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Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk Paperback – July 17, 2011
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“If you’re looking to create an iPhone or iPad game, Learning Cocos2D should be the first book on your shopping list. Rod and Ray do a phenomenal job of taking you through the entire process from concept to app, clearly explaining both how to do each step as well as why you’re dong it.”
–Jeff LaMarche, Principal, MartianCraft, LLC, and coauthor of Beginning iPhone Development (Apress, 2009)
“This book provides an excellent introduction to iOS 2D game development. Beyond that, the book also provides one of the best introductions to Box2D available. I am truly impressed with the detail and depth of Box2D coverage.”
–Erin Catto, creator of Box2D
“Warning: reading this book will make you need to write a game! Learning Cocos2D is a great fast-forward into writing the next hit game for iOS–definitely a must for the aspiring indie iOS game developer (regardless of experience level)! Thanks, Rod and Ray, for letting me skip the learning curve; you’ve really saved my bacon!”
–Eric Hayes, Principle Engineer, Brewmium LLC (and Indie iOS Developer)
“Learning Cocos2D is an outstanding read, and I highly recommend it to any iOS developer wanting to get into game development with Cocos2D. This book gave me the knowledge and confidence I needed to write an iOS game without having to be a math and OpenGL whiz.”
–Kirby Turner, White Peak Software, Inc.
“Learning Cocos2D is both an entertaining and informative book; it covers everything you need to know about creating games using Cocos2D.”
–Fahim Farook, RookSoft (rooksoft.co.nz)
“This is the premiere book on Cocos2D! After reading this book you will have a firm grasp of the framework, and you will be able to create a few different types of games. Rod and Ray get you quickly up to speed with the basics in the first group of chapters. The later chapters cover the more advanced features, such as parallax scrolling, CocosDenshion, Box2D, Chipmunk, particle systems, and Apple Game Center. The authors’ writing style is descriptive, concise, and fun to read. This book is a must have!”
–Nick Waynik, iOS Developer
About the Author
Rod Strougo is the founder and lead developer of the studio Prop Group at www.prop.gr. Rod’s journey in physics and games started way back with an Apple ][, writing games in Basic. From the early passion in games, Rod’s career moved to enterprise software development, spending 10 years writing software for IBM and recently for a large telecom company. These days Rod enjoys helping others get started on their paths to making games. Originally from Rio de Janeiro, Brazil, Rod lives in Atlanta, Georgia, with his wife and sons.
Ray Wenderlich is an iPhone developer and gamer and the founder of Razeware, LLC. Ray is passionate about both making apps and teaching others the techniques to make them. He has written a bunch of tutorials about iOS development, available at www.raywenderlich.com.
Top customer reviews
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* Formatting and layout: top notch. Thanks so much for their rare use of exclamation points. Good editing. And, supplying full-color graphics and text is very helpful.
* I'm a neophyte, and my goal for stepping through this is gain an overview of the processes, add some vocabulary and familiarity, and hopefully through repetition, learn a lot about Objective-C, iOS, and Cocos-2d. I very much appreciate the step-by-step instructions followed by narrative that takes me through the code.
* It was easy to download the full resources file with graphics, source code and I suppose, more that I haven't studied yet. I'm typing it all in, since I don't want to lose that experience by just taking the source code. What fun or purpose would that be? It's nice to know that the source is available in case I find myself stuck and need to compare.
* I was concerned that iOS has now moved on to 5.1 and XCode is now at 4.3.2 - perhaps I might stumble on incompatibilities. Sure, there have been a couple of instances where the text in the book doesn't line up 100% with the updated revisions, but actually, it's been interesting and fun to hold my breath and see how it all works. No problem whatsoever as yet.
* I also appreciate the book's Forum (available on line at a URL supplied within the book). A suggestion is that the authors organize the forum by chapters. As it is now, there are many threads, and I can see that finding whatever I might be interested in could be a challenge.
* I did find the errata, also available on-line. Very handy. I'm making it a habit to step through the errata and mark up the book before I embark on each new chapter.
Many thanks to Ray and Rod for their efforts here.
I don't have difficulties following the explanations or the examples in the book when they work. I'm currently on chapter 3 of the book, so this is just my current impression and experiences. I will update once I finish the book, or at least a large part of it. The book is written for cocos2d version 0.99.5 and I am using version 2.0 (the lastest stable) so I expected it to be different, and I expected the code example to be a little outdated.
First and foremost, the explanations in the book are very clear. For a newbie game developer like myself I find the explanations really helped me fill in the gap in my knowledge on how games work. The example code for the most part work out as is. And I like very much how all the graphics are included from the author's site (which I think moved, but I was able to find it without too much difficulty), so I don't need to waste time making my own graphics or trying to find images just to use with the example code.
As I said, it's not written for the 2.0 cocos2d version, so some code may have to be changed or replaced for the example to work properly. With my limited experience using the cocos2d framework and the explanation in the book, I was able to modify the code to work properly so far.
An example of the code not working out of the box is in chapter 2, where you add the gameplay layer and the background layer to the gamescene. The example have you add the layers in the init() method, however, I think in the new framework, the orientation of the device is not set up yet, so the background image and the viking sprite appears a little off, since the dimension of the device is 768x1024 (portrait mode) instead of 1024x768 (landscape mode). But once I moved the code to the onEnter method, the orientation is properly set then, and the sprites loaded in the properly place.
Also, sneakyinput library that was used didn't work for me, so I used zJoystick instead and hopefully later in the book I won't encounter any problems using it in the example. It would have been nice if the author showed how to create your own joystick from scratch instead, though it might add 1 or two more chapters to the book. I do feel like it's an important aspect of game development, as the libraries for joystick input are over 2 years old without any updates, and there doesn't seem to be any freely available libraries.
It's a great book to get started in cocos2d game programming, and hopefully the author will have an update soon.
You can get a flavor of the book by reading some of the excellent tutorials and articles on Ray's site: [...]
I'm a more experienced iOS developer, so reading the code samples was constructive (I didn't compile any of the example code, nor the final game "Space Viking"). I did enjoy that all the game code and assets are available for download, so you can build it yourself along the way.
compared to other iOS game development books I'd recommend this one because it's fun to read and easier to learn with and this book makes game development a lot less daunting and actually gives game development the fun activity it really is.
Most recent customer reviews
At the first glance it detailed installation and review of coco2d which was good...Read more