Summary

In this chapter we have learnt how Marmalade makes it easy to organize our resource files so that we can create different versions of them for devices of different specifications. We only need to provide alternative versions of resources that must be different, for example higher resolution textures. Any common files, such as configuration and GROUP files, can generally stay the same.

We've also covered the use of resource templates to allow us finer control over how our resources will be used in the game (for example, by specifying a particular type of texture compression to be used) and we've seen how to make different deployment types that include the same core code but different resource files.

Finally, we've also looked at the Derbh API to allow us to compress our resource files to save space in the installation package.

In the next chapter we'll be looking at how we can make use of social media to allow our players to share information about our game with their Facebook friends.

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