Hi, this is Pablo Ruiz, author of Cocos2d for iPhone 0.99 Beginner’s Guide book. It is published by Packt Publishing for a series of opensource related books.
The book is aimed towards people who are just beginning with Cocos2d. When I began working with Cocos2d, around mid 2009, there wasn’t much reference material, just the Sapus Tongue source code and a couple of tutorials around the internet. So, at that time there were lots of post in the forums of people needing help getting started, how to work with the samples, how to get their first app to build and so on. So what I wanted to do is to fill that space, to write a book that would help people get started with this great framework.
This book is designed to get you familiarized with Cocos2d for iPhone, allowing you to build your own games. To that end, the book is organized in easy-to-follow examples. Through the book we’ll be building 3 different types of games that exploit all the power Cocos2d has.
Chapter 1 – Getting started with Cocos2d
We’ll start by taking a look at the sample projects that are included in the source. Then you will learn how to install the templates to easily start a new project and then you’ll make your first simple project. We’ll also talk about some Cocos2d basic concepts.
Finally we’ll take a look at the debugging features of Cocos2d.
Chapter 2 – Playing with Sprites
In this chapter you will learn all there is to Sprites. By the end of the chapter you will be able to create and manage your own objects.
We’ll also start building the first of the 3 games we’ll make in the book. We’ll take a look at how to begin developing a simple puzzle game.
Chapter 3– Let’s do some actions
Cocos2D Allows you to move, scale, tint and apply a lot more of effects to objects over time. In this chapter we’ll continue enhancing the first game to make it look nicer.
Chapter 4- Pasting Labels
Every game needs to show some text at some point. It could be an instruction text, hints, scores or a lot of things. In this chapter we will take a look at all the ways Cocos2d has to place texts on the screen and modify them.
Chapter 5 – Surfing through Scenes, layers and transitions.
Scenes and layers are where all the content of Cocos2d games is placed. Your game may consist in just one Scene with one layer, or as many as you want! In this chapter we will get into the details of how to make the best use of them, switch between scenes with Transitions and also how to handle accelerometer and touch input on the layers.
Chapter 6 – Menu design.
Menus are a very important part of any game. Cocos2d comes with several ways to create them. It even let’s you animate them like you would animate any other Sprite. In this chapter we will also talk about saving preferences and loading them back.
Chapter 7 – Implementing particle systems
What would be a game without some flashy effects? In this chapter you will learn how to implement the existing particle systems that are included in Cocos2d and you will even create your own.
Chapter 8 – Familiarizing yourself with Tilemaps
Tilemaps are used to create big levels while using small images to create the maps. You can use tilemaps to create games like Shrumps, platform games or RPGs quite easily. In this chapter we are going to take a look at how to create these tilemaps with Tiled and how to load and manipulate them with Cocos2d.
Chapter 9 – Playing sounds with CocosDenshion
Almost every game needs to play sounds and music. Cocos2d includes a great sound engine for all your sound needs. You will be using background music and sound effects in no time after reading this chapter. Here we will also learn some preloading techniques.
Chapter 10- Using physics engines
A lot of games that have come out lately make use of physics engines. This engines allow games to behave like they would in real life. Cocos2d can be integrate with Chipmunk and Box2d, 2 great physics engines. In this chapter you will learn how to use chipmunk in any game you want.
Chapter 11 – Integrating Cocos2d with OpenFeint
Once you have completed your game there is a lot to be done. You may want to add social aspects to it like leaderboards or achievements, how about allowing users to post their scores to Facebook and Twitter? In this chapter we will take a look at the basics of making your game reach the entire world.
The book contains 3 different games that demonstrate the Cocos2d capabilities in all areas of game development.
The first game is a puzzle game sort of Bejewelled, where the reader is taught how to get Cocos2d running, adding Sprites and running actions on them.
As the book is supposed to be short, it doesn’t cover the basics of Objective-C nor game design guidelines. So some experience with the language and with game development in general is desired.
The source code hasn’t been published yet, but as soon as they give me the link I will update the post.
You can buy both the print and digital versions from here:
I hope you like the book, and if you have any inquiries don’t hesitate to contact me.
About the author: I am the CEO and Co-Founder of InfinixSoft, a company based in Argentina dedicated to Software development focused on iOS apps and games. At InfinixSoft, I have worked with my team on several big projects like Strawberry Shortcake game for Soma Creates, TapStore for Streetview Labs and Kurt Warner’s Football 101 for Good Sports Gang LLC.
You can find me around the forum (and most social networks) by the username pabloruiz55.