
Explore building an Apple Watch app by designing watch assets in Adobe Flash, exporting minute, hour, and second hands, and creating animated, vector-based interfaces ready for store submission.
Use layered groups to lay out watch elements, stack images and labels, and export assets at the same size for a consistent watch face with hands in Xcode.
Create precise vector minute markers for an Apple Watch app by building a centered circle, converting to a symbol, and placing lines every six degrees for export to Xcode.
Design a reusable watch face by creating a vector gear and hour hand as symbols, storing them in the library, and rotating around a pivot with keyframes across 12 positions.
Animate gears across multiple frames by mapping each weekday and month to specific frames, export the sequence for the watch face, and adjust fonts with masking to control visibility.
Learn to start with Xcode for building an Apple Watch app, manage watch and iPhone assets, and adapt a single template to create responsive watch faces and interfaces quickly.
Rename the bundle identifier across the watch template, watch app, and extension, update the info.plist entries, and align all targets for the store while locating references with search.
Test and build iPhone and Apple Watch apps in the simulator, switch between devices like iPhone 6 and 42 mm or 38 mm watches, and run to observe cross-device behavior.
Learn to manage your workspace on a smaller computer by using shortcuts like command+0 and command+1 to hide the navigator, utilities, and assistant editor, keeping the storyboard and code visible.
Set up Apple Watch layouts by using groups, storyboards, and the object library, configuring 100 percent width and height, stacking groups to craft horizontal or vertical layouts, and centering images.
Learn to import watch images into the assets catalog, assign background groups in the storyboard, and configure an animated gear and clockface with looping frames.
Import image assets into the image catalog and lay them out in the iPhone storyboard using auto layout with horizontal and vertical centering, then preview across devices.
Wrap up this design-heavy series by exploring creative watch faces and exporting image assets. Add animation or video overlays and background options to boost value in the Apple Watch marketplace.
I describe some of the issues I had submitting the Watch extended app to Apple. You might not run into any of them, but in case you do, here's some tips.
Create the Art
Join Justin Dike, as he teaches how to make a complete Apple Watch app from scratch. Seriously. We start with nothing, beginning in Flash with a blank scene. The course first teaches how to make a multi-layered vector clock face, complete with precise hour, minute and second hands, turning gears, the day of the week, the month and day of the month. This first section of the course essentially builds a template in Flash capable of producing hundreds of watch faces. We’ll talk about exporting images and animation sequences from the finished Flash file, and making mass changes to the file (for example, how to change the font of a label on every frame, or scale objects on multiple frames). The best part is you can make any style with this template, you are not just limited to watches with an analog clock face.
The Program It!
In this session, we will build an Apple Watch app, which is technically an extension of an iPhone app. So first we will cover everything it takes to build the watch app, then move onto programming the companion app for the iPhone. The finished Xcode project, or template, will build an iPhone app that gives users the option to choose and save a preferred face variation on the Apple Watch. So you could sell an app that has multiple clock faces, adding extra value to your buyer’s purchase.
Both parts of this session discuss importing the images exported from the first session, layering them in the Apple Watch interface controller / iPhone view controller, programming each element, and working with NSUserDefaults to save preferences for the preferred watch variation. We will also look at some optional add-ons, such as sounds, programming labels, swiping through multiple watch screens and opening new views on the watch.
The course also discusses some essentials for first-time app developers. Topics include: generating provisioning profiles, adding / changing bundle identifiers, adding the app listing to iTunes connect, submitting the app to Apple, and everything else we could think of to make working with Xcode for the first time as easy as possible.
In this session, we will build an Apple Watch app, which is technically an extension of an iPhone app. So first we will cover everything it takes to build the watch app, then move onto programming the companion app for the iPhone. The finished Xcode project, or template, will build an iPhone app that gives users the option to choose and save a preferred face variation on the Apple Watch. So you could sell an app that has multiple clock faces, adding extra value to your buyer’s purchase.
Both parts of this session discuss importing the images exported from the first session, layering them in the Apple Watch interface controller / iPhone view controller, programming each element, and working with NSUserDefaults to save preferences for the preferred watch variation. We will also look at some optional add-ons, such as sounds, programming labels, swiping through multiple watch screens and opening new views on the watch.
The course also discusses some essentials for first-time app developers. Topics include: generating provisioning profiles, adding / changing bundle identifiers, adding the app listing to iTunes connect, submitting the app to Apple, and everything else we could think of to make working with Xcode for the first time as easy as possible.