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For those bashing EA..... Any old-schooler will tell ya, EA is not some great company. Yeah, they've released some great games, but the bottom line is they're the fabled 'corporate giant' out to make money and eliminate competitors. Been that way since the early 80's. Another victim of EA you might have heard of, the Wing Commander series (Privateer as well). If they can't rush out better games than you, they'll buy you out and kill your franchise.

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4 hours ago

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Gideros
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Gideros is free and open sourced and provides the cross-platform technology to create amazing games. In a couple of hours, you’ll find yourself building and running your next great game

apps

Some Benefits of Gideros:

It’s FREE

Gideros is FREE and Open Sourced and there are no limitations to developing and publishing apps

Instant testing

While developing your game, it can be tested on a real device through Wifi in only 1 second – you don’t waste your time with an export or deploy process.

Native speed

Developed on top of C/C++ and OpenGL, your game runs at native speed and fully utilizes the power of CPUs and GPUs underneath.

Plugins

You can easily extend the core with plugins. Import your existing (C, C++, Java or Obj-C) code, bind to Lua and interpret them directly. Dozens of open-source plugins are already developed and ready to use.

Clean OOP approach

Gideros provides its own class system with all the basic OOP standards, enabling you to write clean and reusable code for any of your future games.

Full dev set

Get everything you need from the start, including lightweight IDE, players for Desktop and devices, Texture packer, Font Creator and there are also lots of 3rd party tools.

Fast development

Easy learning curve, instant testing, OOP coding practices and ability to create needed custom plugins reduces the development time. And because of reusable code, each your next app will be developed even faster.

Crossplatform

Apart from supporting multiple platforms, Gideros also provides automatic screen scaling and automatic selecting of proper image resolution, which makes supporting different screen resolutions and creating universal projects an easy task.

Simple code examples:

code_1

Display image

To display image, we firstly create the Texture object by providing path to the image file and optional boolean parameter which indicates if the image should be filtere (anti-alised)

Then we create Bitmap object, position it at some coordinate (default are 0,0) and add it to the stage to be rendered

code_2

Display text

To display text, we firstly need to create Font object, in this case we will use TTFont. We provide path to the font file, size of the text and optional boolean parameter which indicates if the image should be filtere (anti-alised)

Then we create TextField object by passing Font object and text that we want to display. After that we simply set position of the text and add it to the stage to be rendered

code_3

Draw shape

We can also draw arbitrary shapes

To accomplish that, we need to create Shape object and set its fill and line styles.

We will use a solid red color the fill style and 5px width blue line with 1 alpha (or full opacity)

Then we can begin drawing arbitrary shape and once we’ve done, we simply set position of the text and add it to the stage to be rendered

code_6

Animating transformations

We can animate any transformation, as scaling, position or even rotation of the objects

So here we create a Bitmap object, and set it’s anchor point to 0.5, 0.5, which will reference the center of the object (so it would rotate around the center and not top left corner).

Then we set up an enter frame event, which is executed on every frame, and change the rotation of image by 5 degrees on each frame

code_7

Frame animations

To create frame animation, we firstly need to load each separate frame, either from TexturePack or simply images as Bitmap objects.

Then we create a MovieClip object and pass table with arranged frames and frame intervals to it (quite similarly as timeline in Action Script)

Then we loop the animation by setting goto action and start playing.

And the last thing as previously, we set its position and add it to the stage to be rendered

first

Platforms you can export to:

Android

Export generic Android project for Eclipse or Android Studio. Supporting also Google Play specific APIs and support other stores as OUYA, Amazon, SlideMe and many more

iOS

Everything you need to make a game on iOS including, Ads, In app purchases and many other plugins available with additional functionality

Windows Phone

Exporting Visual Studio solution that could be build and submitted to Windows Store directly

MacOSX

Export apps to MacOS appstore or simple executables for Mac

Windows

Exporting simple window .exe executable to create installer and submit to stores or distribute through your own channels

Windows RT

Exporting Visual Studio solution to build and submit Windows Appstore apps

 

Questions
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