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Build the Next Great iOS Game with Cocos2D!
Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you’ve played Tiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig, then you’ve played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It’s easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy.
Learning Cocos2D walks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you’ll learn everything you need to know about Cocos2D so you can create the next killer iOS game.
Download the free version of Space Viking from the App Store today! Help Ole find his way home while learning how to build the game.
As you build Space Viking, you’ll learn how to
- Install and configure Cocos2D so it works with Xcode 4
- Build a complete 2D action adventure game with Cocos2D
- Add animations and movement to your games
- Build your game’s main menu screen for accessing levels
- Use Cocos2D’s Scheduler to make sure the right events happen at the right times
- Use tile maps to build scrolling game levels from reusable images
- Add audio and sound effects with CocosDenshion—Cocos2D’s sound engine
- Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines
- Add amazing effects to your games with particle systems
- Leverage Game Center in your game for achievements and leader boards
- Squeeze the most performance from your games along with tips and tricks
- Sales Rank: #1316905 in Books
- Published on: 2011-07-17
- Original language: English
- Number of items: 1
- Dimensions: 8.97" h x 1.27" w x 6.98" l, 2.54 pounds
- Binding: Paperback
- 640 pages
Review
“If you’re looking to create an iPhone or iPad game, Learning Cocos2D should be the first book on your shopping list. Rod and Ray do a phenomenal job of taking you through the entire process from concept to app, clearly explaining both how to do each step as well as why you’re dong it.”
–Jeff LaMarche, Principal, MartianCraft, LLC, and coauthor of Beginning iPhone Development (Apress, 2009)
“This book provides an excellent introduction to iOS 2D game development. Beyond that, the book also provides one of the best introductions to Box2D available. I am truly impressed with the detail and depth of Box2D coverage.”
–Erin Catto, creator of Box2D
“Warning: reading this book will make you need to write a game! Learning Cocos2D is a great fast-forward into writing the next hit game for iOS–definitely a must for the aspiring indie iOS game developer (regardless of experience level)! Thanks, Rod and Ray, for letting me skip the learning curve; you’ve really saved my bacon!”
–Eric Hayes, Principle Engineer, Brewmium LLC (and Indie iOS Developer)
“Learning Cocos2D is an outstanding read, and I highly recommend it to any iOS developer wanting to get into game development with Cocos2D. This book gave me the knowledge and confidence I needed to write an iOS game without having to be a math and OpenGL whiz.”
–Kirby Turner, White Peak Software, Inc.
“Learning Cocos2D is both an entertaining and informative book; it covers everything you need to know about creating games using Cocos2D.”
–Fahim Farook, RookSoft (rooksoft.co.nz)
“This is the premiere book on Cocos2D! After reading this book you will have a firm grasp of the framework, and you will be able to create a few different types of games. Rod and Ray get you quickly up to speed with the basics in the first group of chapters. The later chapters cover the more advanced features, such as parallax scrolling, CocosDenshion, Box2D, Chipmunk, particle systems, and Apple Game Center. The authors’ writing style is descriptive, concise, and fun to read. This book is a must have!”
–Nick Waynik, iOS Developer
About the Author
Rod Strougo is the founder and lead developer of the studio Prop Group at www.prop.gr. Rod’s journey in physics and games started way back with an Apple ][, writing games in Basic. From the early passion in games, Rod’s career moved to enterprise software development, spending 10 years writing software for IBM and recently for a large telecom company. These days Rod enjoys helping others get started on their paths to making games. Originally from Rio de Janeiro, Brazil, Rod lives in Atlanta, Georgia, with his wife and sons.
Ray Wenderlich is an iPhone developer and gamer and the founder of Razeware, LLC. Ray is passionate about both making apps and teaching others the techniques to make them. He has written a bunch of tutorials about iOS development, available at www.raywenderlich.com.
Most helpful customer reviews
44 of 44 people found the following review helpful.
Yet another Cocos2D book. Is it the best?
By ARC
I have, so far, reviewed 2 cocos2D books.
1. "Learn iPhone and iPad cocos2d Game Development" (First Edition) by Steffen Itterheim (you can see the review on amazon)
2. "Cocos2d for iPhone 0.99 Beginner's guide" by Pablo Ruiz (again, the review in on amazon)
And now,
3. "Learning Cocos2D" by Strougo and Wenderlich
Naturally, with 3 around, your first question would be "Which one to buy"?
(About me: Not a game developer. Not a professional coder either. I learn this stuff purely for my non-commercial hobby purposes. My day job is different)
Summary: Which one should I buy?
---------------------------------
For sure, go with either the one by Steffen or the one by Strougo & Wenderlich (S&W).
Which one, will depend on your needs. I'll explain later.
From my perspective, however, if I have Steffen's book a 4 star, this one deserves a 5 (not that is has no faults in my opinion).
First, lets talk about the good stuff:
The Good
---------
a) This book is around 550 pages of excellent content.
b) If I were to compare technical errors between this book and the first one by Steffen, there are comparatively less errors here which make following the samples for a no-ob much easier.
c) A very nice thing about this book is that is actually spends two chapters on Game Design as opposed to just discussing cocos2D features. When I first started reading the book, I was a little taken aback that the authors chose not to declare functions in header files thereby dictating function placement in implementation files (if I recall the first two chapters). But then S&W gets into teaching us how to 'design for a generic game' - how to create appropriate abstractions for sprites, how to subclass generic sprite classes, et al, basically telling us "Don't design the game around your current view of the game, because as you get better, your game will get more complex and you need to ensure your code layout and object layout is strong enough to not need re-work each time you add new things". Their game design focus is actually split across two chapters: Chapter 3 which talks about how to handle different sprites and sub-class them correctly, and then there is chapter 7, that talks about how to manage a multi level game cleanly. I preferred to read Chapter 3 and 7 together so I could design my experiments
correctly. I also liked their approach of recommending plist files for controlling sprite animation instead of hardcoding them. If you are an individual developer doing both graphics and code, you may not think its very clean, but in their example, they sight the fact that if you are working with a graphics artist, they can create both the animation frames and the plist (sequence for animation) and that can keep changing without your code changing. You can imagine how useful this will be in practice - if your eye for perfection keeps changing the huffs and puffs of your sprites to make them look more natural.
d) This book handles both iPad and iPhone code which is nice
e) Through examples, S&W takes you through:
e.1) Basics of creating sprites, including, later how to save memory and use Texture atlases (Again, via Zwoptex or texture packer)
e.2) Basics of collision detection
e.3) The different cocos2d actions and animation options
e.4) How to use sound in your games, using CocosDenshion. Note that though they focus on SimpleAudioEngine, their handling is fairly advanced, because they cover how to load audio asynchronously, the caveats of it, as well as using NSOperationQueue to load audio in the background so your game does not stall. They also describe practical issues like stopping the sound when a sprite dies etc.
e.5) Next up, they describe how to implement scrolling backgrounds. They start with simple scrolling which is basically moving a larger image around the screen and them move to CCParallax that allows you to create multiple layers of backgrounds each moving with a different relative speed for depth perception (you know like say a guy is running, but the clouds above him scroll slower than the grass below him). During the scrolling chapter, they also introduce us to tilemaps, if thats your thing.
e.6) Next up, they dedicate two LARGE chapters on Physics engine. Box2D and chipmunk. I liked Steffen's handling of this too, but this book takes it much much beyond. And the best part is they spend a good amount of time both with Box2D as well as Chipmunk. Most others spend a lot of time on Box2D and then just a bit on chipmunk. To give you an idea, they spend 130 quality pages on explaining the core concepts and using box2D as an engine, and then around 60 pages with Chipmunk (Note that the core concepts apply to both engines). Really good stuff. In addition, they mesh physics with scrolling and other sprite actions (in other words, teach you how to create games where some parts of animation are controlled by the physics engines and some others by the usual Cocos2D animation actions).
e.7) Next up, they deal with CCParticle. Like Steffen's book, the focus is on using Particle Designer to create the effect. Its not complex and neither is the chapter. If they chose to explain how to create particle effects by hand, they would have to spend more time, but they chose not to
e.8) They then go into showing us how to integrate our code with Apple's Game Center including using their leader board etc. All of this is via Apple's game center. They don't describe how to make your own leader board, or use 3rd party ones - which is fine I guess. Every since game center came out, I can understand why the 3rd party ones may not be so important.
Note: In this book, they take you through a multi-layer game, so they apply different effects and chapters to different levels, just to show you how you can create a multi-level complex game with some levels having more 'gee-whiz-bang' stuff than others. So its not like you are changing the same level code over and over again to add new functionality
e.9) Finally, the end with a chapter on performance optimization which deals with the virtues of using texture atlas vs. individual sprites, tricks on reusing CCSprite objects, using flip functions instead of storing two flipped images. They also talk about the inbuilt Cocos2D profiler (basic stuff, but I did not know about it) and then end up talking about using Instruments for more advanced tuning and trouble shooting.
The not so good
---------------------
a) If you are looking to try code by skipping chapters (say, for example, physics engine chapters), you can't. The book uses just one game from the start to finish - Space Viking. While its good to build complexities, learn game design etc, its not useful if you want to focus on specific areas and still use their code to try it out. You have to understand their concepts and do it in your own code. If you are looking for 'self contained' examples that you'd like to type out yourself without the legacy of previous chapters, you can't really do it
b) The code in several places is littered with if then for iPad vs iPhone code where a bulk of the code is exactly the same except for sizing ratios. I wonder why the authors did not simply make this into a macro.
c) This is more to do with timing - not the author's fault. This book was released just around the time iOS5 came out and Cocos2D 1.0.1 came out. Cocos2D is evolving code and it has a history of tweaking APIs. There are some API differences between the version they use (is it 0.99?) and the latest one. Next up, iOS 5 introduced automatic reference counting which this book does not use. It would have been very useful to see this - hopefully the authors update their book. People have already posted how to use cocos2D with ARC. It saves a lot of confusion areas (especially for beginners) with retain/release/autorelease
So finally, Steffen's book or This book
----------------------------------
Steffen's book was the first one. His book is lighter to read, and easier to try self contained examples. He has even released an update to his book for iOS5 (which I don't own).
This book is deeper, spends more time with complex game logic.
If you are really keen on writing a solid cocos2D based game for commercial use right away: go with this book
If you want to learn and play around and want something lighter (and then maybe later you'll build your skills more to become a professional game developer: go with steffen's book
And now the tough question: If I had the money to buy only one book which one would it be? Hmm. For me, this one.
14 of 15 people found the following review helpful.
Beware...This book is based on out of date software
By Thomas Smith
Beware...this book is based on Xcode v3 and Cocos2D v1, neither of which are the current versions. I purchased this book with high hopes; however all I received was frustration for my money (which I wish I could get back). Changes in Xcode v4 and Cocos2D v2 make it very difficult, if not impossible at times, to sync this book up with what you are seeing on the screen. To make matter worse, the website errata page for the book does not even mention this being a problem. I cannot recommend this book unless a new edition comes out...which doesn't help me...I'm already out the money. Long story short...buy another book and make sure it is based on Xcode v4 and Cocos2D v2...that's what I plan to do.
15 of 17 people found the following review helpful.
Best book on Cocos2d bar none.
By Russell B.
If you want to learn how to program 2d games for the ios platform this is the book to get. Cocos2d is a rich framework that the authors take their time explaining. Almost everything is explained in exacting detail. A lot of the code is commented line for line! Literally, they tell you what almost every line of code does. That's an impressive feat. The technical information in this book is superb. It's well worth the money. Get a copy and learn something.
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