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Learning unreal engine iOS game development : create exciting iOS games with the power of the new unreal engine 4 subsystems / Muhammad A. Moniem ; commissioning editor Edward Bowkett ; acquisition editors Rebecca Youe, Richard Gall ; copy editors Pranjali Chury, Brinda S. Madhu.

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Format:
Book
Author/Creator:
Moniem, Muhammad A., author.
Contributor:
Bowkett, Edward, editor.
Youe, Rebecca, editor.
Gall, Richard, editor.
Chury, Pranjali, editor.
Madhu, Brinda S., editor.
Series:
Community experience distilled.
Community Experience Distilled
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Physical Description:
1 online resource (212 p.)
Edition:
1st ed.
Place of Publication:
Birmingham, England ; Mumbai, [India] : Packt Publishing, 2015.
Language Note:
English
Biography/History:
A. Moniem Muhammad: Muhammad A. Moniem started in the industry at a very early age. He taught himself everything related to the game development process even before he joined college. After being a software engineer, he started to teach himself the art of game design and game art techniques. As a self-taught person, he was able to find his way into the industry very easily, which led him to be hired for big, medium, and small companies, titles, and teams. Throughout his career, he was able to contribute as a full-time or part-time employee or freelancer to games for a wide range of platforms, including Windows, Mac, iOS, Android, PS4, Xbox One, and OUYA. He has also worked with technologies, such as VR, AR, and Kinect. Finally, he was able to establish his own one-person game company/team as a part-time independent developer. A lot of his indie games got recognition or have been finalists at international indie game events, such as IGF, Indie Showcase, IGC, and Tokyo Game Show. He has written another Unreal Engine book before and he has also designed an amazing website, www. mamoniem. com. He has also worked on Learning Unreal Engine iOS Game Development, Packt Publishing, which is available at https: //www. packtpub. com/game-development/learning-unreal-engine-ios-game-development.
Summary:
If you are a game developer, designer, artist, or a beginner in the gaming industry, and want to make iOS games efficiently at a low cost, this book is ideal for you.
Contents:
Cover; Copyright; Credits; About the Author; Acknowledgements; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Prepare to Make Unreal Games with Unreal Engine - Installing and Setting Up; Getting ready and setting up; What if I don't have a Mac OS computer?; Getting and building the engine; Direct download; GitHub version; Preparing the other required tools; XCode 5.1 or later; 3D and 2D applications; Application loader; iTunes and iTools; Preparing a game profile on the App Store; Generating certificates; Generating an App ID; Adding devices
Generating provisioning profilesSummary; Chapter 2: Methods and Tools to Create Your Games; Blueprints inside Unreal Engine; Different types of blueprints; The need for blueprints; What is a node?; The iOS/Mobile only nodes; Blueprints - tips and tricks; iOS project pipeline; Building the game's provisioning profiles; Setting up the game provisioning profile; Creating a new project; Edit the project settings; Editing the *.plist file; Building a project; Launching; Packaging; Summary; Chapter 3: Creating a Brick Breaking Game; The project structure; Building the blueprints; Gameplay mechanics
Starting a new levelBuilding the game mode; Building the game's main material; Building the blueprints and components; Building the layout blueprint; Building the ball blueprint; Building the platform blueprint; Building the graphs and logic; The layout blueprint graph; The Ball blueprint graph; The platform blueprint graph; Summary; Chapter 4: Advanced Game Content Generation with a Fruit Chopper Game; The project structure; Importing the assets; An overview of blueprints; The gameplay mechanic; The game levels; Building the particles; Building the material; Building the particle system
Building the blueprintsPlayer controller; Fruits blueprints; Bomb blueprint; Win/lose blueprints; LevelLogic fruitsGame blueprint; Summary; Chapter 5: Building an Exciting Endless Runner Game; The project structure; Importing the assets; Building the animated sprites; An overview of blueprints; The gameplay mechanics; Building the blueprints; Building the logic; Push the boundaries; Summary; Chapter 6: Designing an Advanced Game; The project structure; Importing the assets; Building the animated sprites; The blueprints; The gameplay mechanic; Building the blueprints; gameInputs; uiText
mainCharenemyRed; crateBox; bullet; shootingFGameMode; spawnPoint; Building the logic; uiText; enemyRed; spawnPoint; bullet; mainChar; Using 2D colliders; Pushing the boundaries; Summary; Chapter 7: Monetizing Your Game; iAd support; iTunes Connect; Adding in-app purchases; Adding leaderboards; Adding achievements; Summary; Chapter 8: iOS Debugging and Optimization; Blueprints Live view; Printing messages; Breakpoints; XCode tools; Debug Navigator; Capturing frames; Instruments; Performance optimization; Minimizing the game size; Summary; Chapter 9: Publishing; Packaging the project
Editing the game profile
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed March 16, 2015).
ISBN:
9781784398866
1784398861

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