Learning Unreal Engine iOS game development : creating exciting iOS games with the power of the new Unreal Engine 4 subsystems / Muhammad A. Moniem.
2015
QA76.76.C672
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Details
Title
Learning Unreal Engine iOS game development : creating exciting iOS games with the power of the new Unreal Engine 4 subsystems / Muhammad A. Moniem.
Author
ISBN
9781784398866 (electronic bk.)
1784398861 (electronic bk.)
1784397717
9781784397715
1784398861 (electronic bk.)
1784397717
9781784397715
Published
Birmingham, UK : Packt Publishing, 2015.
Language
English
Description
1 online resource (1 volume) : illustrations
Call Number
QA76.76.C672
System Control No.
(OCoLC)905853408
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.
Note
Includes index.
Formatted Contents Note
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.
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.
Source of Description
Online resource; title from cover page (Safari, viewed March 24, 2015).
Series
Community experience distilled.
Available in Other Form
Print version: A. Moniem, Muhammad. Learning Unreal® Engine iOS Game Development. Birmingham : Packt Publishing, ©2015
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