Senin, 23 April 2012

[C923.Ebook] PDF Ebook Cocos2d-X Game Development Blueprints, by Karan Sequeira

PDF Ebook Cocos2d-X Game Development Blueprints, by Karan Sequeira

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Cocos2d-X Game Development Blueprints, by Karan Sequeira

Cocos2d-X Game Development Blueprints, by Karan Sequeira



Cocos2d-X Game Development Blueprints, by Karan Sequeira

PDF Ebook Cocos2d-X Game Development Blueprints, by Karan Sequeira

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Cocos2d-X Game Development Blueprints, by Karan Sequeira

Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

About This Book
  • Explore the powerful features of Cocos2d-x and use them to your advantage
  • Tackle commonly faced problems while creating popular 2D games
  • A step-by-step guide to help you understand and develop some of the most popular games of the industry such as Angry Bird
Who This Book Is For

If you are a proficient Cocos2d game developer who wants to enhance his or her game development skill set using Cocos2d-x to build different types of games, this book is for you.

What You Will Learn
  • Take advantage of the open source nature of Cocos2d-x by extending the engine to customize and add your own features to it
  • Design games with level-based and time-based difficulty progression, which are very addictive and keeps users engaged
  • Maximize user interaction by implementing intuitive gestures and tilt controls
  • Implement advanced physics engine features such as PreSolve and PostSolve events
  • Add realism to your game by using a touch event, and use it to control a game
  • Implement circle-to-circle collision detection in your games
  • Build the same project on multiple platforms, such as Android and Windows, effortlessly
In Detail

Packed with comprehensive projects, this book takes a detailed look at a few of the industry's most popular games. This book will show you how to use Cocos2d-x to build games using its core components. You will learn how to incorporate game physics, and import custom models and animations. Next, you will see how to include effects such as particles and sounds. With a brief introduction to the upcoming HTML5 platform using Cocos2d-html5, the book goes on to tackle the many different concepts that comprise game development today. You will learn how to build worlds with meshes, a terrain, user interaction, physics, and more. You will start by developing a puzzle game, and then progress on to games that are increasingly complex. Along the way, you'll learn how to build gaming favorites similar to games such as Flappy Bird, Tilt to Live, Jumpy Clown, Angry Birds, and Tower Defense.

  • Sales Rank: #4939250 in Books
  • Published on: 2015-07-31
  • Released on: 2015-07-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .89" w x 7.50" l, 1.48 pounds
  • Binding: Paperback
  • 426 pages

About the Author

Karan Sequeira

Karan Sequeira is a budding game developer with 4 years of experience in the mobile game development industry. He started out as a JavaScript programmer, developing HTML5 games, and fell in love with C++ when he moved to Cocos2d-x. He has a handful of games on the iOS and Android app stores and is currently working for an organization in the in-flight entertainment industry. He is extremely passionate about learning new technologies and dreams about building an artificially intelligent super computer that can fall in love.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Good Concepts but v2.x engine
By aseem gupta
Finally some intermediate-advance level cocos2d-x book has been published.
And if you liked "cocos2d-x:by example beginner’s guide", then you will surely love this book more in terms of concepts covered.

Giving 4 stars because concepts covered are good otherwise 3 stars.

PROS:
1. Games covered are not just bare bones like in almost all other books. Author has truly kept in mind that games covered should be having functionality that professional games have like progressive difficulty levels, XML level design for scalability, etc.

2. Two basic games(similar to diamond digger saga but basic version and other is flappy birds clone) and rest games covered are either intermediate-advanced or approach to develop them is professional like XML levels, DrawNode API based games, etc

3. Thanks for covering XML parsing which is needed for writing levels outside the code otherwise writing levels in arrays is inconvenient.

3. How to add progression and difficulty levels is covered in later chapter.

4. A big thanks for covering textures programatiCally for cocos2d-x which was used in famous game Tiny Wings. I don’t know Obj-C(cocos2d) because I don’t like it and was being lazy to understand this difficult tutorial at Raywenderlich’s website. Author’s have given link for those tutorials in the book, in case someone wants to see. And yes, this tutorial is difficult for me to understand. And not sure how to port it to v3.x of cocos2d-x because of draw APIs used are of version 2.x.

5. I liked the last chapter which is a tower defense game and how XML levels designing and tile map is used. Also, there is no other better place to use fast and forward(scheduler API) than this kind of a game. Tile Based games has endless possibilities and you can have a great start with 2 games covered in the book.

CONS:
1. Old version of cocos2d-x (v2.2.x) use, so there can be difficulty in porting draw APIs to newer ones. Also, how to handle Box2D in v3.x is slight different but concepts are same. Concepts for touch listeners have changed but i think that won’t be much of a problem for old cocos2d-x programmers.

2. I felt 'catapult string' thing missing that is originally present in angry birds game. But concepts of Box2D(like ray casts) are good. And sadly RUBE is paid(trial) software which is used for designing the levels.

3. Some APIs are not covered like Parallax API, and few others though they are not required in majority of games.

I still have to read the cross platform chapter!

This would have been a great resource if cocos2d-x version used was 3.x but it’s must read book for programmers whose prime motto is to learn more concepts.
And btw, cocos2d-x v2.x have also helped many programmers to make amazing cocos2d-x games so there is no question on the engine as such but obviously latest version can reduce the pain of writing code at certain places and APIs are somewhat better though engine is overall the same.

Hope the book will be updated to latest cocos2d-x version.

1 of 1 people found the following review helpful.
Useful for learning to program in framework Cocos2d-html5
By Jaime Sierra Silva (Consignment)
This book is useful for learning to program in framework Cocos2d-html5, many practical examples of game development of all types to see the versatility of programming Cocos2d-x offer games for Android, iOS, Windows Phone 8. Web and also teaches to use various complementary tools for your future developments such as, among others WebStorm and Eclipse. Finally, a book that complements knowledge to develop robust and unrivaled gaming experience for your future customers of your games.

It is recommended to have some experience in Cocos2d-x and JavaScript.

0 of 0 people found the following review helpful.
Good game development practices using Cocos2d-x
By Francis Styck
Even though this book is based on Cocos2d-x-2.2.5, its main concepts still apply for the latest 3.7 version. Several game examples are provided that demonstrate the core concepts of cocos2d-x.

I am familiar with C++ version of Cocos2d-x, this book focuses on using JavaScript and Cocos2d-html5 in the first couple of chapters which provided me a good understanding of implementing a web based game using Cocos2d-html5.

The code is well documented in the book and shown in small snippets to make it easier to understand. The Flappy Bird clone (DragonDash) demonstrates using sprite sheets and building an infinitely long castle in 20 lines of code. The author does a good job at breaking down core gameplay and showing how to implement this in JavaScript.

By the chapter 3, the author has moved on to C++ version of the cocos2d-x engine to implement a space invaders type game. Some of the code presented would have to be updated for the latest 3.7 version but this is well documented on the cocos2d-x website. What the chapter does best is to show how to develop a game, the cocos2d-x is just the tool used to build the game.

In chapter 5 the author demonstrates the basics of the popular physics engine, Box2D. The code is in C++ and would be familiar to any other implementation of Box2D, which there are many examples on internet.

Tile-based games are popular and powerful in that there are many tile based editors that make it easy to develop levels for your game. Chapter 7 demonstrates making a simple platform game using Tiled Map Editor and Cocos2d-x C++.

Chapter 8 the author shows how to implement a Angry Birds type game using RUBE, which is an IDE for designing Box2D physics based games, there are several tools like this available that support Cocos2d-x.

The last game implemented in Chapter 9 is a tower defense game, which there are many examples on internet for Cococs2d-x. Using XML to describe the properties of the game is very useful and can be applied to many other type of games.

The author closes with Chapter 10, Cross-platform building, which shows how to build Android and Windows Phone 8 projects. Some of this information has changed for the latest version of Cocos2d-x and is available on the official Cocos2d-x website.

Many commercial games have been written with Cocos2d-x 2.2.x and some are staying with this version because of stability and a large code base. The newer version of Cocos2d-x 3.7 provides support for 3D and so much more. It would be great if the author provided the same detailed game development that highlights the new features in the latest version of Cocos2d-x.

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