Book Image

Mastering iOS Game Development

By : Peter Ahlgren, Miguel DeQuadros
Book Image

Mastering iOS Game Development

By: Peter Ahlgren, Miguel DeQuadros

Overview of this book

iOS is an operating system for Apple manufactured phones and tablets. Mobile gaming is one of the fastest-growing industries, and compatibility with iOS is now becoming the norm for game developers. SpriteKit is part of the native SDK from Apple, and enables developers to make simple entry into game development without unnecessary overhead and a long learning process. SpriteKit also provides other functionality that is useful for games, including basic sound playback support and physics simulation. In addition, Xcode provides built-in support for SpriteKit so that you can create complex special effects and texture atlases directly in Xcode. This combination of framework and tools makes SpriteKit a good choice for games and other apps that require similar kinds of animation. Become a master in iOS game development through this fast and fun guide! In the beginning, we’ll tell you everything you need to plan and design your game. You’ll then start developing your game through step-by-step instructions using the various built-in technologies of Xcode. From there on, we discuss how to deploy your game to the iOS App Store, as well as monetizing it to make more revenue. You will also learn advanced techniques to improve your game playing experience, including better multi-tasking, improved performance optimization, battery management, and more. To end the book off, we’ll show you how to update your game with different features, then port the update to the App Store.
Table of Contents (15 chapters)

Summary


Let's see what we talked about in this chapter. Well, what didn't we talk about?! We discussed all things debugging. We started off talking about installing and testing our app on the iOS simulator. Being as limited as it is, we then moved on to testing on a physical device because hey, it's pretty tough to click on two areas at once as you are trying to test a platformer like the one we've created.

We then discussed setting up TestFlight so that we can get beta testers to help us out in finding some ravenous bugs hidden deep within the confides of our code. Again, a seven-year-old child bashing the screen is bound to find a bug a helluva lot quicker than a 20+ device-respecting developer.

We then discussed the fun of debugging and all the great tips and tricks for debugging. We also covered some things to keep in mind and various ways to test our code line by line as well as slowing animations down so we can see things as they happen.

It's been a lot of reading for this chapter, and...