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  • Swift

    47 Episodes
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    35 Episodes
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    29 Episodes
  • Game Design

    22 Episodes
  • Origami

    16 Episodes
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    14 Episodes
  • Kite Compositor

    13 Episodes
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    5 Episodes
  • Principle

    5 Episodes
  • Cinema 4D

    5 Episodes

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  • Keeping Score

    Keeping Score

    Keeping Score
    • 8:41
    • Pros
    It's high time we start adding some game rules to this thing. In this episode we'll start keeping track of the score on every swipe, using a closure to help the game scene and view controller communicate.
    • 8:41
    • Pros
  • Build Out the UI Text

    Build Out the UI Text

    Build Out the UI Text
    • 12:24
    • Pros
    To communicate game status to the user, we'll use some UIKit elements like labels and images on top of our game scene. It's pretty common to mix and match UIKit and SpriteKit elements, so you should get familiar with this.
    • 12:24
    • Pros
  • Add Physics to Shatter Runes

    Add Physics to Shatter Runes

    Add Physics to Shatter Runes
    • 14:00
    • Pros
    Adding physics to sprites is really easy using SKPhysicsBody. In this episode we'll get to work shattering runes on successful swipes, by implementing a cool physics-based effect.
    • 14:00
    • Pros
  • Determine Swipe Direction

    Determine Swipe Direction

    Determine Swipe Direction
    • 6:18
    • Pros
    Once we're sure that a tap has taken place on a rune sprite, we can start watching for a valid swipe. Knowing when that happens and which direction the swipe is going is our goal in this episode.
    • 6:18
    • Pros
  • Detecting Taps on Runes

    Detecting Taps on Runes

    Detecting Taps on Runes
    • 5:27
    • Pros
    The first step of building out the user interaction for our game is to know if the user has tapped a rune sprite or not. We'll lay that groundwork in this episode and get ready to start detecting swipes.
    • 5:27
    • Pros
  • Draw the Rune Sprites

    Draw the Rune Sprites

    Draw the Rune Sprites
    • 6:02
    • Free
    Everything we need to draw the game pieces is now in place. It's time to finally get some Runes on the board! Here we'll hop back into GameScene to do some drawing.
    • 6:02
    • Free
  • Create the Level Model

    Create the Level Model

    Create the Level Model
    • 5:47
    • Free
    With the Rune game piece model defined, we can use that to build a level constructed of Runes. This class will basically keep track of the game pieces as well as some other information related to the level.
    • 5:47
    • Free
  • Define the Game Piece Model

    Define the Game Piece Model

    Define the Game Piece Model
    • 13:16
    • Free
    The data model for our game can be thought of like building blocks. The rune is the smallest building block - a collection of which is a level, and so on. Let's get started building our Rune model.
    • 13:16
    • Free
  • Lay Out the Game UI

    Lay Out the Game UI

    Lay Out the Game UI
    • 8:54
    • Free
    Most games have a static UI of some kind, and ours will be a combination of SpriteKit and UIKit elements. In this episode we'll lay out the majority of the remaining static SpriteKit pieces.
    • 8:54
    • Free
  • Create a SpriteKit Game Project

    Create a SpriteKit Game Project

    Create a SpriteKit Game Project
    • 11:21
    • Free
    We'll jump into Xcode right away in this series, starting with the basics of setting up a SpriteKit game project. Once that's done, get started building the background and environment for the game!
    • 11:21
    • Free
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