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Some Benefits of Gideros:
Gideros is FREE and Open Sourced and there are no limitations to developing and publishing apps
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.
Developed on top of C/C++ and OpenGL, your game runs at native speed and fully utilizes the power of CPUs and GPUs underneath.
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.
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.
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:
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
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
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
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
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
Platforms you can export to:
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
Everything you need to make a game on iOS including, Ads, In app purchases and many other plugins available with additional functionality
Exporting Visual Studio solution that could be build and submitted to Windows Store directly
Export apps to MacOS appstore or simple executables for Mac
Exporting simple window .exe executable to create installer and submit to stores or distribute through your own channels
Exporting Visual Studio solution to build and submit Windows Appstore apps