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Few days ago my first book about Cocos2d games development was released by Packt Publishing: Cocos2d Game Development Blueprints.
It has been a hard but very interesting process which I’ve enjoyed a lot and which gave me the chance to contribute with the game developers community.
What are you going to find in this book? Cocos2d Game Development Blueprints shows how to develop 8 games based on different video games genres such as horizontal scrolling, platforms, tower defense, beat ‘em up, shoot ‘em up, multiplayer cards, quiz, and sports.
The contents on the book are ordered in an increasing difficulty. This way you will learn step by a step from the most easy thing, such as adding a background to your games, to advanced concepts such as kinematic bodies.
In the first chapter you will learn how to create a horizontal scrolling game in which you will add some sprites, backgrounds, sounds and labels. In this game you will try to make the main character (our great friend Joselu the Yeti) avoid some snowballs that are trying to hurt him. For this purpose you will also learn to detect and manage collisions.
The second chapter puts you in the skin of Dr. Nicholas Fringe, a crazy scientific who wants to protect the Earth from the attack of dangerous UFOs with his only two inventions: a laser beam gun and a backpack-reactor. In this chapter you will learn how to implement the parallax effect, to draw geometric primitives, how to use the accelerometer and how to load and set up a particle system.
With the intention of creating a cards game similar to Magic or Hearthstone: Heroes of Warcraft, in chapter three you will learn how to implement a turn-based game integrating Game Center, to implement actions and transform sprites.
Chapter number four is based on one crazy plot: the main character is a zombie in the middle of a human apocalypse and you have to beat all the enemies up to survive. Along this chapter you learn to build a virtual game pad, to animate sprites using multiple image files and how to optimise it by using sprite sheets.
If you continue reading, in the chapter five you will create a quiz game with its tutorial, and how to create transitions between scenes which you will load thanks to external files data.
The following chapter, chapter number six, is a very interesting one. Along theses pages you will learn how to create a game’s physics with bodies, shapes, collisions, and thanks to that you will develop a snooker game.
In chapter seven you will need to help Joselu again. In this case he is in a platform world which you have built thanks to a variety of terrain images, and with custom collision logic. You will also learn how to add a menu to your game.
The final chapter is a classic defend-the-tower game. This is the perfect genre to introduce some AI stuff such as a pathfinding algorithm for the enemies or some smart behaviour for the defenses. In this chapter you will also learn how to predefine positions for the defenses and how to load waves of enemies and share information between nodes.
Ok, I said a lot of things, I will stop writing. Have you realised how cool the cover is? There are more of these amazing designs inside ;).