iOS Games by Tutorials

Section I: Getting Started

This section covers the basics of making 2D games with Sprite Kit. These are the most important techniques, the ones you’ll use in almost every game you make. By the time you reach the end of this section, you’ll be ready to make your own simple game.

Throughout this section you will create an action game called Zombie Conga, where you take the role of a happy-go-lucky zombie who just wants to party!

ZombieConga

You will build this game across six chapters, in stages:

  • Chapter 1, Sprites: Add your first sprites to the game: the background and the zombie.
  • Chapter 2, Manual Movement: Make the zombie follow your touches to move around the screen, and in the process get a crash-course in basic 2D vector math.
  • Chapter 3, Actions: Add cats and crazy cat ladies to the game, as well as basic collision detection and gameplay.
  • Chapter 4, Scenes: Add a main menu to the game, as well as win and lose scenes.
  • Chapter 5, Scrolling: Make the game scroll from left to right and finally, add the conga line itself. (What, we didn’t mention the conga line?)
  • Chapter 6, OS X: Get Zombie Conga working on the Mac, in just a few simple steps!

Section II: Labels and Particle Systems

In this section, you’ll learn how to add labels to your game to display text and how to create special effects with particle systems, like explosions and star fields.

In the process, you will create a space shooter game called XBlaster, where all of the artwork is ASCII-based!

XBlaster

You will build this game across two chapters, in stages:

  • Chapter 7, Labels: Create the player and enemy ships, score, health bar and plasma cannon, all with Sprite Kit labels.
  • Chapter 8, Particle Systems: Through the power of particle systems, create a star field background, a propulsion engine for the player ship and yes, explosions.

Section III: Physics and Nodes

In this section, you will learn how to use the built-in 2D physics engine included with Sprite Kit to create movement as realistic as that in Angry Birds or Cut the Rope. You will also learn how to use special types of nodes that allow you to play videos, create shapes and apply image filters in your game.

In the process, you will create a physics puzzle game called Cat Nap, where you take the role of a cat who has had a long day and just wants to go to bed.

CatNap

You will build this game across five chapters, in stages:

  • Chapter 9, Beginning Physics: Before starting on the game itself, create a simple test app to get familiar with the core concepts of the physics engine, such as creating physics bodies and setting properties.
  • Chapter 10, Intermediate Physics: Create the first level of the game, pictured above, and learn about debug drawing, physics-based collision detection and creating levels from property list files.
  • Chapter 11, Advanced Physics: Add two more levels to the game as you learn about interactive bodies, joints between bodies, complex body shapes and more.
  • Chapter 12, Crop, Video, and Shape Nodes: Add some special new blocks to Cat Nap while learning about additional types of nodes that allow you to do some amazing things – like play videos, crop images and create dynamic shapes.
  • Chapter 13, Effect Nodes: Wrap up Cat Nap by adding image filters to parts of the game, resulting in some very cool special effects.

Section IV: Tile Maps and Juice

At the time of writing, Sprite Kit doesn’t come packaged with tile map support – but in this section, you’re going to learn how to create your own tile map engine! You’ll also learn how to take a good game and make it great by adding a ton of special effects and excitement – a.k.a. “juice.”

In the process, you will create a tile map-based action game called Pest Control, where you take the role of Arnold, a guy so badass he never wears a shirt. Giant bugs have invaded Arnold’s town, and he’s just the guy to dish out a good smashing.

PestControl

You will build this game across six chapters, in stages:

  • Chapter 14, Beginning Tile Maps: Create the bulk of Pest Control. Write code to create a tile map from a simple text format and add the hero and bug-monsters to the game.
  • Chapter 15, More Tile Maps: Add the core gameplay and learn about coordinate conversions and collision detection with tile maps.
  • Chapter 16, Imported Tile Maps: Import tile maps into your game that are stored in a popular tile-map format called TMX files, and use an open-source map editor to create your maps.
  • Chapter 17, Saving and Loading Games: Implement an autosave feature that stores a player’s progress in Pest Control. Also add gameplay features like timers, winning and losing and progressing through multiple levels.
  • Chapter 18, Juice Up Your Game, Part 1: Demonstrate how adding simple visual effects can make Pest Control, or any game you write, much more entertaining.
  • Chapter 19, Juice Up Your Game, Part 2: Add sounds and even more special effects, because adding fewer effects at this point would be ridiculous.

Section V: Other Game APIs

In this section, you’ll learn about some APIs other than Sprite Kit that are good to know when making games for iOS. In particular, you will learn how to make user interfaces with UIKit, control movement with the accelerometer, and add Game Center leaderboards, achievements, and multiplayer support into your game.

In the process, you will create a top-down racing game called Circuit Racer, where you take the role of an elite racecar driver out to set a world record. It would be no problem if it weren’t for the debris on the track!

CircuitRacer

You will build this game across six chapters, in stages:

  • Chapter 20, UIKit: Integrate Sprite Kit with UIKit to create view controllers for different screens of your game, as well as use standard iOS controls within your main game scene itself (such as creating an on-screen joypad).
  • Chapter 21, Accelerometer: Use the accelerometer to move your sprites around the screen!
  • Chapter 22, More OS X: You’ve seen how to port simple Sprite Kit games to OS X, but what about when things get more complicated?
  • Chapter 23, Game Center Achievements: Enable Game Center for your game and award the user achievements for accomplishing certain feats.
  • Chapter 24, Game Center Leaderboards: Set up various leaderboards for your game and track and report the player’s scores.
  • Chapter 25, Game Center Multiplayer: Add multiplayer support so players can race against each other in real-time across the Internet!

Bonus Chapters

And that’s not all – on top of the above, we have some bonus chapters for you!

  • Chapter 26, Performance: Texture Atlases: Take a deep dive into one of the most important aspects in making your game perform well and use less memory: using texture atlases.
  • Chapter 27, Performance: Tips and Tricks: Learn how to get the most performance out of your game and gain an understanding of what’s fast and what’s slow when it comes to making 2D games on iOS.
  • Chapter 28, Making Art for Programmers: If you liked the art in these mini-games and want to learn how to either hire an artist or make some art of your own, look no further than this chapter! This chapter guides you through drawing a cute cat in the style of this book with Illustrator.

URLs: Part1, Part2, Part3, Part4, Part5, Part6.

Using this application for concat these files

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