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Download Ebook Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim

Download Ebook Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim

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Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim

Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim


Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim


Download Ebook Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim

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Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim

About the Author

Steffen Itterheim is a professional games and tools developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.

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Product details

Paperback: 544 pages

Publisher: Apress; 1st ed. edition (September 21, 2012)

Language: English

ISBN-10: 143024416X

ISBN-13: 978-1430244165

Product Dimensions:

7 x 1.2 x 10 inches

Shipping Weight: 2 pounds (View shipping rates and policies)

Average Customer Review:

3.3 out of 5 stars

15 customer reviews

Amazon Best Sellers Rank:

#3,736,986 in Books (See Top 100 in Books)

Unfortunately, I purchased this book, believing it was an introduction to cocos2d. Unfortunately it is actually an introduction to Kobold2D, which is the author's particular distribution of cocos2d. I don't inherently have a problem with this except for the fact that the author spends a lot of time saying that Kobold2D is better and convenient, but never takes the time to really cover the basics or illustrate exactly why its more convenient.Kobold2D seems to add a lot of boiler plate code that seems unfamiliar to a typical iOS app programmer, and that tends to obfuscate how the programmer works with cocos2d, and how they work with Kobold2D. It's disorienting for a beginner.He tends to explain the code using hypotheticals ("Say you wanted to schedule multiple actions for one sprite, you'd use this code:"). As a new-comer to cocos2d, throwing out hypothetical situations that I haven't encountered and have a hard time imagining aren't really that helpful in the learning process.I hope the author can take a step back and perhaps revise the book to be more considerate of beginners, or relabel the book to "working with cocos2d" rather than "learn cocos2d." It actually could be called "Working with Kobold2D" if it were being honest.

It is a good book to learn about cocos2D-iphone and some other 2D game programming techniques. However, the readers must be seasoned with objective-C, UIKit (esp CoreGraphics) and Xcode, otherwise it could be hard to follow each chapters. Any knowledges regarding OpenGL-ES are very helpful as well. I have checked out several other cocos2d tutorials but I must say this is the best. The source codes for the examples are available online, however it requires some works to make them running on the latest Xcode and iOS 64bit. This book covers the cocos2d v2 only. Because cocos2d v2 is a kind of "classic" platform for iOS game development, so this book can be very helpful for whoever wants to learn game programming in iOS with objective-c.

I thought, I bought a book on learning Cocos2d v2 game development on iOS... but seemingly every fourth paragraph the author instead self promotes his competing lateral game engine code Kobold 2d (which I don't care about learning).He should've self promoted to his publisher Apress for his own Kobold 2d book instead of detracting focus on the supposed title's topic (the cover never mentions Kobold 2d). I don't want to learn Lua or Kobold.... I want to learn Cocos2d v2 for game develpment on iOS like the title of the book I paid for says.Not cool, disappointed...

I'm in the process of learning to develop iOS games (over 10 years developing applications in non-apple platforms). I'll begin by saying that upon doing a quick read of the "sample text" provided for the kindle, I liked the fact that the author showed quite a bit knowledge about the nuances of iOS, Cocos2d and Kobold2d (that is usually a good sign of overall knowledge on the subject matter). That was what made me buy the book. What I did not look deeply into was how he was going to present the examples that went with the knowledge he possesses. It wasn't until chapter 5 when I read the following sentence "Because this chapter contains lots of reference material, I concentrate on the relevant code and omit the details of creating new cocos2d classes as shown in earlier chapters"that I realized he was going to present the info in the manner that irks me the most. He takes the approach of "omitting" previous explanations, I'm assuming, throughout the whole book. I say I'm "assuming" because although I've attempted to finish the book three times, I've never been able to get past chapter 6.The reason for my thrice failure to get past chapter 6, other than perhaps not being super smart, is because while the author explains in detail new code as it comes in, he "omits" to re-emphazise what the "other" code is for; one has to constantly be "flipping" pages and screens and scour through previous projects to copy and paste and remember what the other code that sits besides the new code is for.For me, that is the worst way to show someone how to do something because in the amount of time spent "re-finding" the code that he is omiting, one could have read it, applied it and understood it along with its place and relationship with the new code he is explaining (if the previous code were next to the text of the new code). The author makes sure to let you know early on that the accompanying code to the book is available for download; that's great but all that does is make it easy for one to end up copying and pasting the whole code in frustration because of not being able to follow the logic from the text itself.Ranting aside, if the author would make a new edition of this book without "omiting" previous explanations or previous code and instead re-explaining purpose of previous explained code while maybe bolding new code to differentiate it from the previous code, I would buy that version in a heart beat.

The author seems to know his material, although the Kindle version is full of typos and feels like it may have been rushed out the door.Concepts are explained well and Steffen's willingness to clarify and provide help on his forums at [...] was a big selling point for me.Good material but I'm giving it 3/5 stars for the typos and the book's non polished feeling

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Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim PDF

Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim PDF

Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim PDF
Learn cocos2d 2: Game Development for iOS, by Steffen Itterheim PDF

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