Author Archive for pabloruiz55

Cocos2d for iPhone 0.99 Beginner’s Guide

Cocos2d for iPhone 0.99

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.

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