Learn cocos2d 2: Game Development for iOS
Learn cocos2d 2: Game Development for iOS
Learn cocos2d 2: Game Development for iOS
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Price: $25.58 FREE for Members
Type: eBook
Publisher: Apress
Page Count: 544
Format: pdf
Language: English
ISBN-10: 143024416X
ISBN-13: 9781430244165
User Rating: 3.6667 out of 5 Stars! (3 Votes)

Free Learn cocos2d 2: Game Development for iOS pdf

Read Steffen Itterheim, Andreas Löw epub

Steffen Itterheim is a professional games and tools developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.

Andreas Löw has been a computer freak since he got is first Commodore C16 at the age of 10. Teaching himself how to write games, he released his first computer game, Gamma Zone, for Commodore Amiga in 1994, written in pure assembly language. After his diploma in electrical engineering he worked for Harman International in the department for navigation and infotainment systems with speech recognition. He invented his own programming language and compiler system which is used in many cars with speech recognition technology around the world.  With the iPhone, he found his way back to his roots and began developing a game called TurtleTrigger. He realized there is a lack of  good tools in the cocos2d community. He founded CodeAndWeb and now dedicates his full time to this new challenge. With his knowledge in both game and tool development, his products TexturePacker and PhysicsEditor quickly became essential development tools for any cocos2d user.

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Free Learn cocos2d 2: Game Development for iOS djvu
| 3 out of 5 Stars!

The author clearly has a great mastery of his subject, the very popular Cocos2D game programming framework for iPhone (and Mac). He also does a good job of communicating it in a logical order and supplying all the information needed to get going with making basic games in Cocos2D. Note that this book does not cover the C++ or Javascript versions of Cocos, nor the older Python version.

If you want to write games in Objective-C for the iPhone and iOS devices, this is the right book. The book is also up to the minute with version 2.x of Cocos2D and does a good job of being relevant in this fast moving area.

There were a significant number of irritating niggles however, and the book was also marred in my opinion by the author's promotion of his own flavour of Cocos2D, called Kobold2D.

I really wanted to just start off with plain vanilla Cocos2D for iPhone, because I'm planning to expand later after I get things working on iOS, and port my game to Cocos2Dx, which is a C++ version of Cocos, that provides access to Android and other platforms. Because of this I wanted Cocos2D, warts and all - without any helpful wrappers.

I'm sure that Kobold2D provides a lot of great value, and the author certainly does cover a number of issues such as converting your Cocos2D library & project to use ARC manually - whereas Kobold2D does all that for you. That's just one example - there are a number of places where Kobold2D fixes up the pain-points in Cocos2D. So you do learn from the book how to do the things you need to do when you don't have Kobold2D's helping hand.

But this is "Learn Cocos2D" not "Learn Kobold2D", and I really think putting a whole chapter in about Kobold2D was starting to stray over the line between useful information and handy promotion of one's own project.

The niggles - I kept coming across typos and strange grammar in the book. Not a huge amount and not enough to actually detract from the informational value of the book. For example in one place the word "certificate" had been spelled "cerjpgicate", and in another the word "beautiful" had been spelled "beaujpgul". So it looks as though someone has done a search and replace in the book text, finding instances of "tif" and replacing them with "jpg". Very strange.

I have the Kindle edition, so maybe whomever transcribed it for Kindle made some mistakes. I don't have the print edition to compare.

The niggles were just that - nothing that you could not easily work out from context. Also the technical content - code and other references - were spot on and error free as far as I could tell. Even though the book comes with some downloadable companion content to save typing in manually, I like to learn by typing in what is provided in the book and playing with it as I go. So as far as I can tell the niggles did not extend to technical areas as such.

The actual content is very good. The first few chapters follow the model of the Big Nerd Ranch books (which I recommend to get in addition to this if you're serious about iOS programming) in that you get a setup chapter or so at the beginning and then straight into building a basic game. From there you are taken through how to use CCNode to build game logic (instead of sub-classing CCSprite), and also complexities of the CCSprite class for example and how to use it efficiently with sprite sheets, and texture packing.

Itterheim's experience in the industry shows through as he catalogues a lot of essential tools such as TexturePacker, and traces a path around the foibles of Cocos2D giving you the techniques that work. References like the links to his own version of the API documentation on his website are valuable as the Cocos2D doco is at times a bit difficult to use.

The last chapter is a bonus read, ranging over a lot of topics, including tools and references - I particularly liked the section on publishing your games.

Good book, but please fix the niggles. And now we just need Mr Itterheim to please write "Advanced Cocos2D". :-)

| 5 out of 5 Stars!

This book has been a great help in coming up to speed on the new cocos 2 features.
Also shows what tools to use and how to use them to make your day go faster!

Using with Xcode 4.5.1

Kolbold2D rocks! Don't know what that is? Buy the book!

Best $$ spent to get 2D Down!

| 3 out of 5 Stars!

The author seems to know his material, although the Kindle version is full of typos and feels like it may have been rushed out the door.
Concepts are explained well and Steffen's willingness to clarify and provide help on his forums at www.learn-cocos2d.com was a big selling point for me.

Good material but I'm giving it 3/5 stars for the typos and the book's non polished feeling

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