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iPhone Games Projects

iPhone Games Projects

5.0 1
by PJ Cabrera, Joachim Bondo, Brian Greenstone, Mike Lee, Jamie Gotch

One look at the App Store will show you just how hot iPhone games have become. Games make up more than 25 percent of all apps, and more than 70 percent of the apps in the App Store's Most Popular category. Surprised? Of course not! We've all filled our iPhones with games, and many of us hope to develop the next bestseller.

This book is a collection of


One look at the App Store will show you just how hot iPhone games have become. Games make up more than 25 percent of all apps, and more than 70 percent of the apps in the App Store's Most Popular category. Surprised? Of course not! We've all filled our iPhones with games, and many of us hope to develop the next bestseller.

This book is a collection of must-know information from master independent iPhone game developers. In it, you'll discover how some of the most innovative and creative game developers have made it to the pinnacle of game design and profitability. This book is loaded with practical tips for efficient development, and for creating compelling, addictive gaming experiences. And it's not all talk! It's supported with code examples that you can download and use to realize your own great ideas.

This book's authors are responsible for some of the all-time most popular and talked-about games:

  • Brian Greenstone developed Enigmo and Cro-Mag Rally.
  • Aaron Fothergill developed Flick Fishing.
  • Mike Lee developed Tap Tap Revolution, the most downloaded game in App Store history.
  • Mike Kasprzak's Smiles was a finalist in the IGF 2009 Best Mobile Game competition.
  • PJ Cabrera, Richard Zito, and Matthew Aitken (Quick Draw, Pole2Pole); Joachim Bondo (Deep Green); and Olivier Hennessy and Clayton Kane (Apache Lander) have received glowing reviews and accolades for their games.

Pair iPhone Games Projects with Apress's best-selling Beginning iPhone Development: Exploring the iPhone SDK, and you'll have everything you need to create the next game to top the sales charts.

What you’ll learn

  • How to optimize games using iPhone SDK tools such as Instruments and Shark, and how to optimize your graphics and sound files for the best performance
  • Insight into the art and craft of game design
  • How to implement social networking in your game with RESTful web services
  • Tips on rapid game development with C on iPhone
  • How to increase your market by developing games that run on iPhone, Mac OS X, Linux, and Windows
  • How to create multi-player iPhone games

Who this book is for

All iPhone game developers, and anyone with an iPhone who wants to learn how games are made.

Table of Contents

  1. Simplify the User Interface for Complex Games: Chess, the Deep Green Way
  2. Responsive Social Gaming with RESTful Web Services
  3. Rapid Game Development Using (Mostly) Standard C
  4. Brian Greenstone’s Jedi Master List for Game Optimization
  5. Starting with a Game Design Document: A Methodology for Success
  6. Multiplatform Game Development: iPhone Games for Linux and Windows
  7. Code Optimization with Mike Lee, the “World’s Toughest Programmer”
  8. Networked Games: Choosing the Right Option

Product Details

Publication date:
Edition description:
Product dimensions:
6.90(w) x 9.00(h) x 0.90(d)

Meet the Author

PJ Cabrera is a software engineer with more than 12 years of experience developing information systems in various industries, programming in C, C++, Java, PHP, Python, and Ruby. But his real passion for many years has been hacking gadgets (i.e., turning a Sega Dreamcast into a NetBSD router, or running Android and Debian GNU/Linux on a Palm TX) and making home-brewed games for consoles such as Dreamcast, PlayStation 2, GameBoy Advance, and PSP. He is very excited that he can finally share his creative side on iPhone and XBox 360 with the general public through the App Store and XNA Community Games.

A bio is not available for this author.

Mike Lee, the world's toughest programmer, is the founder and chief executive officer of United Lemur, a philanthropic revolution disguised as a software company. Mike has had a role in creating many popular iPhone applications, including Obama '08, Tap Tap Revenge, Twinkle, and Jott. Prior to iPhone, Mike cut his teeth and won an Apple Design Award at Seattle-based Delicious Monster Software. Mike is a popular blogger and occasional pundit, and has been seen on Twitter as @bmf. Mike and his wife are originally from Honolulu, but live in Silicon Valley, where they are raising two cats. Mike's hobbies include weightlifting, single malts, and fire. Mike can be contacted at mike@unitedlemur.org.

James Lee is a hacker and open-source advocate based in Illinois. He holds a master's degree from Northwestern University, and he can often be seen rooting for the Wildcats during football season. As founder of Onsight, Lee has worked as a programmer, trainer, manager, writer, and open-source advocate. Lee coauthored Hacking Linux Exposed, Second Edition, as well as Open Source Web Development with LAMP. He enjoys hacking Perl and has written many articles on Perl for Linux Journal. Lee also enjoys developing software for the Web, reading, traveling and, most of all, playing with his kids, who are too young to know why dad's favorite animals are penguins and camels.

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IPhone Games Projects 5 out of 5 based on 0 ratings. 1 reviews.
INDEPENDENTREVIEWER More than 1 year ago
Are you an experienced game applications writer for iPhone and iPod touch? If you are, then this book is definitely for you. Author PJ Cabera; as well as, a number of other contributors, have done an outstanding job of writing a book that is a guide and companion through your personal journey of game development for the iPhone and iPod touch. Author Joachin Bondo, begins by sharing his thoughts on what makes a great user interface, and how he decides which features to add and which to leave out. Then, author PJ Cabera shares his ideas on how to bring back the social aspect of games. Next, author Aaron Fothergill explains the process for saving struct-based data. Author Brian Greenstone also shares his must do list for iPhone action games. Authors Olivier Hennessey and Clayton Kane continue by sharing some of their tricks of the trade in the form of game design documentation. Next, author Mike Kasprzak, shares his techniques for writing an OpenGL ES-based game for the iPhone that can also run on Windows and on Linux with minimal changes. Author Mike Lee continues by sharing his insights on the code optimization process. Finally, authors Richard Zito and Matthew Aitken discuss multiplayer gaming by exploring the various techniques for networking, by demonstrating the pros and cons of each. This most excellent book has something for everyone, from experienced OpenGL developers, to enterprise software developers, to those who have completed only an introductory text. More importantly, this book gives consideration to the user experience.