About this Tutorial

If you have already installed SpriteBuilder, are familiar with the user interface, and know how to create new projects you can skip directly to How to Manage Assets Using SpriteBuilder where you'll get set up with the art you need for this project.

This tutorial will guide you through building your very first full-fledged mobile game with SpriteBuilder, a fantastic new tool developed by Apportable. Throughout this process you will not only learn the basics of the tool but will also get to see a lot of best practices for common problems in mobile games.

The game we are going to build is a clone of the very popular game Angry Birds. We will call it Peeved Penguins and this is what it will look like:


You can access the code for the completed tutorial on GitHub!



First, let's get our tools set up.

Go to the Mac App Store to download SpriteBuilder and download the latest version. Drag SpriteBuilder onto your dock from your Applications folder so that you can easily access it.

Open SpriteBuilder. Note that you need SpriteBuilder 1.4 for this tutorial.

SpriteBuilder Basics

SpriteBuilder's main goal is to provide a tool similar to Xcode's Storyboard but for Cocos2D games.

SpriteBuilder is a visual editor that allows you to rapidly create Cocos2D games. It enables you to create user interfaces, gameplay scenes, and levels by dragging different components to different interface files and arranging their positions. This can save a lot of time compared to positioning every element on the screen in code.

Next to this core functionality SpriteBuilder includes tools to manage your assets, create animations, audio effects, and particle effects. We will get to these advanced features towards the end of this tutorial.

SpriteBuilder Workflow

When you use SpriteBuilder for your game, you start by creating a new SpriteBuilder project instead of an Xcode project. When creating a SpriteBuilder project, SpriteBuilder will create and maintain an embedded Xcode project for you.

Inside the SpriteBuilder project you will organize all the resources and assets for your game. You will create interface files for the different scenes in your game. The interface files are called .ccb files, named after SpriteBuilder's predecessor CocosBuilder. SpriteBuilder also allows you to create code connections. With code connections you can create links between .ccb files and Objective-C classes. This means you can add behavior to your game's objects in SpriteBuilder and in code - we will discuss this concept in depth later.

In general your workflow with SpriteBuilder will look like this:

  • Create a new project in SpriteBuilder
  • Add images and other resources to your SpriteBuilder project
  • Create multiple .ccb files for the different scenes and objects in your game
  • Add code connections to extend the behavior of these scenes and objects
  • Publish your project in SpriteBuilder. This will update the Xcode project that is linked to your SpriteBuilder project
  • Run your game from Xcode

When you run your game from Xcode, a component called CCBReader will read all the .ccb files from your SpriteBuilder project and create cocos2D Scenes and Nodes out of them. Here's a short visualization of how SpriteBuilder and Xcode projects work together:


Read on to learn how to create your first project!


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository or comment below.

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