1,99 €
Die 20 beliebtesten Rezepte der bayerischen Küche mit Schritt-für-Schritt-Anleitungen und brillanten Fotos laden zum Nachkochen und Genießen ein: Obatzda Laugenbrezel mit Meerrettichfrischkäse Bayerischer Fleischsalat Lauwarmer Kartoffelsalat Leberknödelsuppe Weißwurstsalat Leberkäse mit Spiegelei und Bratkartoffeln Fleischpflanzerl Schweinesenfbraten mit Bayrisch Kraut Schweinekrustenbraten mit Biersauce Krosse Schweinshaxe Bierfleisch Serviettenknödel Wildschweinragout Gebratene Bauernente Tellerfleisch Gebackenes Kalbsbries Gebackener Karpfen Steckerlfische Bayerische Creme
Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:
Veröffentlichungsjahr: 2013
Table of Contents
Introduction
About This Book
Conventions Used in This Book
Foolish Assumptions
How This Book Is Organized
Part I: Getting Started
Part II: Traffic, The Game
Part III: The Social Aspects
Part IV: The iPad
Part V: The Part of Tens
Icons Used in This Book
Where to Go from Here
Part I: Getting Started
Chapter 1 : Building Great iOS Games
Figuring Out What a User Wants from an iPhone Game
Establishing a Game Developer Mindset
Noting the Features of Good Games
Device-guided design
Incorporating the fun
Designing a Good Game
Beginning with an idea
Making the idea fun, feasible, and unique
Evolving the Game
Prototyping on paper
Distilling the ingredients of fun
Applying Sid Meier’s Rule of Halves
What’s Next
Chapter 2: Becoming an iPhone Developer
Becoming a Registered iPhone Developer
Exploring the iPhone Dev Center
Looking forward to using the SDK
Resources on the iPhone Dev Center
Downloading the SDK
Joining the iPhone Developer Program
Getting Ready for the SDK
Chapter 3: Your First Date with the SDK
Developing with the SDK
Creating Your Project
Exploring Your Project
Building and Running Your Application
Working with the iPhone Simulator
Imitating hardware interaction
Emulating gestures
Uninstalling applications and resetting your device
Customizing Xcode
Using Interface Builder
Part II: Traffic, The Game
Chapter 4: How iOS Games Work
Using Frameworks
Using Design Patterns
The Model-View-Controller (MVC) pattern
The MVC in action
Working with Windows and Views
Looking out the window
Admiring the view
Exploring the kinds of views you use
Controlling View Controllers
Adding Your Own Application’s Behavior
The Delegation pattern
The Target-Action pattern
Moving Ahead with Your Game
Chapter 5: Building the User Interface
Building the Main Screen
Opening the project
Creating the first screen
Making the buttons look fancy
Adding Icons and Launch Screens
Adding the icon
Adding the launch screen
Renaming the view controller
Chapter 6: Making Objects Appear and Move
Drawing with Views
How Drawing Works on iOS
Building the Traffic View Controller
Properties
Actions and outlets
Setting up the animations
Creating Cars for the Game
Adding an image view subclass
Adding the car to the view
Using Core Animation to Animate Buttons
Understanding layers
Working with CAKeyframeAnimation
Making the buttons bounce
Chapter 7: The Life Cycle of an iOS Game
Starting with the Main Nib File
Initialization
Event processing
Termination
Considering Other Runtime Issues
Responding to interruptions
Managing memory on the iPhone
Dealing with Touch Input
The long and storied life of a UITouch
The stages of a touch
Responding to Gestures
Processing Touches
Chapter 8: Creating the Game Architecture
Putting on Your Architect’s Hat
View controllers, screens, and features
Game loops
Timers and frame rates
Game objects and your app
Designing the Screen Flow
The main menu
The game screen
The pause screen
The game over screen
The high scores screen
The settings screen
Chapter 9: Creating the Game Controller
Creating the Traffic Controller Files
Registering Cars
Creating the Game Timer
Setting up the View Controller
Keeping Track of the Clock
Creating Cars from Lanes
Registering lanes
Updating the Vehicle class
Creating new cars
Moving Cars Around
Updating car positions
Moving between lanes
Removing Cars from the Game Board
Earning More Time
Detecting Collisions
Updating the Counter
Pausing the Game
Creating the Paused View
Pausing
Making the Game End
Creating the game over view
Handling the Game Over event
Chapter 10: Using the Debugger
Figuring Out What Debugger Can Help You Do
Using the Debugger
Debugging your project
Using the Debugger window
Using Breakpoints
Using the Static Analyzer
Chapter 11: Keeping Score in Your Game
Score-Keeping in Traffic
Saving Scores
Storing files in chroot jails
File formats
Storing the Scores
Creating the scores list
Loading the scores list
Working with Scores
Adding scores to the list
Keeping score in TrafficController
Displaying the High Scores List
Creating the scores screen
Making scores visible to the player
Chapter 12: Storing User Preferences
Designing Settings
Figuring out what settings to add
Giving the user control(s)
Getting Familiar with NSUserDefaults
Providing default values
Reading settings
Writing settings
Building Custom Settings Interfaces
Using controls
Exploring the Target-Action pattern
Building Settings in Traffic
Adding the variables
Loading the default settings
Saving the settings on exit
Constructing the view controller
Building the Settings Interface
Building the interface
Coding the SettingsViewController Class
Connecting all of the code
Chapter 13: Death, Taxes, and iOS Provisioning
How the Process Works
The Distribution process
The Development process
Provisioning Your Device for Development
Getting your Development Provisioning Profile and iPhone Development Certificate
Provisioning Your Application for the App Store
Getting Your Content in the App Store via iTunes Connect
Manage Users
Contract, Tax & Banking Information
Uploading your information
What you need to get your game into the App Store
Avoiding the App Store Rejection Slip
Now What?
Chapter 14: Giving Your Game Music and Sound
Recognizing the Purpose of Sound in a Game
What music does
What sound effects do
Understanding Playback on iOS
Uncompressed audio
Compressed audio
Media playback on iOS
Playing Background Music
AVAudioPlayer
Loading the content
Playing Sound Effects
Audio ToolBox and system sounds
Playing background audio
Part III: The Social Aspects
Chapter 15: Building Multiplayer Gameswith Game Kit
Understanding the Basics of Game Kit
Designing a Multiplayer Version of a Single-Player Game
Competitive multiplayer
Cooperative multiplayer
Picking the paradigm
Communicating between players
Updating the interface
Setting Up the Session
Adding the framework to the project
Adding the button
Starting the session
Testing your game on multiple devices
Enabling In-Game Communication
Archiving objects
Constructing the message’s NSData object
Handling interruptions
Sending Extra Time
Chapter 16: Game, Meet Facebook
Looking at Facebook
Exploring the Uses of Facebook
Working with Facebook
Obtaining the Facebook SDK
Facebook sessions and permissions
Adding the Facebook iOS SDK to your project
Setting up the application delegate
Connecting to Facebook
Checking for Permission
Logging into Facebook
Posting to Facebook
Creating the interface
Posting an update
Testing Everything
Improving the User Experience
Disabling the buttons
Showing activity
Chapter 17: External Displays
Doubling the Fun with an External Display
Looking at Screens, Windows, and Views
Detecting extra displays
Differentiating among screens
Running different screen modes
Using the extra display
Adapting Your Game
Creating the window
Sending the output
Chapter 18: iAd
Using iAd
Joining the iAd Network
ADBannerView
Implementing iAd
Conform to My Protocol, Baby
Part IV: The iPad
Chapter 19: The World of the iPad
Introducing the iPad
Discovering the New Rules for iPad Apps
Multiple orientations
More room for hands
Two people, one device
Adapting Traffic for the iPad
Transitioning the project
Deciding how to transition
Resizing the views and menus
Managing multiple targets
High-resolution Screens
The Retina display
Adding a better default image
Chapter 20: Adding Multiple Lanes for the iPad
Designing Game Play for a Larger Screen
Creating Additional Lanes and Multidirectional Cars
Adding extra lanes
Creating cars
Chapter 21: Using Gesture Recognizers
Understanding Gestures
Detecting gestures
Exploring the states of a gesture recognizer
Separating gesture detection from action
Adding the Gesture Recognizer Code to Your Game
Adding the view
Responding to the gesture
Slowing down time
Chapter 22: Setting Up OpenGL
“Behold, the Third Dimension!”
Working with 3D space
A history lesson
Tiny graphics powerhouses
How OpenGL Works
Contexts
Primitives
Vertices
Rasterizing
Buffers
Shaders
Drawing stuff on the screen
OpenGL objects, names, and binding
Using OpenGL in iOS
Core Animation layers
EAGLContext, a fountain of mysteries
Displaying the frame buffer
Setting Up OpenGL for Traffic
Setting up the view
Creating the 3D view
What are these “buffers” of which you speak?
Creating the OpenGL context
Preparing the buffers
Rendering the ‘scene’
Chapter 23: Drawing with OpenGL
The Background Scene
The goal
Setting up the background rendering
Writing Fragment and Vertex Shaders
Uniforms, varyings, and attributes — oh my!
The vertex shader
The fragment shader
Tying it all together
Drawing the Scene
Setting up the vertex arrays
Drawing the scene
Chapter 24: Texturing with OpenGL
Figuring Out How Textures Work
Compressing Textures
Loading Textures
Updating the Shaders
Drawing the Texture
Making the Road Move
Chapter 25: Kicking Up Your Game a Notch
Accessing the iPod Library
Media items, media pickers, and music players
Importing the framework
Adding the user interface
Detecting Shakes
Detecting shake events
Clearing the screen
Part V: The Part of Tens
Chapter 26: Ten Differences between the iPhone and the iPad
The iPad Is Social
The iPhone Is Personal
The iPad Offers More Direct Control
You Can Play the iPad Really Loud
iPhone Users Often Wear Headphones
Games Can’t Always Be Easily Scaled from iPad to iPhone
Users Expect More from an iPad Game
The iPhone Is Used in High-Distraction Environments
Users Spend More Time Playing iPad Games
The iPhone Is Highly Portable and Moveable
Chapter 27: Ten Ways to Market Your Game
FriendTube, Tweetfeed, YouFace: Engage with Social Media
Give Away Your Game
Get Your Game Reviewed
Create a Press Kit
Use Push Notifications
Offer In App Purchase
Solicit iTunes App Store Reviews
Watch Your Sales Closely
Use Analytics
Make Your Web Site Awesome
Chapter 28: Ten Insanely Great Games
Canabalt
Flight Control
Plants vs. Zombies
Ramp Champ
DoodleJump
Frenzic
Pocket God
Words With Friends
Chopper (and Chopper 2)
Tap Tap Radiation
iPhone® & iPad™ Game Development For Dummies®
by Neal Goldstein, Paris Buttfield-Addison, and Jon Manning
iPhone® & iPad™ Game Development For Dummies®
Published byWiley Publishing, Inc.111 River St.Hoboken, NJ 07030-5774www.wiley.com
Copyright © 2011 by Wiley Publishing, Inc., Indianapolis, Indiana
Published simultaneously in Canada
No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.
Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, Making Everything Easier, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates in the United States and other countries, and may not be used without written permission. All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book.
Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or Website is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or Website may provide or recommendations it may make. Further, readers should be aware that Internet Websites listed in this work may have changed or disappeared between when this work was written and when it is read.
For general information on our other products and services, please contact our Customer Care Department within the U.S. at 877-762-2974, outside the U.S. at 317-572-3993, or fax 317-572-4002.
For technical support, please visit www.wiley.com/techsupport.
Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.
Library of Congress Control Number: 2010937820
ISBN: 978-0-470-59910-5
Manufactured in the United States of America
10 9 8 7 6 5 4 3 2 1
About the Authors
Neal Goldstein is a recognized leader in making state-of-the-art, cutting-edge technologies practical for commercial and enterprise development. He was one of the first technologists to work with commercial developers at firms such as Apple Computer, Lucasfilm, and Microsoft to develop commercial applications using object-based programming technologies. He was a pioneer in moving that approach into the corporate world for developers at Liberty Mutual Insurance, USWest (now Verizon), National Car Rental, EDS, and Continental Airlines, showing them how object-oriented programming could solve enterprise-wide problems. His book (with Jeff Alger) on object-oriented development, Developing Object-Oriented Software for the Macintosh (Addison Wesley), introduced the idea of scenarios and patterns to developers. He was an early advocate of the Microsoft .NET framework, and he successfully introduced it into many enterprises, including Charles Schwab. He was one of the earliest developers of Service Oriented Architecture (SOA), and as Senior Vice President of Advanced Technology and the Chief Architect at Charles Schwab, he built an integrated SOA solution that spanned the enterprise, from desktop PCs to servers to complex network mainframes. (He holds three patents as a result.) As one of IBM’s largest customers, he introduced the folks at IBM to SOA at the enterprise level and encouraged them to head in that direction.
He is currently passionate about the real value mobile devices can provide and has eight applications in the App Store. These include a series of Travel Photo Guides (http://travelphotoguides.com) developed with his partners at mobilefortytwo and a Digital Field Guides series (http://lp.wileypub.com/DestinationDFGiPhoneApp) developed in partnership with John Wiley & Sons. He also has a cool little, free app — Expense Calendar — that allows you to keep track of things like expenses, mileage, and time by adding them to your calendar.
Along with those apps, he has written several books on iPhone programming, including iPhone Application Development For Dummies (both editions) and Objective-C For Dummies, and he coauthored (with Tony Bove) iPhone Application Development All-In-One For Dummies and iPad Application Development For Dummies. He is also the coauthor (with Jon Manning and Paris Buttfield-Addison) of a forthcoming book on using the Unity platform for game development.
Because you can never tell what he’ll be up to next, check regularly at his Web site: www.nealgoldstein.com. You can also check out his Facebook page at www.facebook.com/nealgoldsteinbooks and follow him on Twitter at www.twitter.com/nealgoldstein.
Jon Manning has a collection of careers, which he swaps out as necessary: He’s co-founder of Secret Lab (the world’s most dangerous mobile games startup), a Senior Software Engineer at Meebo, Inc. (where he builds mobile apps that reach a stupidly huge number of people), and a Graduate Researcher in Human-Computer Interaction at the University of Tasmania in Australia (a land of computers and kangaroos). When he isn’t working on apps or books, he’s working on adding more letters to the end of his name. He spends nowhere near enough time around cats. You can find Jon online at www.desplesda.net and on Twitter at www.twitter.com/desplesda.
Paris Buttfield-Addison wears many hats: He’s co-founder of Secret Lab (www.secretlab.com.au), author, educator, and Product Manager (Mobile) at Meebo, Inc., one of the Web’s fastest growing consumer Internet companies (www.meebo.com). Paris has degrees in HCI, computer science, and medieval and modern history. He enjoys designing, producing, and building awesome experiences for mobile devices. Through some miracle of time management, he is also a Graduate Researcher in information management at the University of Tasmania, Australia. You can find Paris on the Web at www.paris.id.au and on Twitter at www.twitter.com/parisba.
Dedication
Neal Goldstein: To my children Evan and Sarah, and all my personal and artist friends who have kept me centered on the (real) world outside of writing and technology. But most of all, to my wife Linda, who is everything that I ever hoped for and more than I deserve. Yes, Sam . . . the light at the end of the tunnel is not a freight train.
Jon Manning: To my family, for introducing me to this whole “computers” thing.
Paris Buttfield-Addison: To my mother and father, for all the usual things — everything.
Authors' Acknowledgments
There is no better acquisitions editor than Katie Feltman, who did a superb job of keeping us on track and doing whatever she needed to do to us to stay focused on writing. Linda Morris did a great job in the early stages of the project, and project editor Pat O’Brien made sure all the parts were pulled together. Also thanks to copy editor Jen Riggs and technical editor Erick Tejkowski for helping us make things clearer. Thanks again to our agent Carole Jelen for her continued work and support in putting together these projects.
Publisher’s Acknowledgments
We’re proud of this book; please send us your comments through our online registration form located at www.dummies.com/register/.
Some of the people who helped bring this book to market include the following:
Acquisitions, Editorial, and Media Development
Project Editor: Pat O’Brien
Acquisitions Editor: Katie Feltman
Copy Editor: Jen Riggs
Technical Editor: Erick Tejkowski
Editorial Manager: Kevin Kirschner
Media Development Assistant Project Manager: Jenny Swisher
Media Development Associate Producers: Josh Frank, Marilyn Hummel, Douglas Kuhn, and Shawn Patrick
Editorial Assistant: Amanda Graham
Sr. Editorial Assistant: Cherie Case
Cartoons: Rich Tennant (www.the5thwave.com)
Composition Services
Project Coordinator: Sheree Montgomery
Layout and Graphics: Timothy C. Detrick, Joyce Haughey, Andrea Hornberger
Proofreaders: Laura Albert, Shannon Ramsey
Indexer: BIM Indexing & Proofreading Services
Publishing and Editorial for Technology Dummies
Richard Swadley, Vice President and Executive Group Publisher
Andy Cummings, Vice President and Publisher
Mary Bednarek, Executive Acquisitions Director
Mary C. Corder, Editorial Director
Publishing for Consumer Dummies
Diane Graves Steele, Vice President and Publisher
Composition Services
Debbie Stailey, Director of Composition Services
Introduction
On September 1, 2010, Steve Jobs took the stage in San Francisco to announce the latest and greatest iPod. During his speech, he gloated an astonishing statistic that Apple has 50 percent of the mobile gaming market; he followed up with the even more astonishing statistic that the iPod touch alone outsells both Nintendo’s mobile products and Sony’s mobile products — combined.
We don’t really need to say any more than that to convince you that developing games for Apple’s mobile platforms is worthwhile! We probably will though.
As you continue to explore the iOS as a gaming platform, you’ll be amazed at the possibilities for simple, quick attention-grabbing games that last for mere moments of time. The iPhone and iPad are, in addition to being useful and powerful mobile computers, the most interesting gaming devices in recent memory. The combination of powerful hardware, a decent display, permanent Internet connectivity, and an enormous user base (120 million iOS devices as of late 2010) makes it possible to create a class of games for mobile users that were once possible only on desktop PCs. But not only that — Apple’s App Store provides a direct sales and distribution channel to potential users that really can’t be beaten.
The iPhone and iPad, and iOS in general, are game changers for the world of game development. Never before has it been so easy for an individual, or a small group, to build a game that can be distributed to the world. One of the hallmarks of a great iOS game is that it leverages the unique hardware and operating system (iOS) that Apple produces for an extremely polished and consistent, yet unique, experience. The iOS Software Development Kit (SDK), which you use to develop iOS games, includes tools such as OpenGL ES, which makes the type of 3D graphics that would’ve never been possible on a mobile device, dare we say it, simple. The frameworks supplied in the SDK are especially rich and mature. All you really have to do is add your game’s user interface and game play mechanics to the framework, and then poof . . . an instant game. Well, sort of — but we help you through the patches that are a bit more challenging, as we guide you along the way to making an awesome game.
If you’re familiar with older versions of the SDK, you’re in for a pleasant surprise: SDK version 4.1, which includes Xcode 3.2.3, is a lot, lot better and easier to use. This book is based on iOS 4.1 for iPhone and iOS 3.2 for iPad (the latest versions at the time of writing) and Xcode 3.2.3.
If this seems too good to be true, well, okay, it is, sort of. What’s really hard, after you figure out the language and framework, is how to create a program structure for an iOS. Although there are lots of resources, the problem is exactly that: There are lots of resources — as in thousands of pages of documentation! You may get through a small fraction of the documentation before you just can’t take it anymore and plunge right into coding. Naturally enough, you’ll have a few false starts and blind alleys until you find your way, but we predict that after reading this book, it’s (pretty much) smooth sailing.
About This Book
iPhone & iPad Game Development For Dummies is a beginner’s guide to developing games for the iPhone, iPod touch, and iPad, which all run Apple’s iOS. And not only do you not need any iPad (or iPhone) development experience to get started, but you also don’t need any Macintosh development experience either. We expect you to come as a blank slate, ready to be filled with useful information and new ways to do things.
The iOS devices allow you to build truly innovative, simple, and clever games that can reach a wider audience than was ever possible for independently developed games in the past. And because you can also start small and create fun, simple games that entertain the player, it’s relatively easy to transform yourself from “you know nothing” into a game developer who, though not (yet) a superstar, can still crank out quite a respectable game.
The iPhone and iPad devices can be home to some pretty fancy games as well — so we take you on a journey through building not just a simple game but also a souped up version for the iPad that uses OpenGL ES(a 3D graphics system that we cover in Chapter 22) so that you know the ropes for developing your own game.
This book distills the hundreds (or even thousands) of pages of Apple documentation, not to mention our own game and app development experiences, into only what’s necessary to start developing real, fun games. But this is no recipe book that leaves it up to you to put it all together; rather, we take you through the frameworks and iOS architecture in a way that gives you a solid foundation in how games really work on the iPhone, iPad, and iPod touch. This book acts as a roadmap to expand your knowledge as you need to.
This book is a multiple-course banquet, intended to make you feel satisfied (and really full) at the end.
Conventions Used in This Book
This book guides you through the process of building iOS games. Throughout, you use the provided iOS framework classes for iOS (and create new ones, of course) and code them using the Objective-C programming language.
Code examples in this book appear in a monofont so they stand out a bit better. That means the code you see looks like this:
#import <UIKit/ UIKit.h>
Objective-C is based on C, which (we want to remind you) is case-sensitive, so please enter the code that appears in this book exactly as it appears in the text. This book also uses the standard Objective-C naming conventions — for example, class names always start with a capital letter, and the names of methods and instance variables always start with a lowercase letter.
All URLs in this book appear in a monofont as well:
www.nealgoldstein.com
If you’re ever uncertain about anything in the code, you can always look at the source code on the Internet at www.nealgoldstein.com or www.traffic.secretlab.com.au. (You can grab the same material from the For Dummies Web site at www.dummies.com/go/PONIES.) From time to time, we provide updates for the code there and post other things you might find useful. Neal also offers insights about everything from developing apps to the future of mobile devices and applications at www.nealgoldstein.com. Secret Lab also posts articles and notes on game design and development at www.secretlab.com.au.
Foolish Assumptions
To begin creating your iOS games, you need an Intel-based Macintosh computer with the latest version of the Mac OS on it. (No, you can’t program iPhone applications on the iPad!) You also need to download the iOS SDK — which is free — but you have to become a Registered iOS Developer before you can do that. (Don’t worry; we show you how in Chapter 2.) And, oh yeah, you need an iPhone or iPod touch (or an iPad if that’s your target device). You don’t run your game on them right away — you use the Simulator that Apple provides with the iOS SDK during the initial stages of development — but at some point, you need to test your application on a real, live iOS device.
This book assumes that you have some programming knowledge and that you have at least a passing acquaintance with object-oriented programming, using some variant of the C language (such as C++, C#, or even Objective-C). If not, we point out some resources that can help you get up to speed (including Neal’s book, Objective-C For Dummies). The examples in this book focus on the frameworks that come with the SDK; the code is pretty simple (usually) and straightforward. (We don’t use this book as a platform to dazzle you with fancy coding techniques.)
This book also assumes that you’re familiar with the iPhone and iPad, and that you’ve at least explored Apple’s included applications to get a good working sense of the iOS look, feel, and style. Browse the App Store to see the kinds of games available there, and maybe even download a few free ones (as if we could stop you).
How This Book Is Organized
iPhone & iPad Game Development For Dummies has five main parts, which we explain in more detail in the following sections.
Part I: Getting Started
Part I introduces you to the iOS game development world. You find out what makes a great iOS game, and how to exploit the iPhone, iPod touch, and iPad’s best features to create a compelling and fun gaming experience. You also discover how to sign up for the iOS Developer Program and become an official developer so that you can distribute your games through the App Store. You also explore the components of the iOS SDK, such as Xcode (the Apple development environment) and Interface Builder.
Part II: Traffic, The Game
In this part, you find out how iPhone games work, and we explain how to use the frameworks that form the raw material of any iOS app to assemble the user interface of our example game, Traffic, and to move things around on the screen. We also reveal design patterns that you need to adopt to make use of the iOS SDK. Part II also describes how to debug your games, provision your work for testing on real devices (and for distribution to the App Store), and play music and sounds.
Part III: The Social Aspects
Part III is deceptively short but intensely illuminating. These four chapters describe integrating more social technologies with your game, including Apple’s Game Kit framework for wireless networking among people on multiple devices, Facebook for posting social updates, and external display support for making your game have more of a party atmosphere.
Part IV: The iPad
With the basics behind you and a good understanding of the iPhone game architecture under your belt, it’s time to talk about money and the iPad. In this part, we discuss Apple’s iAd for generating revenue through the sale of advertising displayed in your game. Part IV also covers the theoretical and practical aspects of upsizing your game to the world of high-resolution and technologies introduced with the iPhone 4 and the iPad, such as gesture recognizers. We dip a toe in the world of OpenGL ES (Apple’s fast 3D graphics library) and speed up the world of Traffic with some new effects and features for the iPad version.
Part V: The Part of Tens
Part V consists of some tips to help you avoid figuring out everything the hard way. We talk about some key differences to consider when designing games for the iPad and iPhone, discuss some marketing tips to help get you on the road to App Store success, and showcase our ten favorite games to be inspired by.
Icons Used in This Book
This icon indicates a useful point that you shouldn’t skip.
This icon represents a friendly reminder. We describe a vital point here that you should keep in mind while proceeding through a particular section of the chapter.
This icon signifies that the accompanying explanation may be informative (dare we say, interesting?), but it isn’t essential to understanding game development. Feel free to skip past these tidbits if you want.
This icon alerts you to potential problems that you may encounter along the way. Read and obey these blurbs to avoid trouble.
Where to Go from Here
Dive into the exciting world of iOS game development! If you’re nervous, take heart: The iOS is still so new and such rich territory for developers to mine, that no company or individual has a lock on innovating with it. Your idea just might be the exciting game that everyone’s waiting for.
Don’t forget to check out our Web sites at www.nealgoldstein.com, www.secretlab.com.au, and www.traffic.secretlab.com.au or www.dummies.com/go/iphoneipadgameprogramming.
Now, get ready to have some fun building games!
Please note that some special symbols used in this eBook may not display properly on all eReader devices. If you have trouble determining any symbol, please call Wiley Product Technical Support at 800-762-2974. Outside of the United States, please call 317-572-3993. You can also contact Wiley Product Technical Support at www.wiley.com/techsupport.
Part I
Getting Started
In this part . . .
You say you want a revolution? Well, here’s the plan: This part explains what you need to know to get started on the Great iOS Game Design and Development Trek. After reading this part, you can evaluate your idea for an iOS game application, see how it stacks up, and figure out what you have to do to transform it into something that knocks your users’ socks off.
You have to register as an Apple developer if you want to get the Software Development Kit (SDK) and all the other goodies that Apple provides for developers — and of course, that means agreeing to a confidentiality agreement. And if you actually want to run your application on a real iOS device, you have to join the iOS Developer Program. This part gets you through these processes and introduces you to the SDK. Here’s a breakdown of the chapters in this part:
Chapter 1 describes the features of iOS devices and the elements that make a great game. You find out how to exploit the platform’s features and embrace its limitations. You also discover how to design with both while keeping user expectations in mind.
Chapter 2 gets you into the Apple developer village. You find out how to register as a developer, join the program, explore the developer center on the Web, and download the SDK.
Chapter 3 goes into more detail about the SDK itself. You find out all about Xcode and Interface Builder, how to start a game project from a template, how to build and run a game, and how to customize Xcode to your liking.
Chapter 1
Building Great iOS Games
In This Chapter
Getting your mind on the game developer track
Discovering the features that make for a good game
Figuring out your game concept
Fine-tuning the possibilities in your game design
Just as you find with any type of app, the range of games available for the iPhone (and iPad) is huge. They range from games that are expected to be chart busters from the beginning (the games produced by giant studios, such as Electronic Arts) to games made by individuals in their spare time that become huge hits (for example, Trism and Flight Control).
So, as a soon-to-be iPhone and iPad game creator, you need to find your slot in the range of games. As the authors of this book, we help you do that. In this chapter, we tell you how to get into the game developer mindset, determine what makes a good game, initiate a game concept, and then design the game to fully develop that concept.
When we started writing this book, we spent a lot of time figuring out the best way to showcase iOS game development. After much deliberation, we decided to showcase a complete game, dubbed Traffic, from start to finish. The alternative was to merely show you how to build pieces that could be useful in the development of a game. Instead, we chose to build a commercial-quality game step by step, demonstrating all the concepts and knowledge you need to build an amazing, real game of your own.
Enjoy!
iPhone, iPads, iDon’tKnows
The iPad, Apple’s new computer, is fresh out of the factories and being bought by the millions. The iPad has been (somewhat unfairly) described as a “giant iPhone,” which is inaccurate from a user experience point of view but rather accurate from a technical point of view.
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
