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Goldstein, Neal / Manning, Jon / Buttfield-Addison, Paris
iPhone and iPad Game Development For Dummies

1. Edition - November 2010
28.90 Euro
2010. 504 Pages, Softcover
- Practical Approach Book -
ISBN-10: 0-470-59910-3
ISBN-13: 978-0-470-59910-5 - John Wiley & Sons


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Here's the scoop on building and marketing great games for the iPhone and iPad!

The iPhone and iPad are the hottest techno-gadgets on the market today, and games for it are even hotter. To help you cash in on the trend, this book shows what it takes to create a good iPhone and iPad game and how to get it into the App Store.

Neal Goldstein, leader of an iPhone app startup company, and his co-authors show you how to build a game that will sell, include quality graphics, market your game through the App Store, and more. Whether you're a programming novice or an experienced developer looking to enter the game market, here's how to get going.
* Games for the iPhone are among the hottest apps in Apple's App Store
* Learn to build two game applications - from beginning to end
* Written by successful mobile app developers, this guide begins with how to get started, including downloading the SDK and filling your toolbox
* Covers programming with Objective-C and Cocoa, what makes a good game, graphics, and creating good mobile apps
* Explains how to market your game through the App Store

iPhone and iPad Game Development For Dummies can start you on a fun hobby or a lucrative career.

Note: Apple's iOS SDK tools are only accessible on Intel-powered Mac and MacBook devices.

From the contents
Introduction.

Part I: Getting Started.

Chapter 1: Building Great iOS Games.

Chapter 2: Becoming an iPhone Developer.

Chapter 3: Your First Date with the SDK.

Part II: Traffic, The Game.

Chapter 4: How iOS Games Work.

Chapter 5: Building the User Interface.

Chapter 6: Making Objects Appear and Move.

Chapter 7: The Life Cycle of an iOS Game.

Chapter 8: Creating the Game Architecture.

Chapter 9: Creating the Game Controller.

Chapter 10: Using the Debugger.

Chapter 11: Keeping Score in Your Game.

Chapter 12: Storing User Preferences.

Chapter 13: Death, Taxes, and iOS Provisioning.

Chapter 14: Giving Your Game Music and Sound.

Part III: The Social Aspects.

Chapter 15: Building Multiplayer Games with Game Kit.

Chapter 16: Game, Meet Facebook.

Chapter 17: External Displays.

Chapter 18: iAd.

Part IV: The iPad.

Chapter 19: The World of the iPad.

Chapter 20: Adding Multiple Lanes for the iPad.

Chapter 21: Using Gesture Recognizers.

Chapter 22: Setting Up OpenGL.

Chapter 23: Drawing with OpenGL.

Chapter 24: Texturing with OpenGL.

Chapter 25: Kicking Up Your Game a Notch.

Part V: The Part of Tens.

Chapter 26: Ten Differences between the iPhone and the iPad.

Chapter 27: Ten Ways to Market Your Game.

Chapter 28: Ten Insanely Great Games.

Index.


 
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