to static bodies, and destroy bodies if they fall below a certain point.

The BodyNode and Ninja Class
01:16:18

Disable gravity and use Box2D to control a Pac-Man style maze game. We explore applying force to the character, adding sensors to detect contact with the level walls, and code a virtual swipe joystick to move the character.

Box2D Sensors and Contact Listeners
02:12:40
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GAME CENTER (MOSTLY)
3 Lectures 03:40:07

Setup a fighting game style project to work with Game Center

Preview 01:02:10

In this 2 hour video 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. Then in Xcode we will create a singleton class to manage showing Leaderboards, Achievements, Friend Invites and everything else involved with authenticating local players. And of course the real action begins when we submit scores and new achievements (or percentages of achievements) to Game Center. We'll also create NSUserDefault variables to store past scores or achievements just in case there's an error reporting to either one, for example if someone lost internet connectivity.

Game Center
02:19:18

Wrap Up and Review
18:39
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PROPERTY LISTS
3 Lectures 50:50
Introduction
05:14

This 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.

Property Lists Part 1
20:17

In this 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.

Property Lists Part2
25:19
About the Instructor
Justin Dike
4.3 Average rating
551 Reviews
39,975 Students
24 Courses
CartoonSmart / Owner / Leader Developer and Instructor

Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.