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Learning iPhone Game Development with Cocos2D 3.0

You're reading from   Learning iPhone Game Development with Cocos2D 3.0 Harness the power of Cocos2D to create your own stunning and engaging games for iOS

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Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
Languages
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Author (1):
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Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
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Toc

Table of Contents (14) Chapters Close

Preface 1. All About Cocos2D FREE CHAPTER 2. Hello Cocos2D 3. Cocos2D – Under the Hood 4. Rendering Sprites 5. Starting the Action 6. Rendering Text 7. Animations and Particle Systems 8. Adding Sound Effects and Music 9. User Interface and Navigation 10. Physics 11. Working with Tile Maps A. Pop Quiz Answers Index

Summary

This chapter demonstrated the basics of creating and using tile maps in your games. Using tile maps is good, and in many cases, is the only way to create really large worlds for your game. Using techniques such as parallax scrolling will make your games much more realistic.

You will discover that tile maps come in different types and flavors. There are different tile sizes, orthogonal and isometric tile maps, and many ways to use layers. However, I'm sure that knowing the process from creating a tileset from separate images to the moment you load and use a completed tile map in your game will help you better understand the difference and even more importantly, the similarities between the different ways of creating and using tile maps.

In the final chapter of the book, we will review the additional features such as Game Center integration or In-App purchases you can add to your game. Also, we will review a list of tools and resources that will help you develop games.

Note

Note...

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