CartoonSmart - iOS APP Development and Starter Kit Bundle
English | AVC1 1280x720 15 fps | AAC 128 Kbps 44.1 KHz | 3.76 GB
High Definition XCode & Cocos2D Training Videos. Plus Starter Kits for Quick App Creation!
Takepart in our incredibly thorough mulit-session video series on Cocos2dand iOS App Development. You can find out complete details on the serieshere at the main tutorial sales page, but in short youll learn¦.
- How to get started with XCode and Cocos2d
- The basics of Cocos2d
- Using the accelerometer, adding touch events, Cocos2d actions (easy ways of fading, scaling, rotating, etc)
- Adding in-App purchasing to make money off a free release
- Animating with or without spritesheets
- Adding sounds and your own fonts to an app
- How to write your own classes
- How to use Box2d, an amazing physics engine!
-And much more! In fact, were still adding sessions to this series(buyers get download links emailed to them every time something new isadded)
Session 1: The Basics of XCode and Cocos2D - 2 Hours!
Breakingnews! This entire series has been updated for the release of Cocos2dv2.1 All source files have duplicate copies for version 1 and 2.1, whichis iOS 6 ready!
Video 1 Introduction to the Series
Video 2 - Getting Started Installing XCode and Cocos2d
Video 3 - Getting Started Quick Xcode Tour and Adding Sources to Your Project
Video 4 - Getting Started - Explaination of the differences between the Cocos2d v1 and Cocos2d v2 template.
Video 5 - Getting Started So what is this App you will be building
Video 6 - Getting Started App Identifiers and Provisioning Profiles
Video7 - Cocos2D Basics - Bringing in images and playing with CCSpriteproperties, Scheduling Methods (Game Timers) and many more essentialsfor every project.
Video 8 - Using the Accelerometer to move anobject based on the tilt of the device, Handlingsingle or multiple TouchEvents. For example, hovering a ball between two fingers (as in thescreen shot to the right). And finally Cocos2D Actions (easy ways offading, scaling, rotating, etc)
Session 2: Building a Flip Book for the iPad or iPhone - 2 Hours!
Publisha childrens book, comic book, photography gallery, reference guide,etc. All you need to provide is the pages and youve almost got an ebookready to sell in the App Store.
Video 1 Introduction
Video 2 -Using Cocos2D to build a flip book app. Topics covered include: Buttonsand Menus, Singleton Classes, Transitioning Scenes/Layers. This videoends by creating a free or paid book application.
Video 3 - Addingin-App purchasing to make money off a free release of your book! Topicsinclude: Getting setup in iTunes Connect with your Provisioning Profilesand creating the app ID / in-App purchase ID, adding the storekitframework, making the purchase, unlocking your content, NSUserDefaults,and restoring purchases.
You can also get the Ebook Starter Kit whichwas created using most of the same code in this session. Our StarterKits also include video guides describing how to customize the template.
Session 3: Animation, Audio, Custom Fonts, and Your First Cocos2D Game - 8 Hours!
Video 1 - Animating Images / Sprites with Cocos2D
Video2 - Writing a custom class. We create our own Cocos2D class for doingthe same animation in video 1, but add some special options like tintingthe entire animation, changing the opacity, looping from a randomframe, etc.
Video 3 - Sprite Sheet Animations with Cocos2D. Weexplore the performance benefits of creating a single png file with allof our images (sprites) to animate
Video 4 - Adding effects and background sound with the Simple Sound Engine in Cocos2D.
Video 5 - Using your own fonts to make a score label in Cocos2D
Video6 - Load your guns for two hours of target practice as we set up thefoundation of a shooter game using Cocos2D. Top concepts include:setting up a Player Class, using a for loop to pick out which childrenin the scene are bullets, and radial or rectangular collision detection.
Video7 & 8- The Wave Attack Game explained! Using the Player Class fromour Target Practice game we start building a Wave Attack game. Yourplayer fires at an increasing number of enemies decending toward you.Shoot em and they drop ammo. Each wave of enemies gets more difficult,and if they make it to the bottom of the screen, your health meter goesdown. The code taught in this lesson is the foundation of potentionallyhundreds of different games. And with some simple artwork changes, yourgun-toting main player, could become a WW2 figther plane and youve got a1942-style game instead!
You can also get the Wave Attack GameStarter Kit which was created using the same code in this session. OurStarter Kits also include video guides describing how to customize thetemplate.
Session 4: Working with Box2D, a Physics Engine - Over 7 Hours
Itstime for a REAL physics engine to get taught here at CartoonSmart andBox2D will do nicely! This is the same engine being used in hundreds ofpopular games in the App Store.
Video 1 - The Box2D Template Explained! You can watch this part for free here!
Video 2 - Learn how to modify the template to be Retina Display capable
Video3 - Instead of adding plain boxes into the Box2D world, we drop ninjasin and learn how to define with an exact collision shape around eachninja.
Video 4 - In this lesson we will explore the benefits of acustom class, well learn how to switch dynamic bodies to static bodiesand vice versa (both randomly or at specific times), how to change theexisting sprite and body definition (collision shape), and how todestroy bodies if they fall below a certain point.
Video 5 - In thisvideo we modify the source files from the previous project to disablegravity and use Box2D to control a Pac-Man style maze game. We exploreapplying force to the character, adding sensors to detect contact withthe level walls, and code a virtual swipe joystick to move the characterin one direction while also storing a desired direction so when anopening in the maze is available the character will automatically go inthat direction.
Session 5: Game Center, Leaderboards, Achievements and More! - 4 Hours!
Video1 - In this first video, we will setup a fighting game style project,to work with Game Center. Well start with a Cocos2d v2 template, so theGameKit delegates are already included, then import a spritesheet fullof character poses for the fighting moves. These will be setup usingCCActions and Gesture Recognizers. You can watch ALL of this first videofor free on YouTube.
Video 2 - Intro to Game Center! In this 2 hourvideo we look at everything it takes to get your app setup for GameCenter integration. Well talk about what needs to be done in iTunesConnect to setup an empty leaderboard and a new achievement goal forplayers. Then in Xcode we will create a singleton class to manageshowing Leaderboards, Achievements, Friend Invites and everything elseinvolved with authenticating local players. And of course the realaction begins when we submit scores and new achievements (or percentagesof achievements) to Game Center. Well also create NSUserDefaultvariables to store past scores or achievements just in case theres anerror reporting to either one, for example if someone lost internetconnectivity.
Session 6 is still not available on cartoonsmart
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