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Gideros Mobile Game Development

Gideros Mobile Game Development

By : Arturs Sosins
4.8 (8)
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Gideros Mobile Game Development

Gideros Mobile Game Development

4.8 (8)
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)
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Chapter 3. Implementing Game Logic

We have set up our Gideros project just the way we need, using all the needed features from automatic scaling and proper logical dimensions to setting up the scene manager and creating couple of simple scenes.

Now is the time to jump into a little more complicated logic where we will manage multiple levels and packs of our game, as well as implement the game logic itself.

These are the topics we'll be covering in this chapter:

  • Creating the scene for the main game logic

  • Learning to use physics in Gideros

  • Using Gideros OOP to manage different kinds of game objects

  • Manipulating multiple levels and level definitions

  • Creating scenes for choosing packs/modes and levels

  • Managing game progression by unlocking new levels

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