Book Image

Learning Cocos2d-x Game Development

By : Siddharth Shekar
Book Image

Learning Cocos2d-x Game Development

By: Siddharth Shekar

Overview of this book

Table of Contents (19 chapters)
Learning Cocos2d-x Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 11. Porting, References, and Final Remarks

Hurray! You have finally done what you always wanted, that is, to publish your game in the app store. However, there are other stores such as Google Play, iTunes, BlackBerry World, and Amazon Appstore. How can you make the game run on so many different devices and OSs so that you can upload it on to these stores?

In this chapter, we will see how to do this. The main reason for choosing Cocos2d-x is the ease with which you can port the game with the same code and run it on different devices running completely different OSs. Obviously, some small changes will need to be made, but it is still better than spending months recoding the same game for different platforms.

Since we have been working on Windows all this time, we will first take a look at how to build the game for Android and BlackBerry simulators. Later, we will move on to a Mac machine to build the same project for iOS. However, if you have been following on the Mac until now, don...