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    CartoonSmart Tutorials

    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, or Adobe software (Flash / Animate in particular). These are a bit of a spoof on our usual material (okay, very much a spoof), but we dare you NOT to learn at least something in these videos tutorials. Videos range from 30mb to 50mb (relatively small).
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    Episodes (70)

    Adobe Animate CC 2018 Basics – Selection and Subselection Tool

    Adobe Animate CC 2018 Basics – Selection and Subselection Tool
    Adobe Animate CC 2018 – Basic Tutorials – Part 1 In this Adobe Animate basics video tutorial, we’ll discuss the selection and sub-selection tools, which are essential for manipulation vector points in the program (as well as selecting things). We’ll also cover some helpful preferences (like contact-sensitive selection) and some other beginner concepts.  

    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
    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 […]

    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
    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 […]

    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
    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: […]

    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
    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 […]

    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
    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 […]