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2D Apple Games by Tutorials

$54.99
  • Platform iOS 10
  • Language Swift 3
  • Editor Xcode 8.1

Learn how to make iOS, tvOS, macOS and watchOS games using Swift 3 and SpriteKit.

Note: When you purchase the current PDF edition of this book, written for iOS 10/Swift 3/Xcode 8, you’ll automatically receive a free update to the future iOS 11/Swift 4/Xcode 9 PDF edition of the book!

Estimated release date for the iOS 11/Swift 4 edition of the book: Fall 2017.

Developer Guide

Intermediate

For intermediate ios developers
2D Apple Games by Tutorials book cover

Learn how to make iOS, tvOS, macOS and watchOS games using Swift 3 and SpriteKit.

In this book, you will make 6 complete and polished mini-games, from an action game to a puzzle game to a classic platformer!

This book is for beginner to advanced iOS developers. Whether you are a complete beginner to making iOS games, or an advanced iOS developer looking to learn about SpriteKit, you will learn a lot from this book!

This book does require some basic knowledge of Swift.

Table of Contents

2D Apple by Tutorials is 24 chapters and 671 pages – yeah, it’s pretty huge. The book is split into five sections, moving from beginning to advanced topics. In each section, you will create a complete mini-game, from scratch! The book also includes some bonus chapters at the end that we think you’ll enjoy.

Section I: Getting Started

1.

Sprites

Get started by adding your first sprites to the game: the background and the zombie.

2.

Manual Movement

You’ll make the zombie follow your touches around the screen and get a crash-course in basic 2D vector math.

3.

Actions

You’ll add cats and crazy cat ladies to the game, as well as basic collision detection and gameplay.

4.

Scenes

You’ll add a main menu to the game, as well as win and lose scenes.

5.

Camera

You’ll make the game scroll from left to right, and finally, add the conga line itself.

6.

Labels

You’ll add a label to show the zombie’s lives and the number of cats in his conga line.

7.

Scene Editor

You’ll begin by creating the first level of the game. By the end, you’ll have a better understanding of Xcode’s level designer, better known as the scene editor.

Section II: Physics and Nodes

8.

Beginning Physics

In this chapter, you’re going to make a little detour in order to learn the basics of creating physics simulations for your games. As a bonus, you’ll learn how to prototype games inside an Xcode playground.

9.

Intermediate Physics

You’ll learn about physics-based collision detection and create custom classes for your Sprite Kit nodes.

10.

Advanced Physics

You’ll add two more levels to the game as you learn about interactive bodies, joints between bodies, composed bodies and more.

11.

Crop, Video and Shape Nodes

You’ll add special new blocks to Cat Nap while learning about additional types of nodes that allow you to do amazing things—like play videos, crop images and create dynamic shapes.

Section III: Tile Maps

12.

Beginning Tile Maps

You’ll learn the basics about tile maps in SpriteKit by creating a tile set and a background tile map.

13.

Intermediate Tile Maps

You’ll take things a step further by learning how to access tile maps in code and how to create a tile map with randomly placed tiles.

14.

Saving and Loading Games

You’ll finish up by adding a winning end state and a heads-up display. You’ll also learn how to automatically save the game when you leave it and then reload it from where you left off.

Section IV: Juice

15.

Making Drop Charge

You’ll put together the basic gameplay using the scene editor and code, flexing the Sprite Kit muscles you’ve developed working through previous chapters.

16.

Particle Systems

You’ll learn how to use particle systems to create amazing special effects.

17.

Juice Up Your Game

You’ll trick out your game with music, sound, animation, more particles and other special effects, experiencing for yourself the benefits of mastering the details.

Section V: Other Platforms

18.

macOS Games

You’ll take a complete iOS game and add a target for macOS. Along the way, you’ll learn some of the differences between the platforms, such as windows and mouse and keyboard events.

19.

tvOS Games

Building from Chapter 18, you’ll add another target for tvOS. You’ll learn concepts such as Focus and parallax icons, Top Shelf and working with the Apple TV Remote.

20.

watchOS Games

Lastly, you’ll add a target for watchOS, and you’ll learn about gestures, the Digital Crown and Haptic Feedback. You’ll also discover some of the design considerations when working with a small device.

Section VI: Advanced Topics

21.

Game Center Achievements

Enable Game Center for your game and award the user achievements for accomplishing certain feats.

22.

Game Center Leaderboards

Set up various leaderboards for your game and track and report the player’s scores.

23.

ReplayKit

You’ll learn how to allow players to record and share videos of their games with ReplayKit.

Section VI: Bonus Graphics Chapter

1.

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.

Meet the authors

Caroline Begbie Caroline Begbie RW Team Member
Mike Berg Mike Berg RW Team Member
Michael Briscoe Michael Briscoe RW Team Member
Ali Hafizji Ali Hafizji RW Team Member
Marin Todorov Marin Todorov RW Team Member
Ray Wenderlich Ray Wenderlich RW Team Member

Customer reviews

'2D Apple Games by Tutorials'

The book is well paced, giving you plenty of useful information but never overwhelming. It took me from absolute novice to releasing a game in a couple months!

Eddie S.

Hands down this book is THE best investment I have ever made to teach me how to code Apple games quickly and effortlessly.

Jamie S.

I was expecting a book with short tutorials. However, upon downloading and opening the book, I was blown away by the content and how detailed it was.

Mahdi H.
2D Apple Games by Tutorials book cover

Get 2D Apple Games by Tutorials

Learn how to make iOS, tvOS, macOS and watchOS games using Swift 3 and SpriteKit.

Note: When you purchase the current PDF edition of this book, written for iOS 10/Swift 3/Xcode 8, you’ll automatically receive a free update to the future iOS 11/Swift 4/Xcode 9 PDF edition of the book!

Estimated release date for the iOS 11/Swift 4 edition of the book: Fall 2017.

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