Build your own Aquarium App — building on the Lights, Camera, Code stuff, we strike out on our own to build our own app using some of the same techniques we learned with our camera exercises
Augmented Reality— one of our huge hits, try your hand at augmenting your own reality with lunar landers, pinball games, you name it! Not a lot of coding knowledge required, but you’ll have a ton of fun!
And so many more…
You’ll re-live all the excitement of our live sessions with all the bloopers and feed issues as we (I hope) got better and better over time.
So while we’re building the next iteration of lessons/sessions, catch up on the old!
For those of you who’ve asked me for platform-independent coding tools, this is a great one!
It’s got a beautiful interface with lots of nice little touches to help you build your vision.
There are a series of lessons to teach you how to use the programming language, which will hopefully ease you into the language.
It’s not for the faint of heart, as the syntax can be a little confusing for certain things, but if you’re away from your iPad or Mac and want to sharpen those programming skills it’s not a bad alternative!
We covered a lot of ground yesterday. In Bumper Bash, we learned about the collision handler, which lets us know which two sprites just collided with each other. This is a huge addition to our coding toolbox!
Now if we’re writing a game we can let the SpriteKit framework do the work of figuring out when two objects have collided.
Now, my high score wasn’t amazing for this one. Have you managed to beat it?
We’ll look at a few ways to cheat the system today — we’re coders, after all, we can write our own rules!
We’ll also explore the applyForce method on our sprites and see what that does.
We also moved on to Gem Hunter yesterday. This playground page combines all the inputs we’ve learned about: touch, light, sound, and collisions. We’re going to write a game that will use a few different ways of manipulating our player to get as many gems as possible.
My high score for this game, our first pass, also wasn’t brilliant, so please tell me you were able to beat me!
We’ll spend a little time rigging up some easy win scenarios today. Then we’ll think about what might make the game even more playable.
What behavior will our player have in reaction to light updates? Will we add some labels to see values from our events in real-time?
Yesterday I hope you took some time to play around with different algorithms to see which one might result in the most fun for your game.
Remember, algorithms were simply a set of instructions and parameters we organized to solve a particular problem. There are many different ways to write code, some of which yield similar results. But now we can explore how well an algorithm performs by how well we do in the game!
In our default algorithm, provided by the playground, I got a high score of 63.2 meters and 4 donuts… not a great score, but not too bad.
Can you do better? Did you do better?
Today we move from the camera to the microphone!
We’re going to revisit pitch and tones today and use their numerical values to try and move things around the screen.
Come join us at 2pm, Irish time and we’ll make a bit of noise and have some fun!
This week we’re jumping around with times a little bit. If you want to make sure you don’t miss an episode, obviously you can follow us here. But you can also subscribe to our channel (like and subscribe?) and you’ll get notifications when we go live.
Yesterday we learned about using a touch handler and wrote some code to move our player around the screen to catch cupcakes.
Did you beat my high score?
I hope you tried a few different strategies for moving the player. I also hope you tried your algorithms out on your friends, siblings, parents.
There’s nothing better than having someone play and enjoy the game you wrote!
So for today we’re going to use our camera, and possibly our cameras, both of them, to get light updates.
We’ll explore switching which camera we use and what properties we have access to on the Color that’s passed to us.