Posted on 2013-01-24, by naveennisha.
CartoonSmart iOS APP Development and Starter Kit Bundle | 5.08 GB
Take part in our incredibly thorough mulit-session video series on Cocos2d and iOS App Development. You can find out complete details on the series here at the main tutorial sales page, but in short you'll 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, we're still adding sessions to this series (buyers get emailed to them every time something new is added)
Session 1: The Basics of XCode and Cocos2D - 2 Hours!
Breaking news! This entire series has been updated for the release of Cocos2d v2.1 All source files have duplicate copies for version 1 and 2.1, which is 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
Video 7 - Cocos2D Basics - Bringing in images and playing with CCSprite properties, Scheduling Methods (Game Timers) and many more essentials for every project.
Video 8 - Using the Accelerometer to move an object based on the tilt of the device, Handlingsingle or multiple Touch Events. For example, hovering a ball between two fingers (as in the screen shot to the right). And finally Cocos2D Actions (easy ways of fading, scaling, rotating, etc)
Session 2: Building a Flip Book for the iPad or iPhone - 2 Hours!
Publish a children's book, comic book, photography gallery, reference guide, etc. All you need to provide is the pages and you've almost got an ebook ready to sell in the App Store.
Video 1 - Introduction
Video 2 - Using Cocos2D to build a flip book app. Topics covered include: Buttons and Menus, Singleton Classes, Transitioning Scenes/Layers. This video ends by creating a free or paid book application.
Video 3 - Adding in-App purchasing to make money off a free release of your book! Topics include: Getting setup in iTunes Connect with your Provisioning Profiles and creating the app ID / in-App purchase ID, adding the storekit framework, making the purchase, unlocking your content, NSUserDefaults, and restoring purchases.
You can also get the Ebook Starter Kit which was created using most of the same code in this session. Our Starter Kits 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
Video 2 - Writing a custom class. We create our own Cocos2D class for doing the same animation in video 1, but add some special options like tinting the entire animation, changing the opacity, looping from a random frame, etc.
Video 3 - Sprite Sheet Animations with Cocos2D. We explore the performance benefits of creating a single png file with all of 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
Video 6 - Load your guns for two hours of "target practice" as we set up the foundation of a shooter game using Cocos2D. Top concepts include: setting up a Player Class, using a for loop to pick out which children in the scene are bullets, and radial or rectangular collision detection.
Video 7 & 8- The Wave Attack Game explained! Using the Player Class from our Target Practice game we start building a Wave Attack game. Your player 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 goes down. The code taught in this lesson is the foundation of potentionally hundreds of different games. And with some simple artwork changes, your gun-toting main player, could become a WW2 figther plane and you've got a 1942-style game instead!
You can also get the Wave Attack Game Starter Kit which was created using the same code in this session. Our Starter Kits also include video guides describing how to customize the template.
Session 4: Working with Box2D, a Physics Engine - Over 7 Hours
Its time for a REAL physics engine to get taught here at CartoonSmart and Box2D will do nicely! This is the same engine being used in hundreds of popular 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
Video 3 - Instead of adding plain boxes into the Box2D world, we drop ninjas in and learn how to define with an exact collision shape around each ninja.
Video 4 - In this lesson we will explore the benefits of a custom class, we'll learn how to switch dynamic bodies to static bodies and vice versa (both randomly or at specific times), how to change the existing sprite and body definition (collision shape), and how to destroy bodies if they fall below a certain point.
Video 5 - In this video we modify the source files from the previous project to disable gravity and use Box2D to control a Pac-Man style maze game. We explore applying force to the character, adding sensors to detect contact with the level walls, and code a virtual swipe joystick to move the character in one direction while also storing a desired direction so when an opening in the maze is available the character will automatically go in that direction.
Session 5: Game Center, Leaderboards, Achievements and More! - 4 Hours!
Video 1 - In this first video, we will setup a fighting game style project, to work with Game Center. We'll start with a Cocos2d v2 template, so the GameKit delegates are already included, then import a spritesheet full of character poses for the fighting moves. These will be setup using CCActions and Gesture Recognizers. You can watch ALL of this first video for free on YouTube.
Video 2 - Intro to Game Center! In this 2 hour video we look at everything it takes to get your app setup for Game Center integration. We'll talk about what needs to be done in iTunes Connect to setup an empty leaderboard and a new achievement goal for players. Then in Xcode we will create a singleton class to manage showing Leaderboards, Achievements, Friend Invites and everything else involved with authenticating local players. And of course the real action begins when we submit scores and new achievements (or percentages of achievements) to Game Center. We'll also create NSUserDefault variables to store past scores or achievements just in case there's an error reporting to either one, for example if someone lost internet connectivity.
More info: http://www.cartoonsmart.com/ios_bundle.php5
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