Synopses & Reviews
Start a fun hobby or a new career — create cool games for the hottest devices around!
Got an idea for a fun iPad or iPhone game but don't know what to do with it? Read this book and you will! You'll see how to design games that play wonderfully on the small screen, what's involved in becoming a registered developer, how to work with the SDK, key features of game architecture, how to market your games, and more. Get your game on!
What makes a good game? — learn the fundamentals of good game design
Put on your developer's hat — become a registered Apple developer, learn how iOS games work, and understand the SDK
The stuff games are made of — build a native user interface, explore game architecture fundamentals, learn to animate objects in iOS, and grasp the basics of OpenGL
Keep score and get social — set up a scoring system and learn to tie your game into social networks like Facebook
To market, to market — get your game into the App Store and boost marketability with such bonus features as gestures, shaking, external displays, and ad-supported revenue
Open the book and find:
The latest and greatest on the iPad, iPhone 4, and iOS 4.0
Elements of great game design and architecture
Why you need to be a registered Apple developer
Why scoring is critical
How to debug your games
What provisioning is and why you need to know
Important social aspects of game design
Key differences between games on the iPad and the iPhone
Build an actual game from start to finish
Recognize what makes a good game for Apple's mobile devices
Use Objective-C, Cocoa, OpenGL ES 2.0, and other iOS programming tools
Connect your app to Facebook, get it into the App Store, and market it
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.
"Build an actual game from start to finish; recognize what makes a good game for Apple's mobile devices; use Objective-C, Cocoa, OpenGL ES 2.0, and other iOS programming tools; connect your app to Facebook, get it into the App Store, and market it"--Cover.
About the Author
has a rock-star reputation among iPhone developers. He wrote iPhone Application Development For Dummies
and frequently speaks at conferences.
Jon Manning and Paris Buttfield-Addison are the founders of Secret Lab, a game design company that builds fun things for iPhone and iPad when the principals aren't playing games for research.
Table of Contents
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.