iPhone and iPad Game Development for Dummies

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Format: Paperback
Pub. Date: 2010-11-09
Publisher(s): For Dummies
List Price: $29.99

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Summary

What the book covers: The book will teach both novice and seasoned developers how to develop iPhone and iPod Touch games for small and large scale use using several tools.Topics include:-Getting started -downloading the SDK and filling your toolbox-Programming - Objective C, Cocoa-What Makes a Good Game-Developing Games for the iPhone-Graphics-Creating good mobile apps - this is not your mother/father's desktop-Getting your app into the AppStore - and marketing/selling it

Author Biography

Neal Goldstein 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

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.

An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

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