
Covers using Image Asset Folders with Cocos2d, switching from Landscape to Portrait and other tidbits regarding Xcode 5
Introduction to the Series.
Installing XCode and Cocos2d.
Quick Xcode Tour and Adding Sources to Your Project.
Differences between the Cocos2d v1 and Cocos2d v2 template.
So what is this App you will be building?
App Identifiers and Provisioning Profiles.
Cocos2D basics, importing images, CCSprite properties, scheduling methods.
Accelerometer, touch events, CCActions.
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
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
Adding In-App purchasing, unlocking content, NSUserDefaults, and restoring past purchases.
Animated sprites with Cocos2D.
Learn how to write a custom animation class.
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 ]];
Adding effects and background sound with the Simple Sound Engine.
Using your own fonts to make a score label in Cocos2D.
Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more.
Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more (continued)
Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more (continued)
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.
The Box2D template for Cocos2d v2 is already HD-ready, so you can skip that part of the tutorial about enabling HD.
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);
Create a custom Box2d class, switch dynamic bodies to static bodies, and destroy bodies if they fall below a certain point.
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.
Setup a fighting game style project to work with Game Center
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.
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.
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.
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.