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Cocos2d for iPhone 0.99 Beginner's Guide Paperback – January 15, 2011
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About the Author
Pablo Ruiz started his carreer as a developer working as PHP developer for a local government office in 2007. Before that, he would work in QA for a big multinational game development company. While working as a PHP developer he would build big administrative and accounting systems which were used across all the offices for their daily work. In 2008 he began working on some small C# games using the XNA framework in his spare time. At the time, the iPhone was gaining ground so he began working on a personal project, a little game called Aqua Rush. After releasing it and starting doing consultancy work for several companies he left his day job and began working as a freelance iPhone developer. Half a year later, he founded, with his partner, their own company; Infinix Mobile Software Development in Argentina, where he employs and trains students to learn and master the art of programming.
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Top customer reviews
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I'm barely into Chapter 2, and I'm dealing with 1.x beta cocos2d on Xcode 4, but the only issues I'm having seem to be with the editing of the book - there are spelling errors everywhere, the code examples listed then have a "What just happened?" section that then tries to go through them line by line, but the code the author is examining isn't the same code that was just written, it's a variation. I'm glad I'm coming to it with a good eye and a programming background, otherwise this text would utterly confuse me.
Update 1:Shortly after hitting submit on the above I discovered the companion files you get from the book's site don't have all the images - if you want to get the examples functioning as written, you need to make your own images. While I'm aware that's a more realistic experience from the tribulations of real world development, the examples in the book that say to use the companion files should have the companion files they need.
I feel for the author, releasing a book based upon a sub 1.0 technology right when Apple is going to release a new SDK wasn't the best time to see all of your work almost seem for not.
Update 2(4/4/2011): I'm unsure how anyone gave this book a positive review - the code in the book is inconsistent within the chapters. In Chapter 2, the "moveStonesDown" method is incompatible with the way the Stone class was written in the beginning of the chapter, to get it to work, you need to refactor the app to work like the incomplete and completely different code samples you need to download. The only thing I can say is that I'm definitely learning how to do this programming, otherwise I would be totally lost.
Update 3(4/23/2011): I've finished Chapter 9, so I have the first two demo games complete and working, and aside from the various coding errors, I'm going to up my review to 3 stars. For what it was worth, the author did have the unfortunate situation of writing for 3 platforms that were being replaced shortly after the release of their book. I was able to figure out everything in the end, but the book really needs to be revised for the current platform.
I'll continue to update my review when I've finished the book.
But for me it was great. I only knew the cocoa-touch api set and did not know how and where I start to learn Cocos2d. Of course we can find tons of Cocos2d information from the Internet. I feel like I met a senior programmer who knows Cocos2D professinally and he gives me a lesson for it.
Also it is written in easy English and eye-comfortable fonts.
It is worth to buy it I think.
Thanks mr. Ruiz.
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** one suggestion for the writer. please remove the "Time for action" headline.Read more
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