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Cocos2d-X by Example Beginner's Guide, by Roger Engelbert
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With Cocos2d-x you don’t have to be a programming whiz to be a genius at game design. This tutorial will help unleash your inner creativity with lots of fun tutorials. Get the know-how to build great cross-platform 2D games.
Overview
- Learn to build multi-device games in simple, easy steps, letting the framework do all the heavy lifting
- Spice things up in your games with easy to apply animations, particle effects, and physics simulation
- Quickly implement and test your own gameplay ideas, with an eye for optimization and portability
- Enjoy building the games as much as you will enjoy playing them
In Detail
Cocos2d-x is the C++ port of arguably the most popular open source 2D framework in the world. Its predecessor was limited to the Apple family but with Cocos2d-x you can take your applications to all major app stores, with minimum extra work. Give your games a larger target audience with almost no extra hassle.
"Cocos2d-X by Example Beginner's Guide" allows you to build your own cross platform games using all the benefits of a time tested framework, plus the elegance and simplicity of C++.
Each of the six games developed in this book will take you further on the road to becoming an expert game developer with no fuss and plenty of fun.
Follow six tutorials for six very different games that leverage the ease of Cocos2D-X and its quick implementation, moving from simple ideas to more advanced topics in game development.
In easy-to-follow steps, the book teaches you how to take full advantage of the framework by adding animations and special effects, implementing a physics engine, and optimizing your games.
Prepare your project for multiple platforms and learn how to take your game concepts to completion.
"Cocos2d-X by Example Beginner's Guide" will present to you, in six different games, the topics necessary to build some of the most popular and fun types of games today.
What you will learn from this book
- Make your games look cooler with particle effects
- Create place holder sprites to quickly test your game ideas
- Load external data into your games
- Build game menus and tutorials
- Implement game-wide events with notifications
- Create a dash game with a textured terrain
- Build a Box2D puzzle game with multiple levels
- Create a hybrid iOS and Android project
Approach
Get to grips with Cocos2D-X using step-by-step examples. Roger Engelbert will have you smiling throughout and learning valuable information at every turn.
Who this book is written for
If you have brilliant ideas for amazing games and want to bring them to life, then this book is what you need. Work through easy-to-follow examples and learn exactly what you need to know to make your games a reality. No programming experience necessary!
- Sales Rank: #2009928 in Books
- Published on: 2013-04-25
- Released on: 2013-04-25
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .56" w x 7.50" l, .95 pounds
- Binding: Paperback
- 246 pages
About the Author
Roger Engelbert
Roger Engelbert is a game developer with over ten years of experience in developing online games. He grew up surrounded by video games and thinks of classic, 8-bit arcade titles as a form of art. He is the author behind the blog Done With Computers, which is chock-full of tutorials on game development and design. Roger sincerely hopes to soon live in a world where people of all ages will be given the knowledge and opportunity to experience the joy of building their own games.
Most helpful customer reviews
12 of 12 people found the following review helpful.
A very valuable resource - more than a beginners guide
By Antonio Elena Batllo
As with other beginner's books by this publisher, the book starts by indicating the installation process, and the proverbial "hello, world" project. The example is very trivial, but serves the important explanation of project structure, what's what in the project. Testing gets paid attention, which is nice, and then some recommendations on additional tools for sprites, textures etc. Maybe the absolute beginner can feel a little bit daunted by the amount of info to digest in the first chapter, regarding the many classes and infrastructure that you need to make a simple hello world. Luckily as the book progresses the concepts get clarified and expanded on, and that is what chapter 2 does, because obviously the hints in the chapter 1 are not enough.
I personally prefer books that explain things first rather than other books that expect you to infer things from examples. I like that Chapter 2 explains the pieces that make Cocos tick, the Containers, Nodes, Scenes, Layers, the Director, Caches etc. The author then proceeds to guiding the unexperienced developer to a basic understanding of C++ Classes, header files and all, explaining almost every line, and finishes off by bridging the differences between C++ developers and Cocos2D developers so they are familiar with the common ground offered by the framework.
Without further ado, Chapter 3 sees us create the first game, where we finally start to see some action by adding resources, preloading sounds, targeting retina displays, extending CCSprite, and even adding multitouch. It's nice because a functional game is created step by step. One also realizes that game dev is relatively complex even when it's a simple game. The book again follows the way of showing the code and then proceeding to explain it line by line. Chapter 4, builds on the previous chapter to build now a different, more complex game. We're not just stuck to simple examples.
Chapter 5 continues wit this dynamic, building a different game, this time about rockets, this time introducing some particle physics, as the next level of complexity in your games.
Chapter 6. Different game. The twist comes with the introduction of testing and rapid prototyping using placeholders with the Cocos2D platform. The author now reveals this is how he created every example in the book. Abundant screenshots and lots of code accompany here. I think the chapter is well placed. You've followed how to code a couple of simple games, then you're shown some "secrets" and techniques for testing your ideas before investing lots. After the prototyping, chapter 7 actually builds the game with the real graphics, so you get the whole picture from concept testing to actual implementation.
Chapter 8 introduces Box2D, for adding realistic physics, that would be way too much effort to do on your own. Project creation is a breeze, but you got to take account of the differences between coding a game with Cocos and with Box (different classes, basically). It can look simplistic, in the sense that even when using a game library, a lot of tweaking for the right values of trajectories, where to place things, etc must be done.
Chapter 9 rounds off our game coding by introducing ancillary aspects, like reading/writing data, scenes, transitions, etc, which not being vital, are things every game needs. For me the game in this "level" ;-) is the funniest, but I am a platform buff. Notifications, via the observer pattern, are introduced too. Using the accelerometer in the device.
Chapter 10 closes the book by paying attention to what used to be a hell for me ten years ago when doing games for the j2me platform: portability. You get warned and then led to creating different projects for different devices / platforms and some additional tools. Appendix A then gives you some vector course 101 if you were a bit weak in that aspect.
Needless to say, a book like this is code-intensive, otherwise it would not be much worth. You could say that it reads as a series of tutorials of increasing complexity, the main chapters being self contained in this sense, which is good if you want to complete chapters one by one in easy sittings.
The games cannot be complex production pieces, that would exceed any book's scope, but I think they are enough to motivate you to start coding some game of your own. In that sense, the book gives you a more than adequate basis. For sure, if you not only read the book but take the trouble to type and make some changes of your own to the book, you will no doubt spend quite some hours engrossed with learning all this stuff. Be sure to check the code download, full of comments not present in the book for obvious reasons.
All in all, I'd say the book in this case is more than a beginner's guide. Nobody becomes a master of anything with just one book, but this one sets you off handsomely.
5 of 5 people found the following review helpful.
Definitely the best way to learn Cocos2d-X
By henriquesousa
Cocos2D-X stands as a great way to switch from single-platform to multi-platform game development. This great framework effectively allows developers to maintain a single codebase while publishing to a huge number of platforms. Although it is as great as it sounds, the amount of information available on how to learn/use it is scarce, to say the least.
This book - Cocos2d-X by Example Beginner's Guide - presents itself as THE way for experienced Cocos2d-iPhone developers to make the switch to multi-platform development, by using the Cocos2d-X framework. It accomplishes that feat by introducing the basics of the C++ programming language and explaining how you can apply your knowledge of Cocos2d to build great multi-platform games. It follows a step-by-step approach and provides detailed explanations on how to effectively transition from the Objective-C"-centric" Cocos2d-iPhone to the C++"-based" Cocos2d-X.
Throughout this book, you'll build five (somewhat complex) little games that will allow you to learn how to use texture atlases, handle animations, create parallax layers, handle physics and particles, among other essential tasks.
As it stands, this is the best Cocos2d-X resource I've encountered. It's aimed at experienced developers with knowledge of Cocos2d-iPhone, but I believe that it's actually pretty easy for an inexperienced programmer to gather some useful information from this book. The way that the author presents the information is clear and concise. He rarely misses important facts/info and even offers some extra tidbits of useful information along the way.
I came across a few inconsistencies and errors throughout the book, mainly in the code's formatting. A few times, the code examples mentioned variables that were presented with slightly different names within the Xcode project. Although that can be somewhat distracting, I was able to overcome these few hurdles with ease, mainly thanks to the way that the author clearly explains how everything works.
I'm giving it 4 stars instead of 5 due to the rare inconsistencies in the code formatting and also because the author assumes the developer is working on a Mac. It's understandable, due to the fact that this is aimed at the Cocos2d-iPhone developer. However, seeing as Cocos2d-X is a multi-platform framework, it would've been great to see a few instructions on how to setup and build projects on other platforms. Although the author does explain how to build for Android through Eclipse, he misses out on explaining how to create a Cocos2d-X project in Visual Studio and/or how to build an application for OS X or Windows.
Overall, it's a really great book for anyone interested in moving to multi-platform development by using one of the most popular game development frameworks available. It stands as the ultimate resource for learning how to develop games with Cocos2d-X and it's definitely a must-buy for anyone interested in doing so.
3 of 3 people found the following review helpful.
Absolutely necessary
By Pablo Mera
My company has been working with cocos2d-x for more than a year. It's a great framework, but the problem with it has always been the information available: insufficient, fragmented, usually in Chinese (or in a rudimentary English).
This book takes the time to clearly explain most of how Cocos works and why. The examples are very good and easy to follow because the author explains regularly what has been done, going almost line for line. The writing is fun and the difficulty of the concepts introduced each chapter ramp up smoothly.
NOW THE RANT: I gave it 4 stars instead of 5 because the book assumes the reader is working in Xcode for deployment on iOS. Having worked on cocos2d-x before, I had no problem working on Windows 7 (Visual Studio 2010) instead and testing in the same machine, but I know how difficult it can be to get the framework to work on different environments. For instance, the third example (Rocket Through) crashes on Windows unless you make a simple change to a C++ class not referenced in the book.
The author could have added to his explanation of setting up the environment in Chapter 1 not only Xcode, but also Eclipse (for Android) and Visual Studio (for Windows), in case a beginner does not work on Apple machines (which is very common), and reference the little differences between implementation for all of them throughout the examples. Relating to the same problem (and this is being a little more nitpicky), some of the example code you can download (not all, which is weirder) is formatted for Mac and is a drag having to reformat each .cpp and .h file for Windows (if you don't, it won't build).
Other than that, the book is absolutely necessary if you want to start working on cocos2d-x. There are many, many things we learned the hard way that could have easily been learned in a few minutes or hours with this book. It closes the gap of the most basic information missing out there, although there are a lot of things that are probably not included related to deploying to different platforms and the common problems you can encounter while doing so.
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