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)

Implementing the main game scene


The main game scene is where all the action will be happening. This is the place where we will have objects bouncing and hitting each other just like in the Mashballs game.

Usually, when you have an idea about the game, you don't think about the number of levels, packs, scores, and so on. You think about main gameplay and you act similarly with game development. You should jump straight to the main gameplay and create a minimum viable prototype to understand:

  • Is it possible to implement it as you've imagined?

  • Is the game playable at all?

  • Is it attractive, fun, and something you will play yourself?

Otherwise you would have spent a huge amount of time, just to understand that the gameplay you imagined is not very usable.

That is why we will also start implementing the main game logic first.

In the start scene of the previous chapter, we created a Start Game button, which should lead to level scene. Let's now create this scene as we did before. First create a LevelScene...