Book Image

Marmalade SDK Mobile Game Development Essentials

By : Sean Scaplehorn
Book Image

Marmalade SDK Mobile Game Development Essentials

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)
Marmalade SDK Mobile Game Development Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


In this chapter we have learnt how Marmalade makes it easy to organize our resource files so that we can create different versions of them for devices of different specifications. We only need to provide alternative versions of resources that must be different, for example higher resolution textures. Any common files, such as configuration and GROUP files, can generally stay the same.

We've also covered the use of resource templates to allow us finer control over how our resources will be used in the game (for example, by specifying a particular type of texture compression to be used) and we've seen how to make different deployment types that include the same core code but different resource files.

Finally, we've also looked at the Derbh API to allow us to compress our resource files to save space in the installation package.

In the next chapter we'll be looking at how we can make use of social media to allow our players to share information about our game with their Facebook friends...