SpriteBuilder is the fun and versatile game development environment that is a natural successor to Cocos2D, Cocos3D, and Chipmunk2D. In Learn SpriteBuilder for iOS Game Development, experienced game developer and author Steffen Itterheim shows you how to get the most out of SpriteBuilder to create a full-featured 2D action game that you can use as a basis for your own games.
You'll learn SpriteBuilder best practices, how to incorporate SpriteBuilder into your game development workflow, and how to use the various features of SpriteBuilder, including game physics, scrolling, menus, and playing audio assets. You'll learn everything from the basics to advanced topics like visual effects, soft-body physics, rendering textured polygons and porting to Android. You'll be using both SpriteBuilder and the latest version of Cocos2D, version 3. If you have a bit of iOS development experience and you want to learn to create imaginative 2D games, Learn SpriteBuilder for iOS Game Development is exactly the book you need.
Auflage
Sprache
Verlagsort
Verlagsgruppe
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Zielgruppe
Für Beruf und Forschung
Popular/general
Illustrationen
208
208 s/w Abbildungen
XXI, 456 p. 208 illus.
Maße
Höhe: 235 mm
Breite: 191 mm
Dicke: 25 mm
Gewicht
ISBN-13
978-1-4842-0263-0 (9781484202630)
DOI
10.1007/978-1-4842-0262-3
Schweitzer Klassifikation
Steffen Itterheim is a professional games and tools developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.
Part I: Introducing SpriteBuilder and Cocos2D-iphone version 3 Ch. 1: Introduction Ch. 2: Laying the Groundwork Ch. 3: Controlling and Scrolling Ch. 4: Physics and Collisions Ch. 5: Timelines and Triggers Ch. 6: Menus and Popovers Part II: Getting Down to Business with SpriteBuilder Ch. 7: MainScene and GameState Ch. 8: Selecting and Unlocking Levels Ch. 9: Physics Joints Ch. 10: Soft-Body Plastics Part III: Now You're a SpriteBuilder Pro! Ch. 11: Audio and Labels Ch. 12: Visual Effects and Animations Ch. 13: Porting to Android Ch. 14: Debugging and Best Practices