I’ve just finished reading the first five chapters of Justin’s FREE Cocos2d book (The fifth chapter is available as a bonus to subscribers of Cartoon Smart, for a limited period) and I must say I found the book thoroughly enjoyable, and very easy to understand, it certainly answered a few lingering questions that I had in my head, so go grab your copy now, even if your not interested in Cocos2d, its worth a look so you can check out the cool stuff you can do with the iBooks authoring App, it’s pretty amazing stuff.
Check out Justin’s new book, it’s Awesome & it’s also…
After discovering the amazing features of Apple’s new iBook Author tools, CartoonSmart is adding their own twist on the Textbook-of-the-Future! And when you see the new iBook format in action on your iPad, you’ll get an idea of where the future of education is at. We’re so excited to get this in your hands, we’re giving away the first four chapters (over 100 pages) and possibly even more as we keep writing it. This makes a great companion to our popular iOS Development course because this is an even softer beginning for new programmers. Chapter 2 covers some basic programming concepts that you may need a crash course on or just a refresher if you haven’t used Objective C in a while. And from there, we immerse you slowly in Cocos2D, an easy to learn programming framework for game development.
Take a look at the Table of Contents (so far)….
Chapter 1: The Hardest Part. Starting…
1.1 – What kind of programmer am I?
1.2 – What you need to begin
1.3 – Open Xcode and build your first app
1.4 – Warnings aren’t always errors
1.5 – Provisioning profiles and code signing
1.6 – Autorotation and adding HD images
1.7 – The end of the beginning.
Chapter 2: How basic do we need to get here?
2.1 – Variables
2.2 – If Statements
2.3 – Switch Statements
2.4 – Methods
2.5 – While and For Statements
2.6 – Log Statements
2.7 – Your end of chapter movie…
Chapter 3: Get started with Cocos2D
3.1 – A bit about Cocos2D
3.2 – CCSprite
3.3 – Positioning objects
3.4 – Declaring variables in your header file
3.5 – Basic Properties
3.6 – Scheduling Methods
3.7 – Z Depth and Tags
3.8 – Removing children and child hierarchy
3.8 – Your first real test!
Chapter 4: Create your own Class
4.1 – Put on your Classes glasses
4.2 – Create a class
4.3 – Initialize with parameters
4.4 – The finished Enemy class
4.5 – Iterating through classes
4.6 – Class properties
And a bonus section on Collision Detection from Chapter 5.
So, what you waiting for, grab your free book, there’s even werewolves…
Here’s the link, go grab it now people, PDF file also available for those that are unfortunate enough to own some other kind of device!