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Cocos2d for iPhone 1 Game Development Cookbook

4.7 out of 5 stars 41 customer reviews
ISBN-13: 978-1849514002
ISBN-10: 1849514003
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Editorial Reviews

Review

"One word: Essential. There are so many questions answered in this book that I have had floating around in my head, the time savings already dramatically outweighs the small cost of the book. I'd also say it is very appropriate for all proficiency levels Beginner to Advanced."
-Kyle Newsome, BitWit Games, creator of Pixel Fighters


"In a few pages, you'd already given me about a dozen approaches I want to start playing with. I really enjoy your clear, minimalist style. You don't need ten pages to explain an idea when a paragraph will do. Perfect! This is definitely on my list of 'must have' cocos2D books."
-Paul Nygard, Troll Cave Games, creator of Letter Mole


"Definitely a must for every cocos2d developer."
-Anton Gregorn, RenderPlace (renderplace.com), creator of Draw and Show


"It's a fascinating tour through the hidden nooks of cocos2d, OpenGL and the iOS SDK."
-Tim Knauf, Launching Pad Games, creator of Zoo Lasso


"This is a great book and saves loads of digging around in the forum for things I suspect/know are there but not tagged."
-Chris Wilson, creator of Super Turbo Action Pig (abitofcode.com)

From the Author

Over one year in the making; This book includes the full code of over 100 recipes built using XCode 4 and iOS 5.
This is designed to be the ultimate 2D game development book. Every major area of game development is covered.
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Product Details

  • Paperback: 446 pages
  • Publisher: Packt Publishing (December 15, 2011)
  • Language: English
  • ISBN-10: 1849514003
  • ISBN-13: 978-1849514002
  • Product Dimensions: 7.5 x 1 x 9.2 inches
  • Shipping Weight: 1.7 pounds (View shipping rates and policies)
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (41 customer reviews)
  • Amazon Best Sellers Rank: #2,058,817 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Kindle Edition Verified Purchase
There's tons of samples in this book that cover a diverse set of topics in Cocos2d.

Having been in the Cocos2d forums for over 2 years, I know that most of these samples touch base with complex topics that *will* be of value to almost every cocos2d developer.

Here's link to video overviews of each chapter on YouTube. In short - GET THIS BOOK!

Cocos2d for iPhone 1 Game Development Cookbook

Chapter 1 - Graphics
[...]

Chapter 1 - User Input
[...]

Chapter 3 - Files and Data
[...]

Chapter 4 - Physics
[...]

Chapter 5 - Scenes and Menus
[...]

Chapter 6 - Audio
[...]

Chapter 7 - AI and Logic
[...]

Chapter 8 - Tips and Tricks
[...]

Chapter 9 - Ads, Networking and Social (Extra via email)
[...]
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Format: Paperback Verified Purchase
Coming from c# web apps as my day job, this iOS programming is challenging to grasp. I have spent the last 2 months going back and forth between easy to use frameworks or learning iOS with Cocos and xCode GUI. The easy to use, pay for, frameworks all have serious issues outside of their example projects and waste more time than just learning Cocos2D and Objective-C where things work correctly. So I have gone back to using xCode again.

I have bought many of the other books on this subject. I have to congratulate that this is the only book out there, out of the many I have tried, where all the examples actually built and worked on the simulator and on the phone without a glitch. All of them. All the other books you are lucky if the examples build without many errors, then if they do they don't display on the simulator or phone. I consider them tax write offs. You really want the examples to work because you can't copy and paste code correctly from ebooks and retyping every last letter is really to no benefit unless you are also learning to type at the same time.

The authoring is right to point and by example. It is a combination of many small examples of how to's.
For example, one of the many things on my bucket list was to be able to drag objects around smoothly using physics and a mouse joint.
That is one of the many small examples in the book. And it actually worked professionally right out of the box.

I have also gone through many Googled up internet examples and most of them are partial, don't work and/or are outdated. Or they were surrounded with too much code not relevant to want you where searching for, hence making it very hard to learn by example.
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Format: Kindle Edition Verified Purchase
If you are a Cocos2D developer this book will save you some serious time. I was immediately able to make use of the platformer A Star algorithm in a project I am currently working on. I recommend it.
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Format: Paperback
We absolutely guarantee that just about anyone will find the book worth way more than its price in time saved. To see for yourself, head over to the book's website -- [...] -- and check out the Explore The Book section for videos and explanations of the recipes in each ... and download the demo apps. Yep, the demo apps, there's free demo apps up on the store for you to check out the recipes in action: check them out at [...] and see for yourself how to *really* support a book!

Also check out the book's thread on the cocos2d-iphone forums for some subtle understated commentary like
* "This book looks like it is going to be a requirement in every developer's library!"
* "Ok, I have read a handful of recipes and I am completely sold. This is an awesome book."
* "...every developer needs to have this book."
* "this book is an absolute must for anyone developing cocos2d apps."
* "Great book, instant buy!"

Gee, gushing much? But it actually does deserve all that and more. Let us take the very first recipe, "Drawing sprites". Oh for crying out loud, you think, how does that merit a recipe? Is this thing going to be full of fluff I already know? Well, no actually, that simple sounding recipe goes over drawing from files, images, textures, and frames; explains mipmapping and batch nodes; and tops it off with colorizing rectangles. Well, that is pretty good for a first recipe, isn't it now.

The first graphics chapter goes on to cover not only common drawing and animating but movie playing, particle effects, simple 3D effects, texture animation, palette swapping, screenshots, parallax, and lighting. Pretty much a worthwhile purchase already, and we're barely started!
Read more ›
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Format: Paperback Verified Purchase
With this "book" purchase, you are basically paying for example code that you more or less need to sift through in order to figure out what is going on. The book itself offers very little instruction or learning beyond that of "here's something neat you can do in cocos and here's the code (you already have because it came with the book), but printed out (which itself is not very readable in the e-version)" I found the "why" or "how" it works to be fairly lacking. That, combined with the fact that the code is difficult to read in the e-version makes the book itself also of limited utility. Ultimately, you are paying for the code that accompanies the book. As for understanding the concepts, it's back to scrubbing various online forums yet again.
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