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iPhone Game Development (Developer Reference) Paperback – 6 Nov 2009

3.4 out of 5 stars 25 customer reviews

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Product details

  • Paperback: 512 pages
  • Publisher: John Wiley & Sons; 1 edition (6 Nov. 2009)
  • Language: English
  • ISBN-10: 0470496665
  • ISBN-13: 978-0470496664
  • Product Dimensions: 18.8 x 3.3 x 23.1 cm
  • Average Customer Review: 3.4 out of 5 stars  See all reviews (25 customer reviews)
  • Amazon Bestsellers Rank: 1,434,261 in Books (See Top 100 in Books)
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  • See Complete Table of Contents

Product description

From the Back Cover

Make and market the next hot–selling iPhone game If you′ve always wanted to create an iPhone game application and sell it, this book from two well–known iPhone app developers is for you. It covers all the bases, from how to sign up for the Apple Developer Program and use the iPhone SDK to what makes a game sellable, how to publish to the App Store, and ways to calculate return on investment. Find easy–to–follow tutorials and smart techniques that will soon have you creating games for fun and profit. Understand the basic technologies: Multi–Touch controls, accelerometer support, embedded SQLite, and much more Examine different kinds of puzzles, novelty apps, and action games Learn advanced programming tricks that propel your games to a higher level Find royalty–free code and great examples that you can use for your own projects Add sizzle with Facebook® integration, peer–to–peer connectivity, and networking See which games offer a higher return on investment and explore cost–effective ways to promote your games Access the latest information on Apple development Visit www.wileydevreference.com for the latest on tools and techniques for Apple development, as well as specific code listings from this book.

About the Author

Chris Craft and Jamey McElveen are the founders of the popular iPhone development site, http://appsamuck.com. Chris Craft is a software architect with ten years of experience in developing mobile software solutions—including applications, games, and utilities—for Windows Mobile, Palm, and iPhone. Jamey McElveen is a lead software architect with twelve years of experience. He joined the iPhone Developer Program early and has also been developing applications since day one for the iTunes App Store.

Customer Reviews

3.4 out of 5 stars
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Top Customer Reviews

Format: Paperback Vine Customer Review of Free Product ( What's this? )
Most books on iPhone development focus solely on how to write programs; very few touch on the issues around locating suitable resources to use in programs, or on the general business of getting them published. This book does - although it doesn't do an altogether great job of any of the individual tasks.

This book is based around iPhoneOS 3.0, which is now mostly obsolete; as such, GameCenter wasn't yet available, which is an important part of game development on iOS today. However, game programming is very different from general programming, and as a basic practical introduction to the concepts for iOS, this book gives a reasonable introduction that can be carried on further, and the lessons will work on iOS 4.2 (the current version as I write this).

The initial section on setting up an Apple developer account was very thorough, although the current process is a little different now. Having explained this in great detail, it then rushes through the first few example programs, which is why other reviewers have said that it isn't for a complete beginner (and it's not). This shows up one of the book's weaknesses: an uneven tone as it switches between programming topics and general business topics, which is almost inescapable in a book that attempts to cover highly disparate areas like this.

Summary: some bits good, some bits that you won't easily find elsewhere; a good general purpose introduction to iOS games programming, but by no means current.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
This is an interesting book but I'm unsure who the target audience is. As an introduction to developing iPhone apps, it is a reasonable place to start. It introduces XCode/ObjectiveC and the examples provided will help you get an App up and running. But it's not really suited to beginners. As for the gaming side, the book touches on how/why games are developed, but for a successful game, understanding the different requirements of making successful and playable games is brushed over, and there are other books covering game design that cover this in much more detail. The book covers other Apps and not just gaming Apps, and I believe that this confuses the issue. If you know the game you want to develop, then this book should be a useful guide for getting started, but for someone unsure about what to develop it won't give much insight.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
Picked up this book because I'm interested in programming games for the iPhone - have put stuff on the App Store previously, but using a 3rd party tool to allow me to code in already familiar languages. This book concentrates on building in x-code, and the objective-C language that is used to compile native apps for the iPhone.

It covers a great breadth of topics, from quite basic how to's about submitting your game (which I could've done with before I submitted a game - Apple's certificates process can be frustrating, though they have improved the help on their website).

As well as these invaluable guides, there is a fair bit about the programming language, with examples, and chapters set up to walk you through basic concepts.
These too were very interesting, and definitely useful - you undoubtedly have to be fairly technical minded, but there is no way you're going to be coding in Objective-C unless you are pretty comfortable with a computer.

Not quite worth 5 stars, as it could've done with a bit more detail on the actual programming front. I think after you've been through this book, an actual Obj-C programming guide would still be required.

In summary, a very useful guide to games on the iPhone. Without a computer background, it'll be hard going. With a computer background, it's fill in a lot of gaps, but be prepared to buy another more detailed programming language book on top of this one.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
The Good

Filled with useful tips and tricks - not just for coding and game development, but also for what comes after.

Organised well, with a learning curve that's not too steep but not too shallow

Great title for transferring existing coding skills and putting them to work in this specific environment

The Bad

NOT FOR BEGINNERS: The book assumes you're competent and technically skilled before you begin reading it. Essentially, this is a book that assumes you're a keen amateur coder when you pick it up. Any newcomers to coding looking to get into iPhone dev. will be lost without a trace very quickly. This isn't really a fault of the book itself - it does what it sets out to do very well: It's just important to bear in mind whether you're ready for this book before you buy it.
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Format: Paperback
The problem with iPhone development is that it demands that you can program in Objective C. This may sound like a fairly obvious point but it is often missed. xCode is based on Objective C and the libraries and calls that you need to make in any iPhone app require more than a basic understanding of this language, the calling conventions and the syntax.

The "gold rush" that gathered around the iPhone App Store meant that lots of people want to write iPhone games. For a lot of people this really means that they want to port existing C code to the iPhone. This book helps a little with that as you can wrap existing code with new front screens. For programmers that already work with xCode this book may be of some help also as it shows the Cocoa Touch environment which is similar to standard Cocoa but the examples given are not all that advanced, certainly no better than the examples bundled with the SDK from Apple.

For new Apple developers looking to write new games on the iPhone using xCode, avoid this book. You need to learn Objective C first and then pick up Cocoa Touch.

This book therefore falls between two camps. It is not expert enough for experienced iPhone developers but is far far too advanced for new developers.
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