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Sean Scaplehorn - Marmalade SDK Mobile Game Development Essentials

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Sean Scaplehorn Marmalade SDK Mobile Game Development Essentials
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Marmalade SDK Mobile Game Development Essentials: summary, description and annotation

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Get to grips with the Marmalade SDK to develop games for a wide range of mobile devices, including iOS, Android, and more.

Overview

  • Easy to follow with lots of tips, examples and diagrams, including a full game project that grows with each chapter
  • Build video games for all popular mobile platforms, from a single codebase, using your existing C++ coding knowledge
  • Master 2D and 3D graphics techniques, including animation of 3D models, to make great looking games

In Detail

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!

What you will learn from this book

  • See a complete game develop from start to finish as you journey through the book.
  • Deploy to several leading mobile platforms all from a single C++ codebase
  • Implement amazing 2D and 3D graphics and animation
  • Easily manage the graphics, sound and data assets your game requires by using Marmalades resource management system
  • Best practices when developing user interfaces for mobile games
  • Harness the wide range of possible input methods available on modern devices including touch screen and accelerometers
  • Learn how to extend the Marmalade SDK to support device specific features using the Extensions Development Kit (EDK
  • Support a wide range of devices with different specifications such as processor speed and graphical ability

Approach

A practical tutorial thats easy to follow with lots of tips, examples and diagrams, including a full game project that grows with each chapter.

Who this book is written for

This book targets Professional and Indie game developers who want to develop games quickly and easily to run across a huge range of smartphones and tablets. You are expected to have some experience writing games using C++ on other platforms. Its aim is to show how to take your existing skills and apply them to writing games for mobile devices (including iOS and Android) by explaining the use of the Marmalade SDK.

Familiarity with games and 3D graphics programming would be helpful. No knowledge of specific mobile SDKs such as iOS or Android is required.

Sean Scaplehorn: author's other books


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Marmalade SDK Mobile Game Development Essentials

Marmalade SDK Mobile Game Development Essentials

Copyright 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: November 2012

Production Reference: 1051112

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK

ISBN 978-1-84969-336-3

www.packtpub.com

Cover Image by Neha Rajappan (<>)

Credits

Author

Sean Scaplehorn

Reviewers

Joshua Bycer

Tim Closs

Marc Evans

Jern-Kuan Leong

Ronald Tan Heng Neng

Francis Styck

Acquisition Editor

Kartikey Pandey

Lead Technical Editor

Dayan Hyames

Technical Editor

Charmaine Pereira

Copy Editors

Aditya Nair

Insiya Morbiwala

Project Coordinator

Amey Sawant

Proofreader

Maria Gould

Indexer

Tejal Soni

Graphics

Valentina D'silva

Production Coordinator

Prachali Bhiwandkar

Cover Work

Prachali Bhiwandkar

About the Author

Sean Scaplehorn is a programmer with 15 years of experience in the videogames industry work on projects for both console and mobile devices. He has worked on games published by companies including Sony, Electronic Arts, Konami, Square Enix and Namco.

Sean got his first home computer still at primary school which kickstarted his interest in programming.After learning to code from typing in listings printed in computer magazines he went on to write his own games shared with his school friends.He knew then that writing games was what he wanted to do when he grew up.

However, on leaving university, Sean spent a couple of years writingsoftware for printing che books.When he could stand it no longer he made the leap into videogames development and hasn't looked back.

He worked at Ideaworks3D, the company behind the Marmalade SDK, for four years.In this time he saw the Marmalade SDK evolve from in-house technology to being a product in its own right, when it was launched as the Airplay SDK.

Sean now works from his home in the South of England as a freelance game coder.

I would like to thank the following people for their help and support writing this book.To my wife Sandra and daughter Kara for their patience and understanding Daddy "wrote his book" and to Marc Evans, a longtime friend and colleague, for his invaluable feedback on my writing.

I would also like to thank Simon Pick for giving an eager young man the best first job in the games industry he could have wished for and Tim Closs, CTO of Marmalade, for kindly taking the time to review this book during its development to ensure its accuracy.

About the Reviewers

Joshua Bycer is a game industry analyst with over 7 years of experience examining game design and the trends of the industry. He has been published locally on game sites Gamasutra and QuarterToThree, and internationally in Igromania Magazine. He has maintained the blog site chronicgamedesigner.blogspot.com since 2007 and is in the process of setting up his new site game-wisdom.com

His goal is to expand critical writing on the industry to better examine future trends and raise the standard for critical analysis.

Tim Closs has over 20 years' experience of commercial software development, and joined Marmalade in 2004. As CTO, Tim has lead the creation and productization of the Marmalade SDK, and continues to drive the company's technology and product strategies. Tim holds a Mathematics degree and Theoretical Physics postgraduate diploma from Cambridge University.

Marc Evans has been developing software almost as long as he has been playing games, and is currently involved in improving the content creation experience for the artists and designers of major console games.

Jern-Kuan Leong has been interested in programming ever since he started playing computer games on his 286s. He spent career in enterprise software development, and quickly jumped into the games industry when the opportunity came. He has worked with LucasArts for years and more recently with NVIDIA. He continues to explore the joy of game programming and design to this day.

Ronald Tan Heng Neng has worked at Ubisoft, IBM and is currently the producer at 12 Gigs, Inc. (www.12gigs.com), a cross-platform social mobile casino games network in San Francisco Bay Area, with hit titles on Facebook, iOS, Android, and Amazon.

Since obtaining his BSc (Hons) in Business Information Technology at Birmingham City University (United Kingdom), Ronald has garnered more than a decade of professional program/project management experience. This valuable experience also led him back to his passion in games, with a focus on games production and execution. Ronald also holds the highly soughtafter Project Management Professional (PMP) and Certified IT Project Manager (CITPM) certifications.

In his spare time Ronald enjoys reading, traveling, developing small games and blogging occasionally on topics he's passionate about at http://ronald-tan.com.

Francis Styck has been developing games since his college days at UNLV pursuing an Engineering degree in the 1980s when games were written in Assembly language on the Atari 800 and Commodore 64.He continued with his education at UNLV and graduated with an MBA in 2001.Today he is still writing games but now uses the power of C++, Marmalade and cocos2d-x to support many platforms and devices.You can stay in touch with Francis using LinkedIn at http://www.linkedin.com/in/styck.

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