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

Chapter 8. Supporting a Wide Range of Devices

It's really great that the Marmalade SDK allows us to target so many different devices and platforms. However, a certain degree of care and awareness is required in order to optimize your application fully for all of these varying device types.

In this chapter we'll be covering the following subjects:

  • A general overview of the kinds of things to be wary of when trying to support a wide range of different devices

  • A more advanced look at the ICF filesystem we encountered back in the first chapter of this book

  • Using Marmalade's built-in systems to allow multiple different data sets to be used and to process those data sets in different ways (for example, allowing the final texture format used on the device to be specified)

  • Configuring the deployment system to make different types of builds

  • Using the Derbh archiver to reduce the size of our assets in the install package