Memory Animals Sounds

Memory Animals Sounds

Released 4 years ago , Last update 4 years ago

A memory game template for iOS built on the SpriteKit Framework, complete with sound effects, ad integration, in-app purchases and customizable graphics.

Build a game that tests players' memory with this SpriteKit-based template, which comes with sound effects, eight difficulty levels support for ads, in-app purchases and re-skinning. Much like Simon Says, players mimic the patterns set by the game, tapping the animals in the correct order. With each turn, the difficulty increases.

The package includes 3 projects:

  • Memory Animals Sounds CleanCode: Game only.
  • Memory Animals Sounds ads: Game and Ads (Chartboost, iAd, Admob).
  • Memory Animals Sounds ads+inAppPurchases: Game, Ads and in-app purchases.


  • Universal app for iPhone, iPod and iPad.
  • iOS 7 & 8 Friendly
  • Supports all iPhone resolutions (including iPhone 5, iPhone 6 and iPhone 6+).
  • In-App Purchases
  • Game Ratings
  • Chartboost, iAd and Admob Support
  • Re-skinnable


14 day 14-day money-back guarantee


Application License

  • Perpetual license

  • 1 application

  • Can distribute binary products only

  • Commercial use

  • 6 months support

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Getting started

The folder structure should look similar to this: structure

  • 'Chartboost' and 'AdMob' contains the ad frameworks to display ads within the game.
  • Memory Animals Sounds is the main folder containing our assets and the codebase
  • GameCenterManager Class contains the codebase to work with the Game Center.
  • Images.xcassets catalog contains all image assets used for the game.
  • AppDelegate Class sets up the view controller.
  • GameViewController Class contains code for banner ads (iAd / adMob), in-app purchases and setting up the Sprite Kit game.
  • Resources Folder contains various resources used by the game.
  • Configurations Class contains the constants for the game (i.e: velocity, images names, positions, etc.).
  • AppUserDefaults Class contains the UserDefaults (high score and "show Ads").
  • SpritesModel Class contains code for images (animals) and sounds.
  • SceneKit: MenuScene, GameScene and GameOverScene

Customizing the game

Change images and sounds in SpritesModel.m

case 0:
            self = [super initWithImageNamed:@"dog.png"];
            sound = @"dog.wav";
        case 1:
            self = [super initWithImageNamed:@"cat.png"];
            sound = @"cat.wav";
        case 2:
            self = [super initWithImageNamed:@"sheep.png"];
            sound = @"sheep.wav";
        case 3:
            self = [super initWithImageNamed:@"horse.png"];
            sound = @"horse.wav";
        case 4:
            self = [super initWithImageNamed:@"cow.png"];
            sound = @"cow.wav";
        case 5:
            self = [super initWithImageNamed:@"pig.png"];
            sound = @"pig.wav";
        case 6:
            self = [super initWithImageNamed:@"duck.png"];
            sound = @"duck.wav";
        case 7:
            self = [super initWithImageNamed:@"chicken.png"];
            sound = @"chicken.wav";
        case 8:
            self = [super initWithImageNamed:@"bird.png"];
            sound = @"bird.wav";

Changing other images

The game uses an image catalog named Images.xcassets that can be found in the main folder. images

Changing ID services

Replace strings with your IDs in Configurations.h configurations


In order to get started you will need the following:

  • Mac running OS X 10.9 or later
  • XCode 6.0.0 or later
  • Apple iOS Developer License
  • Basic Xcode knowledge
2 licenses, starting from From » $59.99 View Licenses

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  • Custom development
  • Integration
  • Customization / Reskinning
  • Consultation
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