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iPhone Game Blueprints

You're reading from   iPhone Game Blueprints If you're looking for inspiration for your first or next iPhone game, look no further. This brilliant hands-on guide contains 7 practical projects that cover everything from animation to augmented reality. Game on!

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849690263
Length 358 pages
Edition 1st Edition
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Author (1):
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Igor Uduslivii Igor Uduslivii
Author Profile Icon Igor Uduslivii
Igor Uduslivii
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Toc

Table of Contents (11) Chapters Close

Preface 1. Starting the Game FREE CHAPTER 2. Ergonomics 3. Gesture Games 4. Card and Board Games 5. Puzzles 6. Platformer 7. Adventure 8. Action Games 9. Games with Reality Index

Types of platforms


The main objectives of most platform games are pretty much the same—a player needs to successfully reach the finish point and travel to the next one. But a scenery's setup can differ partly because of technical issues that primarily include calculating the capabilities of old devices. The simplest scenery setup is known as the single-screen setup . As the name implies, a game level fits one screen only and its position is fixed. Thus, the main objective can be reinterpreted as "reach the upper part of the screen and move to the next level." The following is a screenshot of Rayman Jungle Run from Ubisoft:

Most of the early games that pioneered the genre used this concept because it did not require a large number of resources. Few examples are Space Panic (1980) by Universal, Rise Out from Dungeons (1983) by ASCII, and Donkey Kong (1981) by Nintendo. Although by present-day standards these games were not perfect and advanced, they introduced and tested some cornerstone elements...

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