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Marmalade SDK Mobile Game Development Essentials

Marmalade SDK Mobile Game Development Essentials

By : Sean Scaplehorn
4.5 (2)
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Marmalade SDK Mobile Game Development Essentials

Marmalade SDK Mobile Game Development Essentials

4.5 (2)
By: Sean Scaplehorn

Overview of this book

Modern mobile devices are capable of supporting video games of amazing quality but there are so many different devices and platforms how can you support them all? The answer is to use the Marmalade SDK to write your code once and deploy it to all popular mobile platforms at the touch of a button.Marmalade SDK Mobile Game Development Essentials will provide you with everything you need to know to transfer your existing C++ videogame programming knowledge to mobile devices. From graphics and sound to input methods and actual deployment to device, this book covers the lot.Learn how to make use of keys, touch screen and accelerometer inputs for controlling your game.Take the pain out of supporting a varied range of target devices, both across multiple platforms and multiple specifications.Step by step from "Hello World" to a complete game, this book will show how to use the Marmalade SDK to develop games for mobile devices.Learn how to make dazzling 2D and 3D games complete with fully animated characters, music and sound effects that can be deployed to all the leading mobile platforms, whilst ensuring it can run on a wide range of possible devices, from low specification to high end.If you want to join the exciting world of mobile videogames then Learning Mobile Game Development with Marmalade will show you how to do so, fast!
Table of Contents (17 chapters)
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Marmalade SDK Mobile Game Development Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1
Index

Example code


There are two example projects that accompany this chapter, and they are described in the following sections.

The build styles project

This is a very simple example demonstrating the use of build styles, resource templates, and deployment types. It is based on the Graphics2D example from Chapter 2, Resource Management and 2D Graphics Rendering.

The resbuildstyles.itx file defines a build style called highres that specifies a prefix directory called data-highres. If you look inside the data directory, you will see that the jar of the marmalade image in data\images\textures\marmalade.png is 256 x 256 pixels in size. A new directory for the highres build style has also been added, containing a 512 x 512 version of this image. This file is called data\data-highres\images\textures\marmalade.png.

If you now look at the app.icf file, you will see the new entry ResBuildStyle=highres. If you run the program with this line in place, the 512 x 512 version of the image will be loaded. Comment...

Visually different images
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