Book Image

Gideros Mobile Game Development

By : Arturs Sosins
Book Image

Gideros Mobile Game Development

By: Arturs Sosins

Overview of this book

Have you ever had an interesting idea for a mobile game? Have you ever wanted to jump on the mobile app bandwagon? Developing a mobile game has never been so fun and easy, and with the vast amount of smartphone users, it may also become a profitable thing to do. Gideros is a Lua-based framework that facilitates effortless native iOS and Android application development along with hardware acceleration. Gideros also comes with a built-in box2D physics engine and extended memory management features to make mobile game development a breeze. Gideros Mobile Game Development shows you how to develop an original and exciting game in Gideros, helping you create your very first project and guiding you through the configuration of settings and assets to help you target devices with different resolutions. This book teaches you everything you need to know about Gideros, from installing Gideros on your operating system to creating and efficiently managing your Gideros projects and creating your very first game, all with the help of well explained examples. You will learn how to quickly create game prototypes in Gideros, how to test and set up projects to automatically target devices with different resolutions, and how to polish your prototype with animations, sounds, tweens, and even physics to create your very first cross-platform game. By the end of this book, you will have learned everything you need to create visually stunning physics and exciting cross-platform games using Gideros.
Table of Contents (12 chapters)

Chapter 2. Managing Scenes and Gideros OOP

Now that we know all the basics, let's create our own game. We will be creating a clone of a Mashballs game, a simple 2D physics puzzler, where the main objective of the game is to drag and launch the main ball in any direction to bounce and hit all other balls on the screen. You can find more information about the game and also download it from: http://jenots.com/mashballs.

We will use Gideros Object Oriented Programming (OOP) and create our own classes, which we will be using throughout the game. As well we will learn to manage multiple scenes and switch between them, and also how to store persistent information for our app.

The following are the topics we will be covering in this chapter:

  • Setting up our project

  • Introduction to Gideros OOP

  • Introduction to scene manager

  • Creating your own scenes with Gideros OOP

  • Creating a start screen for the game

  • Creating an options screen for the game

  • Storing persistent information