Fantastic Worlds iOS Starter Kit Setup Guide
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Fantastic Worlds iOS Starter Kit Setup Guide

Learn how to integrate Tiled, and change simple properties to create a top down, side scroller or isometric game.
3.4 (13 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
5,292 students enrolled
Created by Justin Dike
Last updated 9/2014
Price: Free
  • 5.5 hours on-demand video
  • 1 Article
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Learn how to make an app with zero coding
View Curriculum
  • The Fantastic Worlds iOS Starter Kit

This free video documentation is coming to Udemy's great platform to give users of CartoonSmart's Fantastic Worlds iOS Starter Kit, a virtual home to ask questions on the course board and have them answered by the kit's author (great questions deserving of a video response will get one).

Learn how to make an iOS app for either the iPad or iPhone, without writing ANY code. You'll see how to design levels graphically with Tiled, and enter simple values to setup the parameters of your own top-down view, side scrolling or isometric world. Features include: a team of players, physics based worlds, animated enemies, weapons, equitable inventory, collectibles, in-game currency, In-App Purchase and Parental Gates, and much more. The kit is not provided with this free documentation.

Kit modifiers should also be sure to download the free iBooks format documentation, available here. This gorgeous format is 170 pages long, includes details on every property, and has links within the book to related reading.

Who is the target audience?
  • App developers
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Curriculum For This Course
21 Lectures
iBook Documentation
1 Lecture 00:23
Where to get the iBook
The Basics
9 Lectures 04:15:31

Take two of integrating Tiled levels with the kit. More recent than the previous video.

Using Tiled from Scratch

This video will show you everything you need to know to layout your levels and define square, circular or linear boundaries boundaries in the starter kit using Tiled.

Integrating Tiled (early version, still applies just not as recent)

This video discusses the Root dictionaries and arrays in the GameData.plist. Hear a little bit about each of the following topics: Debug Settings, Game Settings, Collectibles, Characters, Levels, Save Points, Inventory, Weapons, Buttons, Images, Labels, Offers, Menus, Maps, XP, Data, and In App Purchasing.

Introduction and Root Dictionaries / Arrays in the Property List

This video talks in detail about the Fantastic Worlds iOS Starter Kit's inventory / collectible system as well as In-Game Currency, which can be used to buy items within the game. In-Game Currency can be collected during regular game play as an award or found item, but you can also sell currency for real money in the App Store.

Collectibles, In-Game Currency and Inventory

This video describes how to setup characters with the Fantastic Worlds iOS Starter kit. In the beginning we will talk about how to set a specific character for a particular level. You will then learn how to define animations, movement vectors, attack vectors, physics bodies, whether the character fires a weapon, and much more.


This video describes how to setup weapons with the Fantastic Worlds iOS Starter kit. Learn all the properties which make up a projectile weapon (or non projectile). Weapons can be equipped by default and also included as collectible objects in the level. Enemies / objects also use the same Weapons dictionary to attack players, so we will discuss that as well.


This video details how to setup Portals for characters to enter or exit a level. You'll also learn how to require entry to a level with a certain amount of inventory.


Here we will talk about common and not-so-common Objects, which is an intentionally broad word, since Objects could be anything from background art, walls, platforms, tables to push around, and increasing in complexity to falling boulders that damage the character, laser beam guns, roaming enemies, monsters that throw projectiles or simple friendly villagers that impart clues.

Objects (or Platforms, Enemies, Villagers, anything really)

As of Build 1.0.5 of the Fantastic Worlds iOS Starter Kit, you can now include a control pad with optional joystick to move players in the app. This adds a lot of fine tuned control over the character as you can now move precisely in any direction and in a platformer world, you can jump forward and adjust mid-air. Weapons can also be fired in the same direction (vector) the character is moving. And in terms of the control pad / joystick you can do some fun things to give players flexibility in how they use it. For example, the control pad can move around based on the initial touch location (so the control pad and joystick could switch sides of the screen entirely). Attack buttons can move in relation to the thumb pad as well. So if the control pad moves to the right, the attack button moves to the left side of the device. And you can also keep buttons lined up vertically with the control pad as well.

Control Pad with Joy Stick
Playback Demos
3 Lectures 16:21

This video shows the playback of the Fantastic Worlds iOS Starter Kit with a typical platformer / side scrolling level. You'll see moving platforms, objects to collect, required keys, enemies throwing objects, inventory and physics based objects falling down

Playback Demo of a Platform / Side Scrolling Game

This video shows the playback of the Fantastic Worlds iOS Starter Kit with a top-down perspective and more of a typical RPG, maze-style level. Enemies will throw fireballs in the direction of the character, and you will also see the addition of a second team member. Tapping with two fingers is done at one point to swap the follower with the leader, as the character in the front position. After the video, you will see the level as it appears in Tiled with some explanation of how that works.

Playback Demo of a Top Down Game

This video will step you through the five levels of a Kids App Demo project (included with your purchase). This will demonstrate how different levels can support view changes (from side scrolling to top down to isometric), by changing which characters are used on per-level basis. You'll also see how weapons can be used beyond just damaging objects, for example collecting things (or passing through them if you choose). You will see how different levels can include onscreen buttons used to jump / attack or move around. You will see how collectibles can be required to open portals and much more.

Playback Demo of a Kid's App Game
Short Level Ideas
2 Lectures 02:37

Just a quick idea, you can make objects that kill the character on contact, but are affected by physics and could be pushed out of the way. So a heavy object, like a rock, could be thrown at the object and move it.

Weighing Down Platforms

Make jumps a bit harder by adding an obstacle at the foot of where the character will jump to. Time the jump wrong, and your character is in trouble.

Timing the Jump Juuuust Right
Level Design Workshops
1 Lecture 07:07

This video expands on the idea of weighing down platforms (or anything) and using a rock or other projectile to push it out of the way. This video will setup a situation in a level where its necessary to do this to open up a portion of the board thats otherwise unreachable.

Weighing Down Platforms with Things Like Rocks
Weapon Ideas
2 Lectures 21:10

In this video we'll look at using only particles as a weapon and how simple changes to the Sprite Kit Particle File can change the look of the projectile.

Flame Throwers

In this video we will discuss adding laser obstacles to the Fantastic Worlds iOS Starter Kit. We will build two different laser firing units, one with a laser beam that stays in a constant position, and another that shoots out a small laser projectile.

Laser Obstacles
3 Lectures 26:28

Switches were added to the starter kit as a secondary means of opening locked portals. Previously a locked portal required an inventory item. Now you can use "switches". Which don't necessary have to look like a traditional lever switch (like in the example video). You can use any two images that appear to toggle from one state to another to indicate to the player they have activated something. Portals can listen for any number of switches to be pulled before unlocking.


This video shows the properties for time-based unlocking / breaking of objects. For example, characters can now stand in front of chest for a certain amount of time before it unlocks. Or platforms can suddenly break after standing on them for a while.You can also break open objects when a specific item is in inventory.

Time-Based Breaking of Objects

This video shows how to create spring platforms / objects that boast the character in a particular vector (direction). You can always adjust the bounciness (restitution) of any object, but the SpringVector property adds more control to the exact direction.

This video always shows how to create ghostly bad guys that fade from a start alpha value to end alpha value and reverse again. "Ghost" objects can also be impenetrable during their more transparent state.

Spring Platforms and Ghostly Bad Guys
About the Instructor
Justin Dike
4.3 Average rating
616 Reviews
41,857 Students
24 Courses
CartoonSmart / Owner / Leader Developer and Instructor

Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.