
Learn Sprite Kit in Xcode to build iOS games, from basics like sprites, actions, and physical bodies to Pong, Breakout, and Space Invaders clones.
Learn how an SKView presents a scene and how the scene handles rendering and behavior. Initialize variables, add an edge physics boundary, and explore nodes, fps, and paused state.
Learn to build an SKScene by combining Swift code and sks files, composing a seed root scene with label and shape nodes, and understand the rendering cycle.
Explore key SKNode concepts in SpriteKit, including sprite, label, and shape nodes; understand the scene graph, coordinates, naming, anchor points, textures, physics bodies, gravity, and actions for 2D game creation.
Attach child nodes to a parent, observe relative positioning and property inheritance, and leverage alpha, scale, rotation, and anchor point to choreograph groups; explore light nodes and shadows.
Explore creating and applying SKActions in SpriteKit to move, rotate, scale, and fade sprite nodes, with waits and loops, using dedicated action scene and Swift files.
Attach actions to sprite nodes through a swift file, replicating SCA actions—move by, move to, scale by, rotate by, fade out—with sequences, parallel groups, delays, repeats, and reverse.
Explore physics bodies in a SpriteKit scene, add nodes with bounding rectangles, and tune dynamics, gravity, friction, restitution, damping, mass, and collision masks to simulate interactions.
Learn how to create and modify physics bodies in Swift, using dynamic sprite bodies and edge boundaries, configure category and collision bit masks, apply impulses, and observe boundary collisions.
Learn to build a breakout clone in sprite kit by creating a game scene, adding nodes and labels, and configuring physics for collisions. Implement touch controls to move the paddle.
Initialize scene variables and an edge boundary, configure bit masks for collisions, and set up paddle, ball, and bricks, then test the did begin contact behavior.
Create a breakout clone in Swift with SpriteKit by setting up paddle, ball, bricks, and edge collisions, plus game state logic for win, lose, and restarts.
Learn to build a pun game from scratch in SpriteKit, creating scenes with label nodes, adding touch interactivity and opponent movement using actions, plus scoring and win-loss logic.
Move the player's paddle by touch to the x position, keeping the y constant, while the opponent paddle follows the ball's x position with a short delay.
Update the pong game by replacing the ball with a texture sprite, use an alpha mask for an accurate hitbox, and wire in basic paddle movement and collisions.
This bonus clip demonstrates adding variable paddle collisions and directional serves: track last scorer, launch the ball toward the opponent or toward you, and adjust impulse angles.
Build a Space Invaders clone using SpriteKit and Swift 3, covering basic scene setup, player and alien movement, shooting, destroying aliens, and adding textures for polish.
Build a space invaders clone from scratch, using the scene build file, looping actions for alien movement, touch-based control, and bullet spawning to interact with nodes.
Explore implementing player and alien movement by converting touch x coordinates into the player position, and by animating aliens with left, down, and right actions that loop for continuous motion.
Implement bullet contact handling with physics contact delegates to remove bullets on collision with the edge or an alien and remove the alien when hit, preparing endgame logic.
Learn to implement end game logic for a 2D game by coding winning and losing conditions, pausing the scene, and restarting on touch.
Create a pixel art ufo by layering and painting the base shape, refining with color, shading, and highlights, adding windows and lights for a polished 2d game asset.
Apply glow effects to pixel art ships, using inner glow (and under glow if needed), adjust colors and pixel size, then resize from 20x20 to 3200% and export transparent pngs.
Create an earth-like space background for a 2D game in Photoshop by building layers: ocean, landmasses, atmosphere, and clouds, then fine-tune with glow, blur, hue-saturation, and opacity.
Import and apply textures for background, player ship, and aliens; resize and switch to alpha-mask physics for precise collisions; then run and recap the complete game-building process.
Learn the Game Maker workflow from creating rooms and sprites to event-driven logic, using variables and image angle to rotate a smiley in a 2D game.
Set object movement using speed and direction, explore x and y coordinates, and learn to wrap sprites on screen while cloning and destroying instances with instance_create and instance_destroy.
Master tank movement and rotation using left and right keys, adjust direction and image_angle, and fire bullets via instance_create in Game Maker's 2D tutorial.
Create wall and target sprites, define wall and target objects, and implement collisions in Game Maker so bullets destroy on wall contact and targets on hit, building a tank level.
Create and instantiate bullets from the ship with centered anchors, set speed and direction, then design enemies, move them downward, and resolve bullet and enemy collisions by destroying both.
Learn to spawn enemies dynamically with an alarm-driven timer, scale speed with increasing difficulty, and manage spawn duration. Implement collisions, game over state, restart timing, and on-screen game over text.
learn to build a roller ball game in game maker by setting up a project, creating a roller ball sprite and object, and enabling movement and coin collection.
Design coins and walls, center the origin of coins, and enable collision-based collection with wall bouncing for a rollerball level. Create objects, adjust collision masks, and craft a playable track.
Create an invisible game controller object and a gui with a custom font. Draw text in yellow, count remaining coins, and trigger game over with an auto restart via alarms.
Implement player movement in a platformer by reading keyboard inputs, calculating horizontal and vertical speeds, applying gravity, and handling pixel-perfect block collisions with jump logic.
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Why SpriteKit?
SpriteKit is the framework for making 2D games for Apple products. It's free! You can make cool games, from super simple to more complex, in SpriteKit. SpriteKit provides support for cool special effects and physics. It's a fun interface to express your creativity. Before you know it, you could see a game you built in SpriteKit in the App Store!
To give a game functionality, you add code to your game's objects in Xcode. Xcode is a user-friendly programming language that is easy to understand.
Anyone can use SpriteKit.
In this course, you learn how to make simple 2D games using Apple's SpriteKit. You build the following games: Breakout Clone, Pong Clone, and Space Invaders. This course is unique because we make both the code and the design for the games from scratch.
Other tutorials only show you how to make the functionality or design of a game. We at Mammoth Interactive show you how to do both.
Don't worry if you've never coded before. We start simple and add more to the game as the course goes on. This course begins with an introduction to SpriteKit for those who have never used it before. You will learn how to navigate SpriteKit's interface.
The beauty of taking an online course like this is the ability to replay any of the lectures at any time. There is no time limit or final tests. You get to learn at your own pace with a practical model method of learning.
One of the best features is that you can watch the courses at any speed you want. This means you can speed up or slow down the video if you want to.
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.
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.
Is this course for me?
Even if you're not an artist, you can design basic games. You may have heard of Axiom Verge and Stardew Valley. These games are million-dollar successes. But did you know that only one person made each?
Usually it takes a whole team of people to build a game. But creators Thomas Happ and Eric Barone developed and designed their games by themselves. Now they're millionaires. You can do it, too.
By taking this course, you will gain the tools you need to continue improving yourself in the field of game development. You will be able to apply what you learned to further experiment in SpriteKit or any other game development framework.
Also now included in these bundles are our extra courses. If you want to learn to use other programs such as Camtasia or Sketch, you get more content than what you paid for this way!
We really hope you decide to purchase this course and take your knowledge to the next level. Let's get started.
Enroll now to join the Mammoth community!