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on 27 February 2013
I bought this book as it was the only one available for AndEngine and ive been having such a hard time with it. The code examples seem incomplete and even the ones which are clearly meant to be examples you should use are put across in a way which makes it unclear where in the class file you should use the code, which ultimately leads to frustration.

Maybe for someone who knows AndEngine this may be a decent reference book, but for a newcomer I would suggest you steer clear as its frustrated me more than helped me.

Go on Youtube and follow some tutorials and wait for a more comprehensive and mature book to become available.

I feel bad saying it as im sure a lot of work went into this book, but unfortunately its just not good enough to use as a learning material. Maybe if it makes it to a second edition it will improve but for now i am probably going to just try and sell it.
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on 23 February 2013
One nice aspect of this AndEngine book is how it emphasises a rapid game production made possible by the engine's features. However it definitely is not meant for the newly fledged programmer. The text dives right into how you can set up the source code for a typical game. You already need to be familiar with the concept of callbacks. The authors do not waste your time in explaining at such low levels.

The first chapter furnishes a good overview of the many portions of a game and what these entail. You also need to pay attention to the asynchronous nature of AndEngine. It has several threads running simultaneously and the interactions between these can sometimes be intricate to debug.

Another important part of AndEngine is the means to customise many aspects. Each game strives to be unique, after all. So think of AndEngine as the internal framework, invisible to the player.

You should also be aware of various common design patterns before opening this book. It discusses some, like object factories and singletons. I suppose the concepts of the patterns in the book are straightforward enough, but prior exposure will make reading smoother.

For audio, the book explains how AndEngine usefully distinguishes between what it terms Sound classes and Music classes. The former are for short duration sounds, while the latter are for longer stretches of background or theme music. Programmers who know java and who have used java's sound classes will find much common ground here.
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on 7 October 2013
Code samples have been put together on the fly without being tested, this is a cookbook not a development guide, it would be helpful if the recipes tied in together more, and this was explained. Any decent book will explain how to get a library or framework downloaded and integrated into your work environment. This book references this process, but doesn't actually explain that you have to download the sample code, and look at the readme PDF to see this. All in all a botch job put together in a rush, which is a shame really because the concepts are good and book had potential. I don't like writing bad reviews, but in this case I have to, to prevent others wasting their money.
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