The Artist's Guide to Making an Apple Watch App
The Artist's Guide to Making an Apple Watch App, available at $39.99, has an average rating of 4.6, with 40 lectures, based on 13 reviews, and has 297 subscribers.
You will learn about Create vector based art in Flash to export to Xcode Import assets to Xcode specifically setup for an Apple Watch app Design any style of watch face using static or animated images Set specific images based on the current time (for example, the hour hand to 12) Get the current time in Swift and save variables for the hour, minute, second, day of week, month, day. Save NSUserDefaults that are shared between the Watch app and companion iPhone app Create and program a similar version of the Watch App clock face on the companion iPhone app Work with the Watch Kit interface controller, groups, images, and labels Programmably play sounds and set labels on either the Watch app or iPhone app Change screens (interface controllers) on the Watch app. Create a complete Watch app that tells time in style! This course is ideal for individuals who are Artists, animators or anyone regardless of previous experience with Xcode. or Past Xcode users that want to learn the basics of creating a Watch App It is particularly useful for Artists, animators or anyone regardless of previous experience with Xcode. or Past Xcode users that want to learn the basics of creating a Watch App.
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Summary
Title: The Artist's Guide to Making an Apple Watch App
Price: $39.99
Average Rating: 4.6
Number of Lectures: 40
Number of Published Lectures: 40
Number of Curriculum Items: 40
Number of Published Curriculum Objects: 40
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Create vector based art in Flash to export to Xcode
- Import assets to Xcode specifically setup for an Apple Watch app
- Design any style of watch face using static or animated images
- Set specific images based on the current time (for example, the hour hand to 12)
- Get the current time in Swift and save variables for the hour, minute, second, day of week, month, day.
- Save NSUserDefaults that are shared between the Watch app and companion iPhone app
- Create and program a similar version of the Watch App clock face on the companion iPhone app
- Work with the Watch Kit interface controller, groups, images, and labels
- Programmably play sounds and set labels on either the Watch app or iPhone app
- Change screens (interface controllers) on the Watch app.
- Create a complete Watch app that tells time in style!
Who Should Attend
- Artists, animators or anyone regardless of previous experience with Xcode.
- Past Xcode users that want to learn the basics of creating a Watch App
Target Audiences
- Artists, animators or anyone regardless of previous experience with Xcode.
- Past Xcode users that want to learn the basics of creating a Watch App
Create the Art
Join Justin Dike, as he teaches how to make a complete Apple Watch app from scratch. Seriously. We start with nothing, beginning in Flash with a blank scene. The course first teaches how to make a multi-layered vector clock face, complete with precise hour, minute and second hands, turning gears, the day of the week, the month and day of the month. This first section of the course essentially builds a template in Flash capable of producing hundreds of watch faces. We’ll talk about exporting images and animation sequences from the finished Flash file, and making mass changes to the file (for example, how to change the font of a label on every frame, or scale objects on multiple frames). The best part is you can make any style with this template, you are not just limited to watches with an analog clock face.
The Program It!
In this session, we will build an Apple Watch app, which is technically an extension of an iPhone app. So first we will cover everything it takes to build the watch app, then move onto programming the companion app for the iPhone. The finished Xcode project, or template, will build an iPhone app that gives users the option to choose and save a preferred face variation on the Apple Watch. So you could sell an app that has multiple clock faces, adding extra value to your buyer’s purchase.
Both parts of this session discuss importing the images exported from the first session, layering them in the Apple Watch interface controller / iPhone view controller, programming each element, and working with NSUserDefaults to save preferences for the preferred watch variation. We will also look at some optional add-ons, such as sounds, programming labels, swiping through multiple watch screens and opening new views on the watch.
The course also discusses some essentials for first-time app developers. Topics include: generating provisioning profiles, adding / changing bundle identifiers, adding the app listing to iTunes connect, submitting the app to Apple, and everything else we could think of to make working with Xcode for the first time as easy as possible.
In this session, we will build an Apple Watch app, which is technically an extension of an iPhone app. So first we will cover everything it takes to build the watch app, then move onto programming the companion app for the iPhone. The finished Xcode project, or template, will build an iPhone app that gives users the option to choose and save a preferred face variation on the Apple Watch. So you could sell an app that has multiple clock faces, adding extra value to your buyer’s purchase.
Both parts of this session discuss importing the images exported from the first session, layering them in the Apple Watch interface controller / iPhone view controller, programming each element, and working with NSUserDefaults to save preferences for the preferred watch variation. We will also look at some optional add-ons, such as sounds, programming labels, swiping through multiple watch screens and opening new views on the watch.
The course also discusses some essentials for first-time app developers. Topics include: generating provisioning profiles, adding / changing bundle identifiers, adding the app listing to iTunes connect, submitting the app to Apple, and everything else we could think of to make working with Xcode for the first time as easy as possible.
Course Curriculum
Chapter 1: Course Assets
Lecture 1: Download the Course Assets
Chapter 2: Creating the Art in Flash
Lecture 1: Introduction to Adobe Flash
Lecture 2: How Elements are Arranged on the Watch
Lecture 3: Drawing Precise Vector-Based Minute Markers
Lecture 4: Adding Hour Markers
Lecture 5: Drawing the Hour Hand
Lecture 6: Adding and Animating the Second and Minute
Lecture 7: Adding the Month, Day, Weekday and Adjusting Multiple Frames
Lecture 8: Animating Gears and Changing Fonts Across Multiple Frames
Lecture 9: Finishing Touches and Exporting
Lecture 10: Exporting at 144dpi or 72dpi?
Lecture 11: Copying Assets into Xcode and Wrap Up
Chapter 3: Creating the Apple Watch in Xcode
Lecture 1: Xcode Introduction
Lecture 2: Installing Xcode
Lecture 3: Watch App Initial Setup
Lecture 4: Renaming the Bundle ID
Lecture 5: Testing on the Simulator
Lecture 6: Managing Your Workspace
Lecture 7: Layout Basics
Lecture 8: Adding Groups with Background Images to the Storyboard
Lecture 9: Connecting Outlets from the Swift File
Lecture 10: Getting the Time
Lecture 11: Setting the Hour, Minute, and Second Hand Images
Lecture 12: Setting the Month and Day Images
Lecture 13: Getting the Day of the Week
Lecture 14: Deactivate the Timer
Chapter 4: Creating the Companion App for the iPhone
Lecture 1: Using Auto Layout in the iPhone App Storyboard
Lecture 2: Animating the UIImageView
Lecture 3: Reusing our Time Code
Lecture 4: Setting up the Segmented Buttons
Lecture 5: Changing Faces
Lecture 6: AppGroups and NSUserDefaults to Communicate Between Devices
Lecture 7: Wrapping Up the iPhone App
Chapter 5: Duplicating the Template and Preparing for Submission to Apple
Lecture 1: Duplicating the Template and Preparing for Submission to Apple
Chapter 6: Adding More to the Xcode Template
Lecture 1: Adding Audio
Lecture 2: Using Labels to Show Time and Adding Custom Fonts
Lecture 3: Paging to Different Screens on the Watch
Lecture 4: Programmably Opening Other Interface Controllers on the Watch
Lecture 5: Conclusion
Lecture 6: Update – Submitting the Watch-extended App to Apple Now that we can!
Instructors
-
Justin Dike
CartoonSmart / Owner / Leader Developer and Instructor
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 1 votes
- 5 stars: 11 votes
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