Tag Archive for 'book'

Creating Games with cocos2d for iPhone 2

I’m happy to share my new book, Creating Games with cocos2d for iPhone 2.packt_book_cover_small

Creating Games with cocos2d for iPhone 2 takes you through the entire process of designing and building nine complete games for the iPhone, iPod Touch, or iPad using cocos2d 2.0. The projects start simply and gradually increase in complexity, building on the lessons learned in previous chapters. Good design practices are emphasized throughout.

Why This Book Exists

I will dispense with the general marketing blurbs here.  If you want to read the “official” promotional information, it is all in the first post of this forum thread.

Instead, I want to share, from a developer’s perspective, why you might want to read this book.  Most developers learn the basics of cocos2d for iPhone v.2.0, and subsequently hit a wall.  We have all these interesting classes that are really powerful, like CCLayer, CCSprite, actions, etc.  How can we put these things together and make something equally interesting out of them?

That is the “gap” this book aims to fill.  Rather than take the beginner’s book approach, where we spend several pages explaining what a sprite is, how it is drawn, etc.  “Creating Games” skips many of the generalities and jumps right into the reason we are here: building games.   This is the book I wished I had in hand when I was first exploring cocos2d for iPhone.

Class by class, method by method, the text explains the “good parts” of why we are building the code in this fashion.  All the “good parts” are explained in detail: from building with Box2D to GameKit Bluetooth integration, and even how to build in “artificial randomness” into a Match 3 game, so you never run out of moves.

Each chapter is a complete game, and all source code is available as a download from the publisher’s web site. The games cover a wide variety of game types, and the games become more intricate and complex as the book progresses.

The games included in the book are:
Chapter 1: Memory
Chapter 2: Match 3
Chapter 3: Mole Thumper
Chapter 4: Snake
Chapter 5: Brick Breaker (with Box2D)
Chapter 6: Cycles of Light (iPad with Bluetooth integration)
Chapter 7: Pool (with Box2D)
Chapter 8: Scrolling Shooter (using Tiled)
Chapter 9: Endless Runner

Book Giveaway

We are giving away two free copies of Creating Games with cocos2d for iPhone 2!  The contest runs until January 29, 2013.  To enter, all you need to do is post why you want the book to the book’s forum thread.  To see the particulars of the contest, read this post: Book Giveaway

Cocos2d for iPhone 1 Game Development Cookbook

After a year of writing and development I am proud to say that Cocos2d for iPhone 1 Game Development Cookbook is now in print!

Cocos2d for iPhone 1 Game Development Cookbook

This book is designed to be the ultimate 2D game development book. It includes the full code of over 100 recipes built using XCode 4 and iOS 5. Every major area of game development is covered.

Recipes are designed to be modular. Get the book, download the code and plug them into your project.

Here are some of the stand-out recipes:

Go to the book website and you can download the first chapter (17 recipes) for free (PDF + XCode project).

You can also explore the entire book, watch videos explaining each chapter and download free apps to test the recipe demos on your device.

Here is the video for Chapter 7: AI and Logic:

You can purchase the book on Amazon or from Packt Publishing:

If you have any questions you can send me an email at cocos2dcookbook@gmail.com.

I would like to thank everyone who has contributed to cocos2d-iphone. Without such a great framework and community to support it I wouldn’t have the opportunity to write this book.

Learning Cocos2D Book Now In Print!

Learning Cocos2D Book

Hi everyone, this is Ray Wenderlich and Rod Strougo.

We are pleased to announce that our book Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk is now in print!

The book teaches you everything you need to know to use Cocos2D and the Box2D and Chipmunk physics libraries to build your own games. It’s great for complete beginners to Cocos2D/Box2D/Chipmunk, or for those who are looking to firm up their knowledge or learn some new tricks.

The book takes a hands-on approach, and walks you step-by-step through the process of building a complete game called Space Viking! After building this game, you’ll have practical experience you can apply to making your own games.

By making the complete game you’ll learn the following:

  • How to move a character with Joystick controls
  • How to animate characters with multiple animations and states
  • How to add enemies with basic AI
  • How to make side-scrolling levels
  • How to make a cool cart racing game with realistic game physics
  • How to make a jumping platformer with game physics
  • And much more!
Learn how to make a cool game with Cocos2D, Box2D, and Chipmunk!

Learn how to make a cool game with Cocos2D, Box2D, and Chipmunk!

If you want to see more, click here to see a video of one of the levels in action!

The code in the book is compatible with the latest version of Xcode (Xcode 4) and Cocos2D (Cocos2D 1.0).

You can get the book in the following formats:

Each format contains the same content – it’s just where you’d prefer to read it.

Rod and I would like to give a huge thanks to Ricardo Quesada, Erin Catto, Scott Lembcke – without these guys, this book (and many cool games!) would never have been possible!

We hope you enjoy the book, and if you have any comments or questions please stop by the book’s official website or the book forums!

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.

Continue reading ‘Cocos2d for iPhone 0.99 Beginner’s Guide’




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