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Gideros mobile game development / Arturs Sosins.

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Sosins, Arturs.
Series:
Community experience distilled
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Mobile computing.
Physical Description:
1 online resource (154 p.)
Edition:
1st edition
Place of Publication:
Birmingham : Packt Publishing, 2013.
Language Note:
English
System Details:
text file
Biography/History:
Sosins Arturs: Arturs Sosins is a developer living with his wife Anna and son Tomass. He has a Master's degree in Computer Science and even though he is working as a developer full time, he still loves coding and shares his knowledge with others in his spare time. In his last years at the university, he started chasing the dream of creating his own mobile games for fun and personal satisfaction in his spare time. After trying out lots of different cross-platform frameworks for mobile game development, he found Gideros SDK in January 2012 and liked it so much that he decided to stick with it when developing his games. In the summer of 2012, he founded a group of like-minded developers/designers who go under the indie label Jenots. com (http: //jenots. com/). They released Mashballs (http: //jenots. com/mashballs), their first game, in September 2012 and are currently working on a couple of bigger game projects. As there was a lack of learning materials and tutorials for Gideros and writing was one of the his favorite hobbies, he started creating different tutorials on how to accomplish simple things in Gideros. This led him to create his new blog http: //appcodingeasy. com. Due to popularity of his tutorials and the support he provided on the Gideros community forum, he became the most active community member. In February 2013, the Gideros team offered him the position in the Gideros developers' team, where he has been working since then, while continuing to work on games in his spare time.
Summary:
With Gideros you can develop games for both iOS and Android faster and more simply. This book shows you how with a real-life project you undertake yourself. All that’s required is a little familiarity with Lua. Develop engaging iOS and Android mobile games quickly and efficiently Build your very first game following practical and easy to understand instructions Full of code examples and descriptions to help you master the basics of mobile game development In Detail 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.
Contents:
Intro
Gideros Mobile Game Development
Table of Contents
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Setting Up the Environment
About Gideros
Installing Gideros
Requirements
Installing Gideros on Windows
Installing Gideros on Mac OS X
Installing Gideros on Linux
Creating your first project
Trying out Gideros Studio
Using the Gideros desktop player
Displaying graphical objects in Gideros Player
Displaying text
Displaying images
Drawing shapes
Using the Sprite class for groups and layers
Managing project settings
Automatic scaling
Automatic image resolution
Input settings
iOS-specific settings
Installing the device player
Installing the Android player
Installing the iOS player
Running the project on a device player
Exporting Gideros project
Summary
2. Managing Scenes and Gideros OOP
Setting up our project
Handling scaled graphics with AutoScaling
Handling whitespaces
Ignoring automatic scaling for positioning
Creating scenes
Gideros OOP
Creating our first class
Gideros scene manager
Creating a global configuration file
Creating the start scene
Creating the about scene
Creating the options scene
Creating the settings class
3. Implementing Game Logic
Implementing the main game scene
Using texture packs
Packing our textures
Using texture packs inside project
Using physics in Gideros.
Creating physical bodies
Running the world
Setting up world boundaries
Interaction with physical bodies
Handling Box2D collisions
Managing packs and levels
Defining packs
Creating LevelSelectScene
Generating a grid of levels
Switching between packs
Creating the GameManager class
Implementing unlocked levels logic
Reading level definitions
Completing the level
4. Polishing the Game
Adding sounds
Adding background music
Adding sound effects
Adding high scores
Retrieving high scores
Updating high score on the screen
Creating animated game elements
Frame animations using MovieClip
Tweening elements with GTween
Improving gameplay
Changing level packs by using the swipe gesture
Starting with MouseDown
Continue with MouseMove
Ending with MouseUp
Adding event listeners
Modifying code for selecting levels
Implementing Mashballs magnet
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed December 8, 2013).
ISBN:
9781849696715
1849696713
OCLC:
869743108

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