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)

Preface

With the popularity of mobile app/game markets, there are also a lot of new development tools, especially cross-platform ones, that allow you to re-use the same code on multiple platforms. Gideros is a great example of such a tool.

Based on the Lua language, Gideros provides an easy way to create 2D games for both iOS and Android. With the one click on device testing and completely free of charge development, it should be one of the first choices to try out for all mobile developers.

This book provides an easy way to start developing with Gideros, explaining all its basics and how you can apply them in creating your own cross-platform game.

What this book covers

Chapter 1, Setting Up the Environment, provides information on how to prepare everything to start developing using Gideros.

Chapter 2, Managing Scenes and Gideros OOP, provides an introduction to Gideros OOP and scene management using your own classes.

Chapter 3, Implementing Game Logic, describes the main game implementation, from the game elements to level and progression logic.

Chapter 4, Polishing the Game, helps you spice up your game to make it more appealing and alive by learning different Gideros features.

What you need for this book

You will need to download and install Gideros SDK, which supports Windows, Mac OS X, and Linux (through WINE) operating systems. Installation and setup is covered in the first chapter.

Additionally, you will need some external Lua libraries for Gideros, which you will be able to obtain easily from links provided in relevant chapters.

Who this book is for

This book is for developers who are new to mobile game development or who have tried the native development of mobile games and were not satisfied with the complexity, speed, or huge fragmentation of supported platforms and devices.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "So let's modify our GameManager class to also manage score for each level."

A block of code is set as follows:

local musicText = TextField.new(conf.fontSmall, "Music: ")
musicText:setPosition(100, 250)
musicText:setTextColor(0xffff00)
self:addChild(musicText)

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "If music is on, we will set the Turn off text, but if music is off, we will set the Turn on text."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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