iPhone Game Development

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Overview

Make and market the next hot-selling iPhone game

If you've always wanted to create an iPhone game application and sell it, this book from two well-known iPhone app developers is for you. It covers all the bases, from how to sign up for the Apple Developer Program and use the iPhone SDK to what makes a game sellable, how to publish to the App Store, and ways to calculate return on investment. Find easy-to-follow tutorials and smart techniques ...

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Overview

Make and market the next hot-selling iPhone game

If you've always wanted to create an iPhone game application and sell it, this book from two well-known iPhone app developers is for you. It covers all the bases, from how to sign up for the Apple Developer Program and use the iPhone SDK to what makes a game sellable, how to publish to the App Store, and ways to calculate return on investment. Find easy-to-follow tutorials and smart techniques that will soon have you creating games for fun and profit.

  • Understand the basic technologies: Multi-Touch controls, accelerometer support, embedded SQLite, and much more
  • Examine different kinds of puzzles, novelty apps, and action games
  • Learn advanced programming tricks that propel your games to a higher level
  • Find royalty-free code and great examples that you can use for your own projects
  • Add sizzle with Facebook® integration, peer-to-peer connectivity, and networking
  • See which games offer a higher return on investment and explore cost-effective ways to promote your games

Access the latest information on Apple development

Visit www.wileydevreference.com for the latest on tools and techniques for Apple development, as well as specific code listings from this book.

Read More Show Less

Product Details

  • ISBN-13: 9780470496664
  • Publisher: Wiley
  • Publication date: 11/9/2009
  • Series: Developer Reference Series , #4
  • Edition number: 1
  • Pages: 512
  • Product dimensions: 7.20 (w) x 9.10 (h) x 1.30 (d)

Table of Contents

Introduction.

Part I: Beginning iPhone Programming.

Chapter 1: Getting Started.

Appreciating the History of Mobile Devices.

Introducing the iPhone SDK.

Introducing the iPhone Developer Program.

The cost of getting started.

Signing up to be an iPhone Developer.

Un-Boxing Your iPhone Developer Tools.

iPhone Dev Center.

iPhone Developer Program Portal.

iTunes Connect.

iPhone Developer Support Center.

Testing Applications on Your Device.

Generate and install a Development Certificate.

Register iPhone and iPod touch Device IDs.

Create an App ID to identify your application.

Generate and install a Development Provisioning Profile.

Configure the Code Signing Identity of your application.

Build and test your application on your development device.

Summary.

Chapter 2: Creating Your First App: Hello World.

Setting Up Your Environment.

Getting the iPhone SDK.

Installing the iPhone SDK.

Test-Driving the SDK.

Getting a sample app to try out.

Running the sample in the iPhone Simulator.

Running the sample on your iPhone or iPod touch.

Programming: Hello World.

Defining your goals.

Examining your options.

Coding the application.

Summary.

Part II: Creating Simple iPhone Applications.

Chapter 3: Constructing Puzzle Apps.

Reviewing Famous Examples.

Understanding Game Design: Presenting Challenges.

Create time pressure.

Limit number of turns.

Limit space.

Embracing Multi-Touch.

Leveraging a new style of input.

Learning the technology.

Envisioning Animations.

Programming: AmuckSlider.

Defining your goals.

Examining your options.

Coding the application.

Analyzing Business Aspects.

Summary.

Chapter 4: Building Novelty Apps.

Programming: iFlame.

Programming: iDrum.

Programming: Bonfire.

Analyzing Business Aspects.

Summary.

Part III: Shall We Play a Game?

Chapter 5: Producing Action Games.

Reviewing Famous Examples.

Understanding Game Design: Excitement and Achievement.

Enjoying the benefits of competition.

Creating sprites.

The online marketplace.

Creating sounds.

Programming: AmuckRacer.

Defining your goals.

Examining your options.

Coding the application.

The Road Ahead.

Full-screen animation.

Putting the player in charge.

What's Next?.

Analyzing Business Aspects.

Summary.

Chapter 6: Building Community with Facebook.

Getting to Know Facebook.

Connecting to Facebook Accounts.

Download the Facebook Connect for iPhone SDK.

The Facebook Connect sample project.

Registering as a Facebook developer.

Creating a Facebook application.

Setting the Facebook API key and application secret.

Creating a feed template.

Creating a new Facebook Connect application.

Working with sessions.

Learning more about delegates and protocols.

Creating alert views.

Logging in.

Getting extended permissions.

Publishing feed stories.

Using the Facebook Platform API.

Analyzing Business Aspects.

Summary.

Chapter 7: Connecting Players in Real Time.

Facing the Challenges of Real-Time Multiplayer Games.

Network latency.

Lost packets.

Understanding Game Design: Competition.

Practice makes perfect.

Extending the learning curve.

Choosing Your Connection Options.

Hooking Up with Your Peers.

Running and reviewing P2P Chat.

Dissecting the code behind P2P Chat.

Programming: AmuckPuck.

Making a good first impression.

Understanding the data.

Focusing on the details.

Connecting to players with peer-to-peer.

Analyzing Business Aspects.

Summary.

Chapter 8: Taking Turns with Other Players.

Examining Turn-Based Game Play.

Reviewing the game flow.

Understanding the stages.

Understanding Game Design: Strategy.

Choosing Your Connection Options.

Head-to-head.

Peer-to-peer.

Web services.

Push notification.

Finding Friends to Compete Against.

Connecting players with Web services.

Adding push notification to the process.

Programming: Amuck-Tac-Toe.

Designing the application.

Abstracting for separation and reuse.

Examining the details.

Analyzing Business Aspects.

Summary.

Part IV: Advanced Technical and Business Programming Concepts.

Chapter 9: Grasping Advanced Programming Topics.

Exploring the Camera.

Getting Oriented with the Compass.

Turning Up the Audio.

Playing simple sounds with AudioToolkit.

Making some "real: noise with OpenAL.

Looking into Video.

Discovering Geolocation.

Stepping into the Third Dimension.

Analyzing the OpenGL ES template.

Drawing a cube with volume.

Summary.

Chapter 10: Understanding the Business of Software.

Learning Marketing Strategies.

App Store reports.

App Store statistics.

Application size.

Application price.

Refunds.

Parental controls.

Quality control.

Making the Best Apps.

Using sound.

OpenGL ES.

Transitions.

Xcode tools.

iPhone 3GS features.

iPhone OS 3.0 features.

iPhone SDK 3.0 features.

Simulator vs. device.

Worldwide Developers Conference.

Apple Developer Connection (ADC) memberships.

Apple Developer Forums.

Apple Push Notification service.

Product icons.

Supporting different iPhone OS versions.

Exploring App Store Concepts.

Supply and demand.

Promo codes.

Contests.

App Store rejections.

App Store custom backgrounds.

Top free and paid applications.

iTunes Deep Links.

Worldwide distribution.

App Store Logo License Program.

iTunes Affiliates Program.

Customer Reviews.

Feedback.

Review sites and testimonials.

Customer ratings.

Using App Store Search Secrets.

Keywords.

App Store application description.

On sale.

Videos.

Maximum number of applications.

App Store application categories.

App Store approval wait times.

Marketing Yourself.

Social networking.

In-app marketing and advertising.

Competition.

Testing.

In App Purchases.

Blogs.

Lite version.

App updates.

Ad Hoc beta testing.

Application names.

Application piracy.

Screen shots.

Summary.

Epilogue: Looking Ahead.

Refining your skills.

Answering the question: Is there more?

Where to learn more.

Preparing for the future.

Part V: Appendixes.

Appendix A: Resources.

Appendix B: 31 Days of iPhone Apps.

Glossary.

Index.

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Sort by: Showing all of 7 Customer Reviews
  • Anonymous

    Posted June 19, 2013

    To Jake:

    Are you single? My name is Valerie i have blonde hair and blue eyes. I love guys that are "bad-boy-ish" and kind guys. What do u look like? Can we PLEASE be nook friends? I am 13 but i DO like younger guys. I think their sexy. And hot of course. ; ) if you don't wanna date i understand. But i want u to no something: i'm horney. ; ) can we at least be nook friends????

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted December 28, 2012

    King

    Great !!!!!!

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  • Anonymous

    Posted September 23, 2012

    Jake

    Best ever muat buy im only 10 years old helps with all the code very well

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  • Anonymous

    Posted November 13, 2010

    No text was provided for this review.

  • Anonymous

    Posted February 14, 2011

    No text was provided for this review.

  • Anonymous

    Posted July 1, 2010

    No text was provided for this review.

  • Anonymous

    Posted September 23, 2010

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