CartoonSmart Tutorials

CartoonSmart Tutorials

By Justin DikeTechnology
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CartoonSmart Tutorials episodes

  • Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class
    Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class

    In this final video, we’ll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we’ll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it’s own functions and properties.

    Hosts: Justin Dike

     

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  • Introduction to Sprite Kit with Swift 3 – Part 7 – Detecting Physics Contacts Between Bodies
    Introduction to Sprite Kit with Swift 3 – Part 7 – Detecting Physics Contacts Between Bodies

    In this video tutorial, we’ll add an SKPhysicsContactDelegate to the class, then add a didBegin contact statement to listen out for physics notifications from bodies. This requires setting the categoryBitMask and contactTestBitMask on the player and a hypothetical building object that we add this lesson.Hosts: Justin Dike

     

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  • Build an iMessage App Part 8 – Re-positioning the Emoji from the Last Location Saved in the User Defaults
    Build an iMessage App Part 8 – Re-positioning the Emoji from the Last Location Saved in the User Defaults

    In this Swift 3 video tutorial we’ll discuss how to reposition the emoji in the image container based on the last location the user had moved it to. This is done by saving the x and y location in the User defaults

    Hosts: Justin Dike

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  • Introduction to Sprite Kit with Swift 3 – Part 6 – Gesture Recognizers
    Introduction to Sprite Kit with Swift 3 – Part 6 – Gesture Recognizers

    In this video tutorial we’ll add Swipe, Tap and Rotation gestures recognizers to the scene. We’ll discuss properties and related functions for each, as well as converting radians to degrees and removing all gestures from the scene.

    Hosts: Justin Dike

     

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  • Introduction to Sprite Kit – Part 5 – Short Interlude to look at a Cross Platform Project
    Introduction to Sprite Kit – Part 5 – Short Interlude to look at a Cross Platform Project

    We’ll take a short break from the previous project and explore the Cross Platform Sprite Kit template included with Xcode. This is a project that has an iOS, tvOS, WatchOS and MacOS Target. The neat thing about this template is all four device types use the same GameScene.swift and GameScene.sks files. So ideally, you can code once and deploy to all those devices. We’ll also look at how to add files to a particular device Target after they’ve already been imported or created (this is done in Xcode’s Build Phases tab)

    Hosts: Justin Dike

     

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  • Introduction to Sprite Kit with Swift 3 – Part 4 – Action Groups / Sequences and Run Blocks
    Introduction to Sprite Kit with Swift 3 – Part 4 – Action Groups / Sequences and Run Blocks

    In this video, we’ll continue working with SKActions, by changing the previous lesson’s walk actions into a sequence of actions. This will allow you to run code at the end of a sequence. In this example, when the player begins walking we’ll make gravity affect him (creating an effect like wind is pushing him), then when the player has stopped walking, gravity will no longer be in affect. We’ll also look at create a speed variable for movements and frame animations of the player.

    Hosts: Justin Dike

     

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About CartoonSmart Tutorials

From the publisher's feed

A humorous video podcast from CartoonSmart.com. Topics will include: iOS / tvOS game development with Xcode, Swift and Sprite Kit, plus anything to do with illustration, character design, animation,…