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)

Creating scenes


Now we should have the main.lua and test.lua files in our project. The first one is empty, and the second one has our experiments with project settings. But note this, if we add some code to main.lua too, the code from both the files (main.lua and test.lua) will be executed. That is because Gideros automatically executes all added Lua files. This might be something new even to experienced Lua developers, as you won't require every file you want to use; and it provides a much more flexible approach in handling projects. But it also has its own limitations.

For example, if all the code is executed automatically, how should we separate different scenes, we want to use in our game, in a better way? Or in what order are the files executed? What if one file depends on another one?

By default, files are executed in the order they were added, but we can assume that the execution order is random and we should not rely on it. The correct way to manage a project is to divide all your...