‘Beginning iPhone Games Development’ by PJ Cabrera, Peter Bakhirev, Ian Marsh, and Ben Smith

Beginning iPhone Games Development

The title of the book ‘Beginning iPhone Games Development’ by Peter Bakhirev, PJ Cabrera, Ian Marsh, Scott Penberthy, Ben Britten Smith, and Eric Wing tells you what the book covers: iPhone game development. Four areas make up the core of the book.

  • Quartz and Core Animation
  • OpenGL ES
  • Audio
  • Networking

Several of the chapters use a tutorial approach that walks the reader through the creation of a game. In the course of the walkthrough, other game development topics like timing, game loops and collision detection are covered. But you’re not going to see entire chapters devoted to anything besides graphics, audio, and networking.
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Developer Project Manager InerziaDevHelper 2.2 Released

InerziaDevHelper is a fully featured project manager. InerziaDevHelper can store about every information you need about your projects: keep track of bugs that you (and your users) find in your application, store versions (and build), store informations about your customer (like their e-mail address and their serial numbers) and more! And all these features are included in an elegant and simple user interface. InerziaDevHelper is donationware: you can use it as you want without limitations.

Front Line Awards: Game Dev Books

Game Developer Magazine has named the finalists for the 2009 Front Line Awards, their 12th annual evaluation of the year’s best game-making tools in the categories of programming, art, audio, game engine, middleware, and books. The following books have been nominated:

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New from O’Reilly — iPhone Game Development

‘iPhone Game Development’ by Paul Zirkle, Lead Mobile Programmer at Konami Digital Entertainment and Joe Hogue, a mobile programmer with Electronic Arts. Together, provides an experienced iPhone developer with the knowledge needed to make games for the Apple iPhone. Starting with a basic overview of game and technical design particular to the new device, the book moves on to detail the development process with examples. You will find everything from game development basics and an introduction to iPhone programming to tips on using APIs to develop in-game physics and strategies for AppStore publication. Topics include:

  • Learn how to develop iPhone games that provide engaging user experiences
  • Become familiar with Objective-C and the Xcode suite of tools
  • Learn what it takes to adapt the iPhone interface to games
  • Create a robust, scalable framework for a game app
  • Understand the requirements for implementing 2D and 3D graphics
  • Learn how to add music and audio effects, as well as menus and controls
  • Get instructions for publishing your game to the App Store

This book promises you everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more.

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SVN Client for the iPhone

iVersion allows you to access your subversion projects on the move with an easy to use interface. iVersion brings native svn support to the iphone and allows browsing of the folder hierarchy, viewing and editing of small files such as programming code or txt files. iVersion also allows you to view the commit log or history of a file, including dates, commits and usernames. With iVersion you have a powerful SVN client at your fingertips even when your away from your desktop. Are you hosting your SVN projects on your PC? Use iVersion to backup your projects. Spotted a typo in your code? Use iVersion to edit your sources without needing to turn on your PC.

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GameSalad Introduces $99 iPhone Game Publishing

GameSalad
Gendai Games has announced the introduction of the Game Salad Membership Program and the conclusion of the iPhone Early Access Beta Program. Members of the GameSalad Membership Program now have the ability to publish their GameSalad-made games to the iPhone at the cost of only $99 per year for an Express membership. The GameSalad Membership Program features two tiers of membership: the $99 Express membership intended for casual and prosumers, and the $1999 Pro membership intended for studios and professional developers.

Launched earlier this year, GameSalad empowers individuals with the tools to make their own games without the need to write a single line of programming code. Since the introduction of the iPhone game export feature is used to develop custom games. As a member of the GameSalad Membership Program, creators gain access to GameSalad Viewer and the iPhone export service. GameSalad Viewer is an iPhone app that connects with GameSalad Creator through a wireless connection, allowing a game to be sent directly to the iPhone without having to go through an Xcode build process for testing and playing. The iPhone export service is the method by which a GameSalad-made game gets converted for submission to the iPhone App Store.
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Apple Updates Xcode to 3.1.3

Apple has released an update to its Xcode application development framework. Xcode 3.1.3 has specific support for iPhone 3.0 development and a small number of bug fixes over Xcode 3.1.2. Problem where Xcode would change your default Keychain has been fixed. Xcode 3.1.3 replaces Xcode 3.1.2 and earlier, or can be installed alongside other versions of Xcode Tools in it’s own Developer folder. You can install Xcode 3.1.3 from the standalone Xcode Tools installer or as part of the final IPhone OS 3.0 SDK installation package. Xcode is now a cross-development system. You can build within it applications for other platforms than the Mac. Currently only the iPhone SDK allows building for the iPhone platform in Xcode, but the SDK format is open and documented, so whoever wants, can supply a Platform SDK that will allow Xcode running on a Mac to build and debug applications for Windows machines, Linux, Embedded systems etc. To achieve this, the Xcode SDK infrastructure was leveraged by inclusion of low-level compilers and tools within the SDK in addition to platform frameworks.

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UK’s Indie Developer Embraces the iPhone

Seems like StrangeFlavour LTD isn’t the only UK-based developer enjoying the iPhone games market. “Pocket Gamer UK”: http://www.pocketgamer.co.uk has posted an interview with Nalin Sharma, another independent developer based in the UK that has produced games for the Atari ST, GameCube, PlayStation 2 and Windows. He’s recently ported a tech demo for smartphones over to the iPhone and released it as the game Killer Edge Racing. When asked, “ How did you find the iPhone as a development platform?”, Nalin replies, “Awesome. It is light years ahead of any other mobile development platform. It really is a brilliant system from start to finish, although Xcode does take some getting used to if you are familiar with Visual C++ and with other mobile platforms. In the past, Java games were a nightmare to develop and test, but because this is a native platform you have all the hardware available to develop great games like Killer Edge Racing, and at an efficient cost. He also mentions his surprise at selling over 100 copies in the first six days, though he hopes to sell 10,000 to cover his costs.

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GnomeSpy Postmortem

Taking Advice From a Veteran Programmer

When I read that uDevGames was happening again this year, I got excited. I had just read an interview with a successful casual games developer about how he achieved his success. It gave me some ideas, and one of them blossomed into GnomeSpy.

Following the advice in Justin Ficarrotta’s article on A uDevGames 2008 Survival Guide , I wrote up a prototype using Cocoa through Xcode. I play-tested GnomeSpy internally until the gameplay reached a certain level of fun, then released the prototype to iDevGames’ forum members. Along with play-testing by friends and family, this provided an invaluable resource for determining reasonable completion times for the basic six-color game.
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Laserface Jones Postmortem

Background Info

After growing up wanting only to make videogames, and making a few small games with Pascal and later Hypercard in grade school, I released my first game for the uDevGames contest in 2004, called Kill Dr. Coté. It won the award for Best Gameplay, was a fan favorite, went on to be published by Freeverse, and got me my first job in the industry as a programmer.

Laserface Jones1

Since then, my output has been scarce. I quickly followed up with “Arachnoid: Predator of Worlds” in July 2005, but after that, working full time in the industry drained me and thwarted any progress on independent work. Several years passed, and during that time I first yearned for the energy to work on a project, and after that failed, I started to even doubt whether I would be capable of such a project and still keep myself fed. When I heard that uDevGames 2008 was starting, I figured it would be the best time to find out once and for all. While in 2004, my purpose was to prove my talent and ability to the world, this time around it would be to prove it to myself!
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