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

Creating different deployment types


It's now time to take a deeper look at how Marmalade handles the deployment process. If you've been following the sample code, you may be wondering how we are able to make a deployment package that contains all the necessary resource files in order to function. Or, if we're creating multiple resource sets, how do we choose which one to pair with our code when creating the installer package?

We also need a way of including icons and captions that will be used to represent our application when installed on a device.

All of this magic occurs in the MKB file, and the following sections aim to explain exactly what you have to do.

Specifying icons, application names, and other details

The deployments section of the MKB file is where we can set all manner of attributes that will be applied to the final installation package of our application. There are a huge number of deployment options that can be specified, some of which are global to all supported platforms...