- 本カテゴリの商品を2500円以上購入で買取金額500円UPキャンペーン対象商品です。商品出荷時に買取サービスでご利用いただけるクーポンをメールにてご案内させていただきます。 詳細はこちら (細則もこちらからご覧いただけます)
Cocos2d for Iphone 0.99 Beginner's Guide (英語) ペーパーバック – 2010/1/31
Kindle 端末は必要ありません。無料 Kindle アプリのいずれかをダウンロードすると、スマートフォン、タブレットPCで Kindle 本をお読みいただけます。
This is a beginner's guide. If you want to get into the iPhone industry and have your games compete with the best, this book is for you. You should have some basic programming experience with Objective-C and a good understanding of OOP. A little experience of game programming in any language is welcome but not a must.
Pablo Ruiz started his carreer as a developer working as PHP developer for a local government office in 2007. Before that, he would work in QA for a big multinational game development company. While working as a PHP developer he would build big administrative and accounting systems which were used across all the offices for their daily work. In 2008 he began working on some small C# games using the XNA framework in his spare time. At the time, the iPhone was gaining ground so he began working on a personal project, a little game called Aqua Rush. After releasing it and starting doing consultancy work for several companies he left his day job and began working as a freelance iPhone developer. Half a year later, he founded, with his partner, their own company; Infinix Mobile Software Development in Argentina, where he employs and trains students to learn and master the art of programming.
* Missing Code Resources. Right from the get-go, there is a major problem. The chapter 2 code resources for the first section of chapter 2 are 100% incorrect. Sure the stuff in the book looks good, and the stuff you download will compile and run; BUT, the code you download does not match the code in the book! In fact you cannot even build the code in the book as some resources are missing in the download! And, this is NOT an isolated incident.
* English as a second language. Ok, this is a tech book. But, there are editors at Packt that get paid money to proof-read the basic text of a book. There can be NO excuse for broken English to get into print in the amount seen here. It is not a book-breaker on its own, but it is a constant irritation.
* OOP?? Whazzat? The architecture presented for the systems is, to put it bluntly, awful. It is like the author had never heard of OOP or MVC. You might learn a bit here and there about Cocos2d, but even the simple examples in this book cry out for a real software engineering solution.
* Just a little Cocos2d. In the process of making the example games, more time and effort is spent on creating the (bad) game architecture than is spent with Cocos2d. In fact, very little space is used to explain and illustrate the exact HOW and WHY the Cocos2d API works. Yes, Cocos2d is used. Yes, Cocos2d API calls are listed out. But to what end? Nothing about Cocos2d is really explained very well.
* Logic Bugs crawling around. Yes, the code will build and run. But there are logic and operational bugs in the code. A lot of them. By trying to do to much, the examples end up being very incomplete, and in many ways broken. There are also a number of "I will show you how to fix this later." type statements; and the 'later' never comes.
* Just does not feel finished. In working through the book, the feel I get is one of impatience and rushed work by the author. The example projects do not proceed in a clean, cohesive fashion. To many interesting capabilities are left for the reader to do as an 'exercise'. Chapters cover to much disparate ground, and in a very shallow a manner. The book would have been better served with double the number of chapters, each covering ONE concept of the Cocos2d, in depth. The book is supposed to be about Cocos2d specifically; not making games.
I am giving this book a 2-star rating as it does have some merit; one can learn from it. If you cannot afford, or want, to buy the Cocos2d game source code to learn from, then there is little alternative. I would hope that the publisher would require the author to fix the source download so that it matches the book and that the resources needed are present.
Just be aware of the limitations of this text, and the amount of extra work you will need to do to get through it.
I'm barely into Chapter 2, and I'm dealing with 1.x beta cocos2d on Xcode 4, but the only issues I'm having seem to be with the editing of the book - there are spelling errors everywhere, the code examples listed then have a "What just happened?" section that then tries to go through them line by line, but the code the author is examining isn't the same code that was just written, it's a variation. I'm glad I'm coming to it with a good eye and a programming background, otherwise this text would utterly confuse me.
Update 1:Shortly after hitting submit on the above I discovered the companion files you get from the book's site don't have all the images - if you want to get the examples functioning as written, you need to make your own images. While I'm aware that's a more realistic experience from the tribulations of real world development, the examples in the book that say to use the companion files should have the companion files they need.
I feel for the author, releasing a book based upon a sub 1.0 technology right when Apple is going to release a new SDK wasn't the best time to see all of your work almost seem for not.
Update 2(4/4/2011): I'm unsure how anyone gave this book a positive review - the code in the book is inconsistent within the chapters. In Chapter 2, the "moveStonesDown" method is incompatible with the way the Stone class was written in the beginning of the chapter, to get it to work, you need to refactor the app to work like the incomplete and completely different code samples you need to download. The only thing I can say is that I'm definitely learning how to do this programming, otherwise I would be totally lost.
Update 3(4/23/2011): I've finished Chapter 9, so I have the first two demo games complete and working, and aside from the various coding errors, I'm going to up my review to 3 stars. For what it was worth, the author did have the unfortunate situation of writing for 3 platforms that were being replaced shortly after the release of their book. I was able to figure out everything in the end, but the book really needs to be revised for the current platform.
I'll continue to update my review when I've finished the book.