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Todd Moore - Tap, Move, Shake: Turning Your Game Ideas Into IPhone & IPad Apps

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Todd Moore Tap, Move, Shake: Turning Your Game Ideas Into IPhone & IPad Apps
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Tap, Move, Shake: Turning Your Game Ideas Into IPhone & IPad Apps: summary, description and annotation

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Got a great game idea? This complete do-it-yourself guide shows you how to make your game idea a reality for the iPhone and iPad. By developing a real game hands-on through the course of this book, youll get a thorough introduction to Xcode and Objective-C, while learning how to implement game logic, sophisticated graphics, game physics, sounds, and computer AI.Author Todd Moore taught himself how to create an iPhone game in a week, with no previous knowledge of Apples development tools. Now he develops smartphone games and apps full time. With this book, any coder can turn game ideas into real products, ready for the App Store.Get started by writing a simple game in only 20 lines of code Build a complete air hockey game from scratch Learn best practices for tracking multiple screen touches Use animation loops and create collision functions Get the tools you need to build your own stunning game graphics Apply game physics to give your game a sense of realism Record and edit lifelike sound effects, and create your own background music Design a computer player with different levels of difficulty Featuring an introduction by Steve Wozniak Todd Moore founded TMSOFT to create unique smart phone applications and games. His most popular game title, Card Counter, was featured by Engadget, the Los Angeles Times, and CNET TV. Todds most popular application, White Noise, was featured by iTunes, Health Magazine, The Washington Post, PC Magazine, and Late Night with Jimmy Fallon.

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Tap, Move, Shake: Turning Your Game Ideas into iPhone & iPad Apps
Todd Moore
Editor
Brian Jepson
Editor
Shawn Wallace

Copyright 2011 Todd Moore

Tap, Move, Shake: Turning Your Game Ideas into iPhone & iPad Apps
by Todd Moore

All rights reserved.

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

Editors: Shawn Wallace and Brian Jepson
Production Editor: Jasmine Perez
Proofreader: Kiel Van Horn
Cover Design: Monica Kamsvaag
Compositor: Rebecca Demarest
Indexer: Lucie Haskins

Printing History:
December 2011: First Edition.

Revision History:
2011-12-09 First release

See http://oreilly.com/catalog/errata.csp?isbn=9781449303457 for release details.

While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

This book presents general information about technology and services that are constantly changing, and therefore it may contain errors and/or information that, while accurate when it was written, is no longer accurate by the time you read it. Some of the activities discussed in this book, such as advertising, fund raising, and corporate communications, may be subject to legal restrictions. Your use of or reliance on the information in this book is at your own risk and the authors and OReilly Media, Inc., disclaim any responsibility for any resulting damage or expense. The content of this book represents the views of the author only, and does not represent the views of OReilly Media, Inc.

[M]

OReilly Media To Dad It all started with that TRS-80 About the - photo 1

O'Reilly Media

To Dad, It all started with that TRS-80.

About the Author
Todd Moore founded TMSOFT to create unique smartphone applications and games - photo 2

Todd Moore founded TMSOFT to create unique smartphone applications and games. One of the few developers to have had two apps simultaneously in iTunes Top 20 Paid Downloads, his most popular game, Card Counter, was featured by Engadget, the Los Angeles Times , and CNET TV. Todds most popular application, White Noise, was featured by iTunes, Health Magazine, The Washington Post, PC Magazine , and Late Night with Jimmy Fallon.

Todd started his professional career as a student trainee for the CIA, and after graduating from Old Dominion University with a degree in computer science, he designed network security and cyber forensic products. Since then, hes had numerous appearances in front of audiences: everything from demonstrating how to crack a popular VoIP application at DEFCON 12 to competing on the NBC reality show Treasure Hunters .

Foreword

With the first Apple ][ it was very important for me to have a manual that would lead others to success and learning right from the get-go, even if the user had no relevant experience. Thats how we learn. We start entering code others wrote to see how it works and then over time we learn variations.

One of my skills has always been designing things with the absolute minimum amount of chips. Before starting Apple, I saw the game of Pong at a bowling alley and I thought it would be fun to try building it on my own. My version didnt have anything to do with Ataris, but I did do it at least a year before they came up with a home version of the game that worked with your TV.

All in all, I ended up with 28 chips for my Pong design. This was amazing because it was back in the days before microprocessors appeared. Every bit of the game had to be implemented in wires and small gates. There wasnt a software program that was loaded and executed, it was all hardwired.

I visited my teenage friend Steve Jobs, who was working at Atari, and showed it to a group of engineers there. And they loved it! Later on, Steve called me to say that Atari wanted to do another Pong-like game. Ataris founder Nolan Bushnell wanted me to do it because he knew how good I was at doing designs with the fewest possible chips. Nolan had been complaining that the Atari games were going higher and higher in chip count, approaching two hundred chips for a single game. He wanted them to be simpler. And hed seen how good I was at that.

They wanted a one-player version of Pong, but with bricks that would bounce the ball back to the paddle. It was called Breakout, maybe you remember it? So not even thinking about it, I said, Sure. Atari wanted it using the fewest chips possible and I was up for the challenge.

The whole game was implemented in four days and used only 45 chips.

The reason I like this book and agreed to write this foreword is because it carries a message Ive been holding closely my whole life. It is about simplicity and sophistication. Doing more with less. This recently has become even more important with todays mobile devices like the Apple iPhone.

Engineers should strive to do things more perfectly than even they think is possible. Every tiny part or line of code has to have a reason, and the approach has to be direct, short and fast. We build small software and hardware components and group them into larger ones. We write tiny bits of code to turn things on and off. Nothing would be elegant or beautiful without the engineer really thinking it outreally thinking about how to create the best possible end result with the fewest number of components or lines of code.

We build upon and build upon and build upon, just like a painter would with colors or a composer would with musical notes. And its this reach for perfectionthis striving to put everything together, so perfectly, in a way no one has done beforethat makes an engineer or anyone else a true artist.

Steve Wozniak

Preface

The App Store is one of the most innovative ways for an indie developer to publish their ideas to the world. You have probably heard the stories of developers striking it rich from an iPhone game they created in their spare time. Money is certainly a good motivator and why many developers are racing to get their ideas published. Do you have the next big game idea? This book is the complete do-it-yourself guide for anyone wanting to make the journey from game idea to App Store.

Ive never seen such a widespread interest in creating apps and games than right now. Everyone from full-time professionals to children with iPod touches will stop and ask me the same questions: You have games in the App Store? How long does it take to create them? And the one I hear most, Can someone like me do it? It seems as though everybody is interested in creating games for this new platform, but most just dont know where to start.

My entry into app development began August of 2008 when I started working on BubblePop. Its a game where you have to quickly pop moving bubbles filled with random numbers, and you have to do it in the correct order. I wanted my first game to be simple enough to quickly teach myself the platform, but challenging enough so my friends who helped test it actually found it fun to play.

When I started, I had no knowledge of the Mac, Xcode, or Objective-C. I also only had nights and weekends to work on my game. At the time, there werent any relevant books and what could be found online was more about creating apps for jailbroken iPhones and not the official iPhone SDK. Even though I had a lot of things to learn and a full-time job during the day, I was still able to finish my game in a week.

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