Learn cocos2D game development with iOS 5 by Steffen Itterheim

By Steffen Itterheim

Create compelling 2nd video games with Learn cocos2d online game improvement with iOS 5. This e-book exhibits you the way to take advantage of the robust cocos2d video game engine to advance video games for iPhone and iPad with tilemaps, digital joypads, video game middle, and extra.

It teaches you:

  • The procedure and most sensible practices of cellular video game improvement, together with sprite batching, texture atlases, parallax scrolling, contact and accelerometer enter.
  • How to reinforce your video games utilizing the Box2D and Chipmunk physics engines and different cocos2d-related instruments and libraries.
  • How so as to add UIKit perspectives to cocos2d and the way so as to add cocos2d to UIKit apps.
  • The bits and bobs of the Kobold2D improvement atmosphere for cocos2d and its preconfigured libraries, together with cocos3d and Lua.

Best of all, Learn cocos2d online game improvement with iOS 5 may have you making video games correct from the very commence. It courses you step by step during the production of pattern video games. those enjoyable examples are modeled after well known App shop video games and train you key recommendations of the cocos2d online game engine and proper instruments like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle clothier (particle effects), Glyph clothier (bitmap fonts), and others.

This e-book bargains a rock-solid advent to making video games made totally with cocos2d and very little iOS five SDK and OpenGL code. It additionally information substitute implementations, identifies the easiest unfastened and advertisement instruments for cocos2d video game improvement, positive aspects assurance of the author's superior cocos2d online game engine (Kobold2D), or even is helping you improve your game's marketability at the App Store.

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Since the call is done by cocos2d internally, you’ll find it hard to figure out the cause of the problem. Luckily, there’s a compiler warning you can enable. Figure 3–6 shows the “Undeclared Selector” warning enabled for the NodeHierarchy project, and the Essentials Xcode project for this chapter has it enabled as well. CHAPTER 3: Essentials Figure 3–6. Activating the build setting to warn about undeclared selectors What’s left is to show how to stop these scheduled methods from being called. You can do so by unscheduling them.

You can, however, assess how much memory is currently used by your game using the iOS Simulator. Can’t Use All iOS Device Features Some features, such as device orientation, can be simulated using menu items or keyboard shortcuts, but this comes nowhere close to the experience of a real device. And certain hardware features, such as multitouch input, accelerometer, vibration, or obtaining location information can’t be tested at all on the iOS Simulator because your computer’s hardware can’t simulate these features.

Sometimes, the problem may just go away, but if not, you may get a hint about what’s going on. About Logging By default, an Xcode project will have two build configurations named Debug and Release. The main difference between the two is that only in Debug builds are certain functions like CCLOG compiled. This is typically controlled by preprocessor macros like DEBUG and COCOS2D_DEBUG, which control the level of debugging code built into the app. That’s the single most important factor when it comes to performance variations between Debug and Release builds.

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