Angry Birds, Crossy Road & more: Game Development in Swift 4
Angry Birds, Crossy Road & more: Game Development in Swift 4, available at $74.99, has an average rating of 4.9, with 127 lectures, based on 808 reviews, and has 5528 subscribers.
You will learn about How to develop an Angry Birds App How to develop a Crossy Road App How to develop a Color Switch App How to develop a Simon Says App How to develop 2D Games for iOS11 with SpriteKit How to develop 3D Games for iOS11 with SceneKit How to do App Store Optimization How to create 3D Models for Mobile Games in MagicaVoxel This course is ideal for individuals who are iOS Developers that want to develop their own games or People that want to become Mobile Game Developers for iOS or People that want to learn how to develop 2D & 3D Games for iOS It is particularly useful for iOS Developers that want to develop their own games or People that want to become Mobile Game Developers for iOS or People that want to learn how to develop 2D & 3D Games for iOS.
Enroll now: Angry Birds, Crossy Road & more: Game Development in Swift 4
Summary
Title: Angry Birds, Crossy Road & more: Game Development in Swift 4
Price: $74.99
Average Rating: 4.9
Number of Lectures: 127
Number of Published Lectures: 106
Number of Curriculum Items: 127
Number of Published Curriculum Objects: 106
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- How to develop an Angry Birds App
- How to develop a Crossy Road App
- How to develop a Color Switch App
- How to develop a Simon Says App
- How to develop 2D Games for iOS11 with SpriteKit
- How to develop 3D Games for iOS11 with SceneKit
- How to do App Store Optimization
- How to create 3D Models for Mobile Games in MagicaVoxel
Who Should Attend
- iOS Developers that want to develop their own games
- People that want to become Mobile Game Developers for iOS
- People that want to learn how to develop 2D & 3D Games for iOS
Target Audiences
- iOS Developers that want to develop their own games
- People that want to become Mobile Game Developers for iOS
- People that want to learn how to develop 2D & 3D Games for iOS
Become a mobile game developer by building some of the most famous iOS Games like Angry Birds, Crossy Road, Color Switch and more.
Mobile game development is an incredibly extensive and exciting topic, which is why we have created this complete course that will allow you to become part of the amazing world of mobile game development.
In each chapter of this course we’ll learn all there is to know about a certain framework. We’ll take an in depth look at its functionality and the theory behind it. Then we’re going to use what we’ve learned and apply it by creating multiple games from scratch.
We’ll start with simple games while getting to know the UIKit Framework, once we’ve gotten more comfortable we’ll advance to developing multiple 2D games with the SpriteKitFramework, which is the basis for most 2 dimensional iOS Games. We’ll start this chapter by developing our own version of the popular Color Switchapp that will teach us already a lot about this framework.
Then we’ll develop an incredible Angry Birds game from scratch, where we will learn how to design levels, work with physics and so much more.
We’ll then move on to the SceneKit Framework which is the basis for most of the 3 dimensional iOS games. To really understand the concepts we’re going to be working with them while developing our own version of the famous Crossy Road app.
While developing this amazing app we will also teach you how to create your own 3D Models in MagicaVoxel that you can use in your own games or even sell.
We don’t just want to teach you how to develop games in this course. We want to really help you develop your game and publish it on the app store. That’s why we have an entire chapter dedicated to App Store Optimization, teaching you how to optimize your app store entry, so that you can get the most amount of downloads for your game. We’ll look at how you can use keywords, videos, screenshots, ratings and reviews to your advantage and increase your number of downloads.
This course is designed to provide the perfect balance between theory, working on real life projects and exercises to really enable anybody to create their own iOS Games.
It doesn’t matter if you already have some experience in the subject or not. This complete course will teach you all you need to know to make your game ideas become a reality – no matter what framework you would like to use. You get all of the resources like project files, graphics and much more and you’re free to do with them whatever you like.
We’ll also give you valuable tips that go far beyond the development of games and if you run into any problems or have any questions while taking this course, you can always count on us to help you. So if you want to learn how to make your own games for iOS and become a real game developer you should really join this course. I look forward to seeing you in the course.
This course was produced using Swift 4.0 and Xcode 9. The course is currently undergoing maintenance to update all projects to Xcode 10 and the downloads will be available shortly.
Course Curriculum
Chapter 1: Introduction & Curriculum
Lecture 1: Welcome to the Course
Lecture 2: Resources
Lecture 3: Important Notice
Chapter 2: UIKit Games
Lecture 1: UIKit Framework Introduction
Lecture 2: Simon Says Introduction
Lecture 3: Simon Says 1 – Project Setup and Layout
Lecture 4: Simon Says 2 – Circular Buttons
Lecture 5: Simon Says 3 – Playing Color Sequences
Lecture 6: Simon Says 4 – Repeating Color Sequences
Lecture 7: Simon Says 5 – Multiplayer
Chapter 3: SpriteKit Crashcourse
Lecture 1: SpriteKit Introduction
Lecture 2: Introduction to the SpriteKit Framework
Lecture 3: How to create a SpriteKit Project in Xcode
Lecture 4: Introduction to SKNode & SKScene
Lecture 5: SKNode & SKScene Example
Lecture 6: Introduction to SKSpriteNode
Lecture 7: SKSpriteNode Example
Lecture 8: Introduction to SKActions
Lecture 9: SKActions Example
Lecture 10: Introduction to SKPhysics
Lecture 11: SKPhysics Example
Lecture 12: Introduction to the Asset Catalogue
Lecture 13: Asset Catalogue and Animation Example
Lecture 14: Introduction to the Update Loop
Lecture 15: Introduction to SKTileMapNode
Lecture 16: SKTileMapNode Example Part 1
Lecture 17: SKTileMapNode Example Part 2
Lecture 18: Other Node Classes
Lecture 19: The SpriteKit Button Class
Chapter 4: 2D Games with the SpriteKit Framework
Lecture 1: Color Switch 1 – Project Setup
Lecture 2: Color Switch 2 – Game Scene
Lecture 3: Color Switch 3 – Physics
Lecture 4: Color Switch 4 – Physics Delegate
Lecture 5: Color Switch 5 – Game Logic
Lecture 6: Color Switch 6 – Points
Lecture 7: Color Switch 7 – Adding a Menu
Lecture 8: Color Switch 8 – Persisting Data with UserDefaults
Lecture 9: Color Switch 9 – Finishing Touches
Chapter 5: Angry Birds
Lecture 1: Angry Birds 1 – App Template
Lecture 2: Angry Birds 2 – TileMap
Lecture 3: Angry Birds 3 – Camera Node
Lecture 4: Angry Birds 4 – Panning
Lecture 5: Angry Birds 5 – Camera Constraints
Lecture 6: Angry Birds 6 – Pinch to Zoom
Lecture 7: Angry Birds 7 – Bird Class
Lecture 8: Angry Birds 8 – Moving the Bird
Lecture 9: Angry Birds 9 – Bird Constraints
Lecture 10: Angry Birds 10 – Camera Updates
Lecture 11: Angry Birds 11 – Round States
Lecture 12: Angry Birds 12 – Block Class
Lecture 13: Angry Birds 13 – Contact Delegate
Lecture 14: Angry Birds 14 – Challenge Solution
Lecture 15: Angry Birds 15 – Block Graphics
Lecture 16: Angry Birds 16 – Bird Graphics
Lecture 17: Angry Birds 17 – Scene Manager Delegate Protocol
Lecture 18: Angry Birds 18 – Menu Scene
Lecture 19: Angry Birds 19 – Level Scene
Lecture 20: Angry Birds 20 – New Levels
Lecture 21: Angry Birds 21 – Animation
Lecture 22: Angry Birds 22 – Level Data
Lecture 23: Angry Birds 23 – Menu Backgrounds
Lecture 24: Angry Birds 24 – Adding the Slingshot
Lecture 25: Angry Birds 25 – Enemies Part 1
Lecture 26: Angry Birds 26 – Enemies Part 2
Lecture 27: Angry Birds 27 – PopupNode Class
Lecture 28: Angry Birds 28 – In Game Popups
Lecture 29: SpriteKit Recap
Chapter 6: 3D SceneKit
Lecture 1: SceneKit Introduction
Lecture 2: SceneKit Basics 1 – Template Project
Lecture 3: SceneKit Basics 2 – Scene Setup
Lecture 4: SceneKit Basics 3 – First Nodes
Lecture 5: SceneKit Basics 4 – SceneView Properties
Lecture 6: SceneKit Basics 5 – Challenge Solution
Lecture 7: SceneKit Basics 6 – Physics & Gravity
Lecture 8: SceneKit Basics 7 – Physics & Forces Part 1
Lecture 9: SceneKit Basics 8 – Physics & Forces Part 2
Lecture 10: Crazy Road 1 – Project Setup
Lecture 11: Crazy Road 2 – Floor & Camera Nodes
Lecture 12: Crazy Road 3 – Grass Floor
Lecture 13: Crazy Road 4 – Lanes
Lecture 14: Crazy Road 5 – Utility
Lecture 15: Crazy Road 6 – Lights
Lecture 16: Crazy Road 7 – The Player Node
Lecture 17: Crazy Road 8 – Jumping
Lecture 18: Crazy Road 9 – Camera Updates
Lecture 19: Crazy Road 10 – Lane Updates
Lecture 20: Crazy Road 11 – Vegetation
Lecture 21: Crazy Road 12 – Vehicles
Lecture 22: Crazy Road 13 – Vehicle Driving Animations
Lecture 23: Crazy Road 14 – Adding PhysicsBodies
Lecture 24: Crazy Road 15 – Adding Collisions
Lecture 25: Crazy Road 16 – Blocking Directions
Lecture 26: Crazy Road 17 – Head Up Display
Lecture 27: Crazy Road 18 – Finishing Touches
Instructors
-
Timothy Meixner
Meixner & Ruof -
Johannes Ruof
Meixner & Ruof
Rating Distribution
- 1 stars: 15 votes
- 2 stars: 18 votes
- 3 stars: 82 votes
- 4 stars: 216 votes
- 5 stars: 477 votes
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