Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Mastering Cocos2d Cross-Platform Game Development
Mastering Cocos2d Cross-Platform Game Development

Mastering Cocos2d Cross-Platform Game Development: Master game development with Cocos2d to develop amazing mobile games for iOS

eBook
$35.99 $39.99
Paperback
$48.99
Subscription
Free Trial
Renews at $19.99p/m

What do you get with Print?

Product feature icon Instant access to your digital copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Redeem a companion digital copy on all Print orders
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Table of content icon View table of contents Preview book icon Preview Book

Mastering Cocos2d Cross-Platform Game Development

Chapter 2. Failing Faster with Prototypes

This chapter is all about getting a wireframe of the project going so that you can fill in the "meat" of the game later. You'll be getting baseline graphics, menus, and the game's flow structure outlined for testing faster than you can blink. Test sooner, fail faster—this is your new motto as a game developer. Even though it may seem very simple to code, that's our intent: to create the minimum viable product—something tangible and working—as soon as possible in order to get a feel of the overall project. We're going to cover the following in this chapter:

  • Why prototype?
  • Getting a scene up and running
  • Creating text (labels)
  • Beginning using sprite sheets with TexturePacker
  • Creating buttons
  • Creating menus, scenes, and scene transitions
  • Creating nodes and units (sprites)

Throughout this book, a complete game will be created from beginning to end, starting with this chapter. Creating an ongoing project...

File suffixes versus directories

When Cocos2d and SpriteBuilder became integrated in Cocos2d 3.0, they changed the way textures are read in by Cocos2d. In previous versions, if you wanted to make a game for the iPhone and the iPad, you had to add various suffixes to your file. For example, if your image was named btnPlay.png, you had to create variously sized files in your project, which were named as follows:

  • btnPlay.png
  • btnPlay-hd.png
  • btnPlay-ipad.png
  • btnPlay-ipadhd.png

This methodology of getting your files saved is typically referred to as using file suffixes.

In the newer iteration of Cocos2d with SpriteBuilder, one of the ways you can manage your textures is by dragging a file of the largest possible size (for example, Retina iPad) into SpriteBuilder. When you click on Publish, SpriteBuilder will take care of the file size variations for you. This way of handling files is referred to as using directories.

Note

Here is a warning: if you decide to manually add files to the Published-iOS folder...

Why prototype?

Besides the obvious reason of asking your friends "is it fun?!" before it's fully complete, prototyping your game, especially quickly and early on in development, can be very useful for a few different reasons:

  • You can ask about the originality/innovation of your game from the perspective of an end user instead of just your own views
  • You can generate ideas on how to improve the game way before it's too late to make changes
  • You can get a feel of how the game actually flows from one stage to the next, and conceive a tangible product instead of just an idea
  • If shown to the public, it could be a great way to begin the marketing of your game and beginning the snowball of exposure needed to succeed on iOS

Plus, this is the best way to start a project, especially a project that includes new concepts or ideas that might be hard to get fully coded and work as intended. You might have heard of the term proof of concept; this chapter is exactly what that is. It's...

Getting a scene up and running

Before we even start adding anything to the screen, we need to make sure we have a game that can be viewed on our device or a simulator. Once you've created the project in SpriteBuilder (or gotten the blank project that was listed earlier) and opened the project in Xcode, go to the next step.

Creating the initial code for the scene to open

You should see a file called MainScene.h and another file called MainScene.m. Open the header file (which has the .h extension).

In the header file, add a few lines of code between the @interface line and the @end line. The header should look like this:

@interface MainScene : CCNode
{
  CGSize winSize;
}
+(CCScene*)scene;
@end

Then, in the main file (which has the .m extension), some lines of code should be added between the @implementation and @end lines. It should look as follows:

#import "MainScene.h"

@implementation MainScene

+(CCScene *)scene
{
  return [[self alloc] init];
}

-(id)init
{
  if ((self=[super...

Creating buttons and text (labels)

If you want to place a line of text on the screen, you need to create a label. There are two types of labels in Cocos2d: CCLabelBMFont and CCLabelTTF. Bitmap Font labels are the fancy labels created with Glyph Designer, mentioned earlier in this book. TrueType Font labels are regular, unformatted text labels that use either a font file that's already on the phone or a file you've added to your project.

Tip

Note that if you have a label that often needs updating, for example, a score counter or a health value, it's more efficient to use BMFonts in those cases, even if the font is a plain white font and looks exactly the same in TTF format.

Let's get some text displayed – CCLabelTTF

As mentioned earlier, TTF labels are simple, unformatted labels. How are these useful? The answer is, you can quickly get the prototype of your game going, and so you can better understand the flow of the game. Then, once it's ready, you can switch...

Begin using sprite sheets with TexturePacker

Sprite sheets are used to improve the performance of your game, not only reducing the time it takes for the game to load but also improving the performance while the game is running.

Tip

Unfortunately, TexturePacker works with Cocos2d at the time of writing this book, but its use is not supported by SpriteBuilder directly. However, TexturePacker is a great solution when it comes to building sprite sheets effectively. If you wish to use TexturePacker but are currently using the directory method (the default for SpriteBuilder at the time of writing this book), go back and change your style to file extensions.

As mentioned in Chapter 1, Refreshing Our Cocos2d Knowledge, we will be using TexturePacker as the go-to for our sprite sheet creator. TexturePacker is nice for a few reasons:

  • It allows exporting to Cocos2d with one click
  • It has auto-scaling (up or down) that supports all resolution types
  • It makes updating your images later easier to import the...

Creating buttons via CCButton and CCLayout

Cocos2d 3.0 changed the way buttons are displayed. If you've used previous versions of Cocos2d, you're probably familiar with CCMenu. That is no longer the way to create and display tappable buttons in Cocos2d. Instead, we're going to use CCButton and place them in a node of the CCLayout type. If you skipped the sprite sheet section, I strongly recommend that you go back and read it. It will save you from many frustrating moments as the project progresses.

For the book's project, we'll be adding the menu button in the bottom-left corner. Like I said, it's extremely easy to add the buttons once you have the images included in the project.

Open the MainScene.m file, and add these lines of code below the code for the labels in the init method:

CCButton *btnMenu = [CCButton buttonWithTitle:@""
  spriteFrame:[CCSpriteFrame frameWithImageNamed:@"btnMenu.png"]];
btnMenu.position = ccp(winSize.width * 0.125...

Why prototype?


Besides the obvious reason of asking your friends "is it fun?!" before it's fully complete, prototyping your game, especially quickly and early on in development, can be very useful for a few different reasons:

  • You can ask about the originality/innovation of your game from the perspective of an end user instead of just your own views

  • You can generate ideas on how to improve the game way before it's too late to make changes

  • You can get a feel of how the game actually flows from one stage to the next, and conceive a tangible product instead of just an idea

  • If shown to the public, it could be a great way to begin the marketing of your game and beginning the snowball of exposure needed to succeed on iOS

Plus, this is the best way to start a project, especially a project that includes new concepts or ideas that might be hard to get fully coded and work as intended. You might have heard of the term proof of concept; this chapter is exactly what that is. It's a very quick overview of...

Getting a scene up and running


Before we even start adding anything to the screen, we need to make sure we have a game that can be viewed on our device or a simulator. Once you've created the project in SpriteBuilder (or gotten the blank project that was listed earlier) and opened the project in Xcode, go to the next step.

Creating the initial code for the scene to open

You should see a file called MainScene.h and another file called MainScene.m. Open the header file (which has the .h extension).

In the header file, add a few lines of code between the @interface line and the @end line. The header should look like this:

@interface MainScene : CCNode
{
  CGSize winSize;
}
+(CCScene*)scene;
@end

Then, in the main file (which has the .m extension), some lines of code should be added between the @implementation and @end lines. It should look as follows:

#import "MainScene.h"

@implementation MainScene

+(CCScene *)scene
{
  return [[self alloc] init];
}

-(id)init
{
  if ((self=[super init]))
  {
...

Creating buttons and text (labels)


If you want to place a line of text on the screen, you need to create a label. There are two types of labels in Cocos2d: CCLabelBMFont and CCLabelTTF. Bitmap Font labels are the fancy labels created with Glyph Designer, mentioned earlier in this book. TrueType Font labels are regular, unformatted text labels that use either a font file that's already on the phone or a file you've added to your project.

Tip

Note that if you have a label that often needs updating, for example, a score counter or a health value, it's more efficient to use BMFonts in those cases, even if the font is a plain white font and looks exactly the same in TTF format.

Let's get some text displayed – CCLabelTTF

As mentioned earlier, TTF labels are simple, unformatted labels. How are these useful? The answer is, you can quickly get the prototype of your game going, and so you can better understand the flow of the game. Then, once it's ready, you can switch over to using BMFonts to make it...

Begin using sprite sheets with TexturePacker


Sprite sheets are used to improve the performance of your game, not only reducing the time it takes for the game to load but also improving the performance while the game is running.

Tip

Unfortunately, TexturePacker works with Cocos2d at the time of writing this book, but its use is not supported by SpriteBuilder directly. However, TexturePacker is a great solution when it comes to building sprite sheets effectively. If you wish to use TexturePacker but are currently using the directory method (the default for SpriteBuilder at the time of writing this book), go back and change your style to file extensions.

As mentioned in Chapter 1, Refreshing Our Cocos2d Knowledge, we will be using TexturePacker as the go-to for our sprite sheet creator. TexturePacker is nice for a few reasons:

  • It allows exporting to Cocos2d with one click

  • It has auto-scaling (up or down) that supports all resolution types

  • It makes updating your images later easier to import the images...

Left arrow icon Right arrow icon

Description

If you are a developer who is experienced with Cocos2d and Objective-C, and want to take your game development skills to the next level, this book is going to help you achieve your goal.

Who is this book for?

If you are a developer who is experienced with Cocos2d and Objective-C, and want to take your game development skills to the next level, this book is going to help you achieve your goal.
Estimated delivery fee Deliver to United States

Economy delivery 10 - 13 business days

Free $6.95

Premium delivery 6 - 9 business days

$21.95
(Includes tracking information)

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Apr 24, 2015
Length: 290 pages
Edition : 1st
Language : English
ISBN-13 : 9781784396718
Languages :
Tools :

What do you get with Print?

Product feature icon Instant access to your digital copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Redeem a companion digital copy on all Print orders
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Estimated delivery fee Deliver to United States

Economy delivery 10 - 13 business days

Free $6.95

Premium delivery 6 - 9 business days

$21.95
(Includes tracking information)

Product Details

Publication date : Apr 24, 2015
Length: 290 pages
Edition : 1st
Language : English
ISBN-13 : 9781784396718
Languages :
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
$19.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
$199.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts
$279.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total $ 152.97
Cocos2d-x by example (update)
$48.99
Cocos2d Game Development Blueprints
$54.99
Mastering Cocos2d Cross-Platform Game Development
$48.99
Total $ 152.97 Stars icon

Table of Contents

9 Chapters
1. Refreshing Your Cocos2d Knowledge Chevron down icon Chevron up icon
2. Failing Faster with Prototypes Chevron down icon Chevron up icon
3. Focusing on Physics Chevron down icon Chevron up icon
4. Sound and Music Chevron down icon Chevron up icon
5. Creating Cool Content Chevron down icon Chevron up icon
6. Tidying Up and Polishing Chevron down icon Chevron up icon
7. Reaching Our Destination Chevron down icon Chevron up icon
8. Exploring Swift Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.5
(4 Ratings)
5 star 50%
4 star 50%
3 star 0%
2 star 0%
1 star 0%
Pranav Paharia Jul 06, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book explains the strategy needed to take the game-design document to a prototype level. It also explains how to handle various aspects of game development like managing Audio, graphics optimization, handling physics, state driven behavior. Instructions are clear. The information given is adequate. What else it also has a bonus chapter to code in Cocos2d using Swift Language!
Amazon Verified review Amazon
Sergio Martinez-Losa del Rincon Jun 22, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is one of those gems that all developers should have. It gives a very nice and clean chapters for all cocos2d lovers. Indeed I especially like the physics chapter, it is very accurate and swift. I do like also the UI chapter, I am always facing problems with UI in cocos2d and his chapter helped me a lot!!!
Amazon Verified review Amazon
Perry Nally Jul 28, 2015
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
I'm impressed by the historical information the book gives you about other tools that are used to support a cocos2d pipeline. The first few chapters do a great job of giving the reader all the info they need to quickly and efficiently get a game framework up and running and out into testers hands for prototyping. The code examples are all for the most part clear and understandable for anyone familiar with objective-c/c++, but someone new to the language should also be able to learn how to write code using the same examples as long as they are not completely new to programming. Each line of code is not always discussed so if you are unfamiliar with objective-c, it may be best to review the basics in another book/resource first. There are plenty of visual diagrams and references that help the reader understand what is being discussed - this is a great benefit. The author also take special consideration that not everyone will be using the same workflow, so alternatives are given in these situations - which is a welcome benefit of this book.I recommend this book for devs that want to get an app into the market fast, but the draw back is that the app being designed is not a 3D game or even a 2D side-scroller. Though the book does show examples of 3D games (Crossy Road, etc.) and does talk about elements of a 2D side-scroller, it really only covers 2D static playing fields (board game style) and does a good job of it. I must, however, add that the book adds polishing effects such as parallax scrolling for dept perception. This is all very cool and extremely helpful for creating a board game style app that helps the user feel like it's a bit 3-dimensional. All the setup and framework is still incredibly helpful even for 2D side-scrollers, but it's really teaching you a board game type of playing field.In conclusion, If you need to learn how to create a board game style app for iOS, then I highly recommend it. If you are creating a side-scroller or 3D game, then this may be a good reference for setting up the basic framework and other tools that help create 2D graphics. But you will not finish this book with a working knowledge of how to create other style games.
Amazon Verified review Amazon
Arda May 13, 2015
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
This is a nice entry book into iOS game programming with Cocos-2d-x. The strong point of this book is the way author goes and helps you out setting up your game asset logistics, to get you up and running quickly. Some of the apps he suggests are propriety and costs a little bit, but usually you have the option to try out for a while before buying. The example code is available from the publishers website. There are lots of tips and tricks in the book to polish your game, which I think another strong point of the book (The scope the Author delivers is quite wide). However, the weak point of the book is that the coverage of the material might be considered little bit shallow. The book is focused on iOS development only, and the Author makes a brief coverage of Swift as well, however I have to say that the coverage of Swift is rather slim.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is the digital copy I get with my Print order? Chevron down icon Chevron up icon

When you buy any Print edition of our Books, you can redeem (for free) the eBook edition of the Print Book you’ve purchased. This gives you instant access to your book when you make an order via PDF, EPUB or our online Reader experience.

What is the delivery time and cost of print book? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
Modal Close icon
Modal Close icon