
Explore game development in Swift 4 with hands-on projects, from frameworks and practical game-building to self-paced app store optimization strategies that drive downloads.
Learn how the UIKit framework supports simple game development and animations with labeled buttons and table views, while lacking game physics and update loops.
In this first real hands on video we will create a project for our application and start thinking about it's design and layout in the storyboard
We take what we have developed so far and apply some modifications to our buttons so that they are shaped like a circle and also provide clear interaction feedback for the users
We learn how we can animate our buttons to play color sequences which the user then has to memorize
We now have to use our color buttons so the user can repeat the color sequence he or she saw before and beat the game
We will add scoring for two players and make our little Simon Says app competitive by being able to play against your friends
Learn to use asset catalog and a sprite atlas to animate a running dog with frames from a texture atlas, and control the animation with tap to start or stop.
Focus on essential node classes for this game, including scalable notes for rendering text with adjustable font, color, and size, and shaped notes for complex shapes.
Build a SpriteKit button class in Swift 4 that initializes with a default image, an integer parameter action, and an index, and handles touches to update alpha and trigger action.
Organize a Swift 4 game project with groups and asset catalogs, add a color switch sprite, and set a color background. Spawn the ball in the game scene.
This lecture defines color enumerations and a colors array, tracks the current color index, spawns balls, rotates the switch on taps, checks matches, triggers game over, and notes upcoming scoring.
Build a new menu scene with a logo from the asset catalog and three labels for play, high score, and recent score, handle taps to present the game scene.
Persist the high score and recent score using user defaults, compare the current score to the saved high score, and return from the game to the menu.
Create an empty template project in Swift for the Angry Birds app, set landscape orientation, and initialize a game scene from the case file to begin building the game.
Learn to add and configure a camera node, position it to show the bottom-left edge, and set the scene to resizeFill for device sizes.
Implement a pan gesture recognizer on the scene view and wire a pan handler to update the game camera while dragging, then constrain movement with a custom camera class.
Implement a two-finger pinch gesture recognizer to zoom the game camera, adjust camera scale and position, update constraints, and clamp zoom with a max scale to prevent overzooming.
Add a drag-and-launch mechanic by introducing a grab property, handling touches began to capture the bird, and moving it to follow the finger until launch within a constrained radius.
Learn to implement physics categories, dynamic physics bodies, and launch mechanics for a bird in a Swift 4 game, using anchors, impulses, constraints, and collision borders.
Implement a scene manager delegate to switch between menu, level, and game scenes in the Angry Birds Swift app with a shared present method and a custom sprite button.
Learn to animate a bird's flight by loading textures from a sprite atlas with an animation helper, building flying frames, and running a looping action that stops on landing.
Load level data from a plist to configure per-level bird sets, initialize a level data struct, and update the game scene to spawn the correct birds for each level.
Add a visual slingshot using a new sprite, then position and scale the slingshot and bird with anchor and z-order so the bird sits neatly in the slingshot.
Add enemy nodes to levels, size and name them, and attach as children while tracking remaining enemies with a property and observer. Implement creation and collision handling to destroy enemies.
Implement a protocol delegate pattern for in-game popups and define three methods for button tabs. Wire the game scene to present the pop up and handle menu, next, and retry.
Initialize a SceneKit camera and position it in the scene, then create a box geometry node and add it to the root to reveal a visible cube.
Enable show statistics, camera control, and default lighting in scene view to interact with the cube using camera gestures and monitor frame rate and draw calls.
Explore SceneKit basics by adding a physics body to a cube, enabling gravity and dynamic behavior, with automatic shape generation and optional custom shapes.
Set up a floor plane with green diffuse color and zero reflectivity, then position a camera above it and rotate it minus ninety degrees on X axis to look down.
Create ambient and directional lights to illuminate scene, enable shadows, set shadow color, position and orient them, attach to a lights container, and align with the camera to enhance depth.
Import the chicken model as the player node, apply its texture, set scale to 0.05 and position to 0.3 above the ground, then enable swipe gestures to move and jump.
Add vehicle models and textures to the assets, including blue truck, fire truck, and car, with correct scale and lane placement. Implement traffic logic for lanes, directions, and random spawning.
Create a head up display for the game, featuring a menu with a logo, tap to play, and a points label, using a custom font.
Implement game states (menu, playing, game over), a head-up display, and score tracking in a Swift 4 road game. Learn scene transitions, initialization, gesture setup, and a reset workflow.
Explore the basics of SceneKit, learn to create 3D models with MagicaVoxel, integrate them into your game, implement 3D movement patterns, and manage notes efficiently.
Prepare for app store submission by creating a wildcard app ID, distributing certificates, provisioning profiles, and testing on devices via the Apple Developer site and Xcode.
Become a mobile game developer by building some of the most famous iOS Games like Angry Birds, Crossy Road, Color Switch and more.
Mobile game development is an incredibly extensive and exciting topic, which is why we have created this complete course that will allow you to become part of the amazing world of mobile game development.
In each chapter of this course we’ll learn all there is to know about a certain framework. We’ll take an in depth look at its functionality and the theory behind it. Then we’re going to use what we’ve learned and apply it by creating multiple games from scratch.
We’ll start with simple games while getting to know the UIKit Framework, once we’ve gotten more comfortable we’ll advance to developing multiple 2D games with the SpriteKitFramework, which is the basis for most 2 dimensional iOS Games. We’ll start this chapter by developing our own version of the popular Color Switch app that will teach us already a lot about this framework.
Then we’ll develop an incredible Angry Birds game from scratch, where we will learn how to design levels, work with physics and so much more.
We’ll then move on to the SceneKit Framework which is the basis for most of the 3 dimensional iOS games. To really understand the concepts we’re going to be working with them while developing our own version of the famous Crossy Road app.
While developing this amazing app we will also teach you how to create your own 3D Models in MagicaVoxel that you can use in your own games or even sell.
We don’t just want to teach you how to develop games in this course. We want to really help you develop your game and publish it on the app store. That’s why we have an entire chapter dedicated to App Store Optimization, teaching you how to optimize your app store entry, so that you can get the most amount of downloads for your game. We’ll look at how you can use keywords, videos, screenshots, ratings and reviews to your advantage and increase your number of downloads.
This course is designed to provide the perfect balance between theory, working on real life projects and exercises to really enable anybody to create their own iOS Games.
It doesn’t matter if you already have some experience in the subject or not. This complete course will teach you all you need to know to make your game ideas become a reality - no matter what framework you would like to use. You get all of the resources like project files, graphics and much more and you’re free to do with them whatever you like.
We’ll also give you valuable tips that go far beyond the development of games and if you run into any problems or have any questions while taking this course, you can always count on us to help you. So if you want to learn how to make your own games for iOS and become a real game developer you should really join this course. I look forward to seeing you in the course.
This course was produced using Swift 4.0 and Xcode 9. The course is currently undergoing maintenance to update all projects to Xcode 10 and the downloads will be available shortly.