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

Using buttons


Buttons are the cornerstone of each interface. The button consists of two layers: an invisible active zone, determining the boundaries of the touch zone attached to the button, and a visual part, that is, the graphic shell. Normally, the shell has visual boundaries to separate the button from the background and to signal that the element is interactive. But that is not obligatory, many modern UIs feature buttons without any frames, by using only text as the visual shell; however, such an approach should be used very carefully.

Tip

Try to avoid using static elements with some ornamentation that look like buttons.

For instance, there are some icons on your menu screen that are buttons, and a few static text descriptions below them, decorated as small wooden plates; a user might get confused, probably he will tap not the icons, but the plates, because they have all the attributes of a button.

Usually, each button has several states: Normal, Focus, Disable, and Pressed. Each of them...