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Learning Unreal Engine iOS game development : creating exciting iOS games with the power of the new Unreal Engine 4 subsystems /

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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Moniem, Muhammad (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Moniem, Muhammad,  |e author. 
245 1 0 |a Learning Unreal Engine iOS game development :  |b creating exciting iOS games with the power of the new Unreal Engine 4 subsystems /  |c Muhammad A. Moniem. 
246 3 0 |a Creating exciting iOS games with the power of the new Unreal Engine 4 subsystems 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover page (Safari, viewed March 24, 2015). 
500 |a Includes index. 
505 0 |a 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. 
505 8 |a 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. 
505 8 |a 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. 
505 8 |a 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. 
505 8 |a 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. 
520 |a 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. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Level design (Computer science) 
650 0 |a Video games  |x Programming. 
650 0 |a UnrealScript (Computer program language) 
650 6 |a Conception des niveaux de jeu (Informatique) 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a UnrealScript (Langage de programmation) 
650 7 |a COMPUTERS  |x Computer Literacy.  |2 bisacsh 
650 7 |a COMPUTERS  |x Computer Science.  |2 bisacsh 
650 7 |a COMPUTERS  |x Data Processing.  |2 bisacsh 
650 7 |a COMPUTERS  |x Hardware  |x General.  |2 bisacsh 
650 7 |a COMPUTERS  |x Information Technology.  |2 bisacsh 
650 7 |a COMPUTERS  |x Machine Theory.  |2 bisacsh 
650 7 |a COMPUTERS  |x Reference.  |2 bisacsh 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Level design (Computer science)  |2 fast 
650 7 |a UnrealScript (Computer program language)  |2 fast 
776 0 8 |i Print version:  |a A. Moniem, Muhammad.  |t Learning Unreal® Engine iOS Game Development.  |d Birmingham : Packt Publishing, ©2015  |z 9781784397715 
830 0 |a Community experience distilled. 
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