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

Configuring your game using ICF file settings


If you cast your mind back to the "Hello World" project in the very first chapter of this book, you will recall that we used the ICF file to display a different welcome message depending on which platform the code was being executed on. Don't worry if you've forgotten how all this works, as we'll be covering it again shortly.

This functionality proves extremely useful when we are trying to target as many different devices as possible, as there are built-in parameters that allow us to apply different settings for a range of things including memory usage, OpenGL ES graphics performance, splash screens, and much more.

Built-in ICF settings

ICF file settings are assigned to a section identifier which is defined by placing the name of the section in square brackets. When specifying a value for an ICF setting you must ensure that it appears after the correct section identifier, otherwise it will not be found at runtime and an assert will be raised. Here...