Book for Cocos2d-x 3.0

A book that describe in details how to use Cocos2d-x v3.0 for Game Development Programming for Android and iOS.
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Gustavo Enrique Rangel
Email Verified
Gaming
Brussels
Belgium
1 Team Member

Why a Cocos2d-x Book?

Cocos2d-x is one of the most popular open source game engine used to develop mobile games. Nearly 25% of mobile games developed in the world are powered by this engine. 

The community around Cocos2d-x is quite large. There is lots of documentation, tutorials and examples that describe how to use it. The problem is that most of this information is scattered all over the network. Considering the rapid evolution of the engine most of the material quickly becomes obsolete.

Few weeks ago, version 3.0rc0 became available in their website. However, something is missing: a full description from A to Z on how to use Cocos2d-x version 3.0.

The scope of this book is to fill that gap. To gather all the needs from the community and describe in a single place everything that people need to use this wonderful engine.

Why do we need your help?

Our core business is focus on developing games. We are currently investing an effort on trying to understand how to fill the gaps with version 3.0. All this effort is documented and sometimes expose to the community.

Instead of continuing to promote the scatter documentation about the engine, we would like to work completely on the production of this book. By receiving the funding from Indiegogo, we will be able to shift the development of our games and completely dedicate on this material.

We would like also to work independently from a publisher. Working with a publisher will increase the final price of the book, and also will delay significantly the delivery of the material. Also, we would like to be able to maintain the content of the book with respect to the future release of Cocos2d-x.

Funding goals

Our funding goal is the €3.000,00. With this amount we will be able to produce the first eight chapters of the book, which will cover the following content:

1.Introduction to Cocos2d-x (CHAPTER COMPLETED)

  • What is Cocos2d-x
  • What is new on Cocos2d-x version 3.0
  • The Book Game – Aten Saga

2.Getting Started with Cocos2d-x (CHAPTER COMPLETED)

  • Installing Cocos2d-x
  • Configuration for iOS and Mac OS X
  • Configuration for Android on Mac OS X
  • Configuration for Microsoft Windows 7
  • Configuration for Android on Microsoft Windows 7
  • Creating a New Project
  • Summary

3.Toolset and Support (CHAPTER COMPLETED)

  • Graphics Tools
  • Sprite Sheets and Physics
  • Audio
  • Layout
  • Animation
  • Utilities
  • CocoStudio
  • Summary

4.Sprites and Effects (CHAPTER COMPLETED)

  • Working with Sprites
  • Including Actions
  • Using Animations
  • Summary

5.Multiple Scenes and Multiple Layers (CHAPTER COMPLETED)

  • Game Architecture in Cocos2d-x
  • Working with Multiple Layer
  • Workings with Multiple Scenes
  • Summary
6.Simple Game Loop (CHAPTER STARTED)

  • Scheduler and Timer Callback
  • Touch Event
  • Simple Collision Detection
  • Summary

7.Physics Engines and Cocos2d-x (CHAPTER STARTED)

  • Introduction to Box2D
  • Configuring Box2d on Cocos2d-x 3.0 
  • Merging Physics with Sprites
  • Moving a Physic Body
  • Collision Detection
  • Summary
8.Game Layout

  • Building the Game Layout
  • Scrolling Across a Map
  • Adding Parallax Effect
  • Summary

9.Sound Effects and Music

  • Introduction to CocosDenshion
  • Adding Sound Effects and Music
  • Controlling Volume
  • Summary

10.Saving Game Data

  • Using Configuration Files
  • Using SQLite3
  • Summary

11.Mobile App Monetization

  • In App Purchase
  • Advertising with Google AdSense
  • Summary

Book Game - Tap a Plane (NEW CONTENT)

This book provides a game example to give a complete explanation about how Cocos2d-x works. The game is called Tap a Plane, which is side-scrolling game. All the material related with the game will be freely available on the web as soon as the book is ready.

Future of Cocos2d-x Book

Books get obsolete if no further editions are published. We would like to avoid this problem by updating regularly the content of the code examples and also by publishing further editions in the future.

What if the project do not get the funding?

We believe that this book is an important resource for the Cocos2d-x community. There is a large amount of developers asking for this book, and funding is important to make this happen.

However, there might be a change that we do not reach the funding objectives. That does not mean that we will stop this project. We will continue forward to deliver the book as planned, putting as much content as possible.

How you can help?

Your funding will help make this project a success. Pledge 1, 5, 25, or 50. Your pledge is important and you'll have our sincere thanks. In order to make this project a success, there's something else you can do and it's easy. 

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€576EUR
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€3,000 EUR goal
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This campaign ended on May 7, 2014
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    You will receive two paperback and one electronic copy of the book. Your name will be placed on the "thank you" page in the publish book

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