
Preview the avoid spikes game, create art in photoshop for a tech circle, design a striking angled title scene, and implement basic score features.
Create a title scene using sprite kit and wire it into the view controller. Add the title scene resource and ensure the setup runs to verify everything works.
Add and configure top and bottom sprite nodes in the title scene using SKSpriteNode, setting an orange color, sizes, and positions to create the title screen.
Set and tune the top and bottom sprites’ angles, adjust their positions and sizes, and place a title and play button to craft a neat iPhone game layout.
Set up the game title as a label with the future font and off white color, centered on screen, and add a play button wired to start the game.
Adjust the game title text, font size, and position on the title scene, apply subtle rotation, and implement a doorway transition to the game scene.
Learn to spawn the player, spikes, and ground as sprite nodes, configure physics bodies and score labels, and set spawn timing for a swift iPhone game.
Spawn spikes at intervals with a timer and SKAction sequences, moving them to the ground and removing them. Enable touch-based player movement by updating the player's x position.
Set up sprite kit physics by handling did begin contact, identifying first and second bodies, and triggering game over logic with font size updates and alpha-based visibility changes.
This lecture shows resetting game variables on start, waiting after game over, and transitioning to the title scene with a door transition using action sequences.
Create a tech circle in Photoshop by building layers, applying color, and using polar coordinates to shape the design. Test variations, merge layers, and export to Xcode.
Export 24 by 24 transparent art named tech circle and spike, import into the xcassets folder, and reference them in the game scene to load image assets in Xcode.
Fix the title scene by syncing with the game scene using an if statement, then implement a timer-driven score system with SKAction sequences, isAlive checks, and an update score function.
Add a main sprite as an SKSpriteNode with the text circle image, spawn it in the center, and implement a forever rotation for the player using SKAction rotate by angle.
learn to build a chroma-based color-switch game from scratch, with dark and light ships on an orange background, plus an animated title scene that reveals color-collect and color-avoid mechanics.
Begin a chroma color-collecting iPhone game by scaffolding a SpriteKit project in Xcode, defining the player and blocks, configuring sizes, labels, scores, colors, timers, and physics with contact delegation.
Implement touches moved to track drag location and move the player while alive. Spawn a player sprite with a physics body, gravity off, non-rotating, and category bit masks for collisions.
Learn to spawn dark and light blocks at the top with random horizontal positions, configure physics bodies, and move them down with a cleanup sequence.
Spawn and configure score labels in your iPhone game, adjust fonts, colors, and positions, spawn the score node, and test the app in the simulator to verify score display.
Spawn dark and light blocks with timers using SDK action wait and run block, sequencing them to repeat while isAlive, and hide the start label after a delay in didMoveToView.
Implement color change logic using SKAction to toggle between light and dark colors, and update the player color and label font colors accordingly.
Set up a countdown timer with an sk action sequence that waits 1.0 seconds, counts down, and resets the color timer to ten when it reaches zero, repeating forever.
Implement did begin contact and the physics world contact delegate to detect collisions, define first and second bodies, and handle light and dark block collisions with category bit masks.
Implement physics-based collisions between dark and light blocks, update the score on contact, and display game over before waiting to return to the title scene.
Configure and test collisions in a Swift 3 iPhone game: adjust light and dark block sizes, copy collision logic, apply is alive checks, and set physics category to 1.
Create a title scene in SpriteKit using Swift by adding a play button and game title label, configuring layout, fonts, colors, and actions.
Learn to move between scenes in a SpriteKit game by presenting scenes with SKTransition, configuring duration, scene name, and file name to switch between title and game scenes.
Design a darker ship for your game in Adobe Illustrator, creating a 300 by 300 point asset, applying off-black colors like 51 51 51, and building with the pen tool.
Create light and dark ship variants by adjusting grayscale colors, testing against a light background, and organizing layers, then export assets to Xcode for integration.
Export art with png transparency, save to desktop, and import dark ship, light ship, dark block, and light block into Xcode; then swap the player image using is alive.
Set up an animated title scene by creating a color-changing loop using SKAction: wait, run color-change logic, and repeat the sequence forever, adjusting title and background colors.
Set up the animated title scene with color logic and self references. Tweak timings to refine a strobe: 2s, 1.2s, and 0.9s.
Learn to build a block spawn and collect game preview in Xcode 8 with Swift 3, featuring touch nodes, physics, randomized color boxes, and a themed title screen.
Set up an iPhone SpriteKit game project, spawn and collect blocks, and configure colors, timers, and core variables for scoring, touch input, and gameplay flow.
Spawn the floor as a sprite node with the off white color and defined size, attach a physics body for collisions, and constrain it with an edge loop.
Learn to spawn blocks using a sprite node, assign light pastel colors via RGBA values, position blocks at touch locations, enable gravity, and update the score with each spawn.
Add a physics body to the block to optimize the drop logic, then tune the base color by dividing color components by 255 for lighter, consistent visuals.
Add two labels for start and score with large and smaller fonts at the top. Spawn the floor, disable rotation, and illustrate negative space.
Configure a SpriteKit scene to the view bounds and implement a countdown timer with SKAction, toggling spawning and collecting states and enabling restart logic.
set up the game over logic by collecting blocks, removing touched nodes, and updating the score with a timer-driven collection function, then implement a wait-based restart flow for game over.
display a large game over label, center it on screen with adjusted font size, and build a restart flow that transitions to a title scene using SpriteKit actions.
Set up the title scene by adding a play button and game title label, configure fonts and colors, and center elements, then transition to the game scene on button press.
Adjust the title page by resizing the game title and play button, repositioning elements, and applying a green title color with RGBA values for improved UI balance.
Set up a shadow by spawning an offset label behind the main label, align z positions, mirror text and font size, and adjust x and y offsets.
Finish the game by using a countdown and a complete flag, reset game variables at start to allow multiple plays, and test the flow from game over to replay.
Tap a sprite as fast as you can in a single-page game with dynamic colors that change on each restart, plus a ready set go timer and score per click.
Set up and run the game project, add a production number 0.7, and verify the item appears; in game scene.swift, observe touches began and the update-driven game loop.
Set up game objects by declaring sprite and label nodes, configuring colors, touch tracking, intro messages, and score display, and implement spawn logic for the main square.
Set up a game timer with a timer function, counting down with a timer counter, showing ready messages, enabling click after square spawns, and repeating sequence with game over logic.
Add reset logic by wiring touch detection to update score, handle game over, and reset game variables and the scene with a transition.
Finish the game and add cycling background colors by toggling purple and blue with a color choice variable and a choose background color function.
Build a one-page collect game where you move to collect objects and color changes on touch, with assets created in Photoshop and Illustrator, physics bodies, and timers.
Initialize a collect squares game for iPhone in Swift, set up a player sprite and collectible, add labels and touch handling, and configure colors, physics categories, and initial spawn timing.
Set up the did move to view to enable physics, randomize a five-color background, and spawn a centered player with no gravity, no rotation, and category bit masks for collectibles.
Set up and spawn collectibles with timers in a Swift 3 iOS game, using random positions, physics properties, and live score labels to drive gameplay.
Set up a timer to spawn collectibles using a repeating sequence that runs forever, and implement touch controls to rotate the player toward the touch location and move it.
Add physics-based collision handling in SpriteKit by implementing didBeginContact, using category bit masks for player and collectible, removing collected items, and updating the score display.
Set up a countdown timer to show the remaining time for collecting as many blocks as you can, implement game over logic, and restart the game with a scene transition.
Test and refine countdown timer logic, implement a playing state to control spawns and game over, and prepare art assets in Illustrator to finalize the gameplay.
Combine Illustrator and Photoshop to create game development art, using Creative Cloud, a center circle, and polar coordinates to export a polished tech circle for use in Xcode.
Export and import art assets with transparent PNGs, save via Photoshop, name images correctly, and replace sprites in Xcode assets; design and test color themes and sizes to polish gameplay.
Learn to build 5 games for iPhone in Swift 3 with SpriteKit! Learn to build effective cash earning games by learning the secrets of development. Take your skills to a whole new level.
You will build this app from scratch! You don't have to have any prior experience in game development.
The course is structured so that it begins slowly, and with each lecture, you will understand more and more fundamentals about developing games with SpriteKit.
This course is project based so you will not be learning a bunch of useless coding practices. At the end of this course you will have real world apps to use in your portfolio. We feel that project based training content is the best way to get from A to B. Taking this course means that you learn practical, employable skills immediately.
Five of the top ten highest grossing apps on the iOS App Store are games. If you ever had an idea for an amazing game and needed a clear, step-by-step course from a friendly teacher, this course is for you.
One of the best features is that you can watch the courses at any speed you want. This means you can speed up the or slow down the video if you want to.
You can use the projects you build in this course to add to your LinkedIn profile. Give your portfolio fuel to take your career to the next level.
Learning how to code is a great way to jump in a new career or enhance your current career. Coding is the new math and learning how to code will propel you forward for any situation. Learn it today and get a head start for tomorrow. People who can master technology will rule the future.