Itching to develop 2D games for iPhones, iPads, and/or iPod touches? I suggest you check out the book Creating Games with cocos2d for iPhone 2, by Paul Nygard.
To use this book, you must have a Mac running Lion or later, the program Xcode 4.5 or higher, and at least a working knowledge of cocos2d. Experience in coding Objective-C and C++ also helps, especially when one of the games uses the Box2D engine, which was written in C++. You can run these games in iOS simulators. If you want to run them in real Apple devices, you must be registered with Apple’s iOS Developer program.
In this book, you learn how to create and code nine different types of games: a memory game with a group of squares where you press and turn over two squares, and they disappear if their turned-up images are identical, a match game where you line up at least three identical shapes in a straight line and they disappear (think Candy Crush Saga), a “thumping” game where penguins keep raising their heads from molehills, and fly off the screen if you tap them, a game where a snake you move around grows each time it eats mice, a “brick-breaking” where you hit a ball with a rectangle and it makes bricks disappear when it hits them; reminiscent of the classic Atari game Breakout, a two-player game where the players draw lines using a light, and avoid hitting these lines, a pool game, a scrolling-shooter game with an onscreen joystick, and an “endless-running” game where the player makes a robot shoot his enemies while walking through randomly generated scrolling landscapes.
These are all classic gaming styles, and I liked how the author covered all of them in this book; walking the reader through the process of designing, and then coding, each game. This approach gives the reader a nice introduction and reference to how each type of game is made. There was a type of game that Paul Nygard didn’t cover in this book: the hidden object game. If he chooses to make future editions of this book, I hope he includes this type of game in it, because readers might want to know how to make one.
I would have liked to see more specifics on how to tailor each game to different types of iOS devices. If the author could include sections on how to create versions of each game for iPads and iPhones/iPod touches in this book, I think game designers and programmers would find it helpful. Despite this, I found this book enjoyable and informative.
Creating Games with cocos2d for iPhone 2 is published by Packt Publishing.