Book Image

iPhone Game Blueprints

By : Igor Uduslivii
Book Image

iPhone Game Blueprints

By: Igor Uduslivii

Overview of this book

Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices. Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up. iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications. This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning. Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.
Table of Contents (16 chapters)
iPhone Game Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Programming animation


Besides some artistic advantages, the sprite animation is not ideal: it is hard to readjust or rearrange quickly, it can take some memory resource, and it is not flexible enough. Therefore, in some situations, it is much more efficient to program some animations by code. The most obvious example is the wheels of a vehicle used in a game: nobody uses special frame-by-frame animation to rotate them, a simple code is used instead. Even characters can be animated using such methods; of course it is pretty hard, but it is possible (recall the description of a Spine animation editor from Chapter 1, Starting the Game). By using code, you control the general properties of an image: coordinates, scale, rotation angle, opacity, and even hue. So many things can be created.

Usually, most of the special effects in games are programmed. The most visual example is, of course, the simulation of smoke. To develop good smoke, only one small sprite is needed, containing an image of one...