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  • Book Overview & Buying Mastering Cocos2d Cross-Platform Game Development
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Mastering Cocos2d Cross-Platform Game Development

Mastering Cocos2d Cross-Platform Game Development

By : Alex Ogorek
4.5 (4)
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Mastering Cocos2d Cross-Platform Game Development

Mastering Cocos2d Cross-Platform Game Development

4.5 (4)
By: Alex Ogorek

Overview of this book

If you are a developer who is experienced with Cocos2d and Objective-C, and want to take your game development skills to the next level, this book is going to help you achieve your goal.
Table of Contents (10 chapters)
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9
Index

What this book covers

Chapter 1, Refreshing Your Cocos2d Knowledge, describes some tools you can use when developing your Cocos2d game, how to create an Apple Developer account, and also the importance of setting flexible goals when designing your project.

Chapter 2, Failing Faster with Prototypes, talks about the need for fast iterations and getting things up and running quickly. This chapter sets up the initial outline, or wireframe, for the book's project and goes into detail about using some of the tools introduced in the first chapter.

Chapter 3, Focusing on Physics, introduces the Chipmunk physics engine and the power behind it with only a few lines of code. This chapter shows you how you can integrate touch controls, physics, and the accelerometer all within a single project with ease.

Chapter 4, Sound and Music, covers the addition of sound and music, which are integral to a gaming experience. This chapter explains how to best use OALSimpleAudio and the various ways you can use sound within your game.

Chapter 5, Creating Cool Content, shows the use of particle effects, Bézier curves, and parallax scrolling. This chapter has three mini projects as well as some additions to this book's main project.

Chapter 6, Tidying Up and Polishing, explains the important process of polishing your game. There are many topics in this chapter, ranging from button animations to graphical changes. It explains in depth what you can do to make your game progress from a concept to a finished product.

Chapter 7 , Reaching Our Destination, finalizes the book's project and prepares everything for launch, including the creation of the app on iTunes Connect, setting up the loading screen and app icon, and adding analytics. This chapter also covers how to actually submit the game to the App Store and what to do after you submit it.

Chapter 8, Exploring Swift, introduces the Swift programming language (and the use of Swift with Cocos2d) through the creation of a very simple game. This chapter also explains the basics of how Swift works and the main differences between Swift and Objective-C.

Chapter 9, Simple Swift App, covers the basics of creating a nongame app using Swift as the main language. Although this chapter is not available in the book, it is available for download at https://www.packtpub.com/sites/default/files/downloads/6718OS_Chapter9.pdf.

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Mastering Cocos2d Cross-Platform Game Development
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