Pre-ordered this because I liked other iphone titles in this series. This is not a guide or examples. It's like a series of magazine interviews with different game developers and no acutal code.
iPhone Games Projects
β Scribed by P J Cabrera, Joachim Bondo, Aaron Fothergill, Brian Greenstone, Olivier Hennessy, Mike Kasprzak, Mike Lee, Richard Zito, Matthew Aitken, Clayton Kane (auth.)
- Publisher
- Apress
- Year
- 2009
- Tongue
- English
- Leaves
- 265
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
One look at the App Store will show you just how hot iPhone games have become. Games make up more than 25 percent of all apps, and more than 70 percent of the apps in the App Store's Most Popular category. Surprised? Of course not! We've all filled our iPhones with games, and many of us hope to develop the next bestseller.
This book is a collection of must-know information from master independent iPhone game developers. In it, you'll discover how some of the most innovative and creative game developers have made it to the pinnacle of game design and profitability. This book is loaded with practical tips for efficient development, and for creating compelling, addictive gaming experiences. And it's not all talk! It's supported with code examples that you can download and use to realize your own great ideas.
This book's authors are responsible for some of the all-time most popular and talked-about games:
- Brian Greenstone developed Enigmo and Cro-Mag Rally.
- Aaron Fothergill developed Flick Fishing.
- Mike Lee developed Tap Tap Revolution, the most downloaded game in App Store history.
- Mike Kasprzak's Smiles was a finalist in the IGF 2009 Best Mobile Game competition.
- PJ Cabrera, Richard Zito, and Matthew Aitken (Quick Draw, Pole2Pole); Joachim Bondo (Deep Green); and Olivier Hennessy and Clayton Kane (Apache Lander) have received glowing reviews and accolades for their games.
Pair iPhone Games Projects with Apress's best-selling Beginning iPhone Development: Exploring the iPhone SDK, and you'll have everything you need to create the next game to top the sales charts.
β¦ Table of Contents
Front Matter....Pages i-xxi
Simplify the User Interface for Complex Games: Chess, the Deep Green Way....Pages 1-17
Responsive Social Gaming with RESTful Web Services....Pages 19-58
Rapid Game Development Using (Mostly) Standard C....Pages 59-98
Brian Greenstoneβs Jedi Master List for Game Optimization....Pages 99-127
Starting with a Game Design Document: A Methodology for Success....Pages 129-152
Multiplatform Game Development: iPhone Games for Linux and Windows....Pages 153-188
Code Optimization with Mike Lee, the βWorldβs Toughest Programmerβ....Pages 189-211
Networked Games: Choosing the Right Option....Pages 213-249
Back Matter....Pages 251-258
β¦ Subjects
Data Structures, Cryptology and Information Theory
π SIMILAR VOLUMES
Pre-ordered this because I liked other iphone titles in this series. This is not a guide or examples. It's like a series of magazine interviews with different game developers and no acutal code.
<p>One look at the App Store will show you just how hot iPhone games have become. Games make up over 25 percent of all apps, and over 70 percent of the apps in the App Store's <em>Most Popular category</em>. Surprised? Of course not! We've all filled our iPhones with games, and many of us hope to de
New Apple Developer Series!A technical and business guide to creating and selling iPhone gamesIf you've always wanted to develop a cool iPhone game application and sell it for big bucks, this book is for you. iPhone Game Development covers all technical and commercial bases, from how to sign up for