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  • Book Overview & Buying Cocos2d-x by example (update)
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Cocos2d-x by example (update)

Cocos2d-x by example (update)

By : Roger Engelbert
4.9 (10)
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Cocos2d-x by example (update)

Cocos2d-x by example (update)

4.9 (10)
By: Roger Engelbert

Overview of this book

If you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.
Table of Contents (14 chapters)
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13
Index

Chapter 1. Installing Cocos2d-x

In this chapter, we'll get things up and running on your machine so you can get the most out of the examples in this book. This will include information on downloading the framework and creating a project as well as an overview of the basic structure of a Cocos2d-x application.

I will also point you to some extra tools you should consider getting to help you with the development process, such as tools to build sprite sheets, particle effects, and bitmap fonts. Although these tools are optional, and you can still learn how to use sprite sheets, particles, and bitmap fonts just by following the examples given in this book, you might consider these tools for your own projects.

Things you will learn in this first chapter are as follows:

  • How to download Cocos2d-x
  • How to run your first multiplatform application
  • What the basic project looks like and how to find your way around it
  • How to use the test project as a major reference source
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Tech Concepts
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Programming languages
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