

You can now press play and stop totest your game or app in this player. After “Gideros Player” opens, the start and stop icons will become enabled: What we need to do is click Player->Start Local Player in menu and the Player will start.
When we save the project we wan’t to see how it will look on our mobile.
#Gideros tutorial how to#
You will see all text sent to console here,also upload progress, errors.Įverything is self evident, I will only explain how to start the player. This is how your app will look on smartphone. Gideros Player: Your program will run in this window. Double click on file in Library to open it. Preview: When you click on image in your Library you will see it displayed hereĮditor: This is where you edit code (.lua) files. Library: This is the list of your Project files –.
#Gideros tutorial full#
Here is the explanation of most important parts of GMS (click on the photo to see it in full size):
#Gideros tutorial install#
This way you will be able to export and build your Android (you can’t export IOS apps on Windows due to Apple not allowing to install their SDK if I am not mistaken) apps with File->Export Project in Gideros Mobile Studio (GMS). After you are done it is best to go to their registration form and register for free. Shame gideros doesn't offer a list of options when exporting.This is fairly simple: go to Gideros Mobile website and download SDK then run setup. You need to load the exported file into eclipse, making sure you are up to date on android versions and it fills the manifest with permissions you might not need and in app billing code. Where it is a bit of a let down is when it comes to exporting the game. I can see that being a big plus for iteration and apparently using the free Zerobrdge IDE you can actually have a live version of the game running on your device and edit the variables in play, similar to Unity on desktops. You can make a change to a variable and literally be playing the revised game 2 seconds later. The gideros player for windows or android is the big plus. The online community and in particular one member of the gideros team seems to be very helpful (although I never needed to post for help I did have to search for some topics). It can use Box2d but I try and avoid physics engines when I can. Gideros is fantastic (so far) and there are some great tutorial sites like. I guess those who have made flash games would find it easier to pick up straight away. I found it a bit scary not declaring variables coming from c++ and c#. Lua is very simple to use once you pick up the basics but the amount of times I wrote self.addchild() rather than self:addchild() or left out a self. More to the point, aside from playing around with a short tutorial, it was my first time using Gideros or lua. Im not sure if its fun as replaying your game over and over tends to blur the line but my goal was more about a learning experience. The big mechanic is that as time goes on the cost of bait increases and as the fish return a set amount of coins some become not worth catching.

The first fish you touch you catch and the the deeper you go the better fish you can catch. The game is a one screen game using a frogger like mechanic where fish move from one side to the other and you move your hook around. So I made my first (very simple and rather unpolished) android game for the 7 day fishing jam.
