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5.0 out of 5 stars A great start for any aspiring IOS indie game programmer.,
This review is from: Learning iPhone Game Development with Cocos2D 3.0 (Kindle Edition)
If you are starting out programming games for your IOS device , or have some basic knowledge but want to learn more then this book is a perfect read.
It's main advantage over other books (at the time of writing this review) is that it uses V3 of Cocos2d and is bang up to date. Many articles in other books and on the internet are now outdated and not all example code will work. A more experienced coder would be ab;e to adapt the code or refer to the source code within Cocos2d but for a beginner , that's a big ask. This book does not have that problem.
The book walks the beginner by the hand and not only covers coding topics , but how a program should be organised and how best to use things such as 'classes'. A confusing subject for beginners and the clarity in the book really helps.
With the book, a game is created step by step , explaining in detail how and why the code is used. It's explained in a very personable manner and the author has crafted the language so that it feels like they are sitting with you talking you through it.
I'd recommend the book to any beginner wanting to write games and develop a better understanding how to design them.
Clear and detailed explanations
Good formatting of code which is copy and pasteable from the digital ebook version
Covers more difficult things like spritesheets , actions , physics. animations , scoring systems and tilemaps
Steady and achievable learning curve.
Only covers one game type in detail (a side view based shooting game with physics. There's still a lot of work ahead of you if you want to create say, a pinball game or a puzzle game or something like that.)
4.0 out of 5 stars detailed example,
This review is from: Learning iPhone Game Development with Cocos2D 3.0 (Paperback)
The text is very much a detailed building of an example game within the cocos2d framework. It walks through chapter by chapter, systematically adding features to the game. All within the Xcode and Objective C context that hitherto has been necessary for iPhone application development.
Game ideas like using sprites, the implementation of simple physics to determine the movement of these sprites as a function of time, and how to play sound, are explained step by step. For sound, you are warned that sound files exist in different formats, and conversions are sometimes required to a given format that you might standardise on.
You should pay attention to the chapter on the user interface. Given the small screen size of the iPhone, the UI should be kept as simple and intuitive as possible. The user is unlikely to read many instructions. In this sense, conforming to how UIs are done in other mobile games may be a good idea. So that she can rapidly transfer over any UI knowledge from other games.
Note that unavoidably, the book was unable to discuss Apple's recent announcement of the Swift programming language as the preferred new environment for the iPhone. Given cocos2d's popularity, I imagine it will still be heavily used for the near future, even without any upgrades to accomodate Swift. In practice, we are likely to see the latter.
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Learning iPhone Game Development with Cocos2D 3.0 by Kirill Muzykov (Paperback - 14 Jun. 2014)