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From GiderosMobile
- *Tilemaps1 KB (161 words) - 09:08, 5 January 2020
- ...n of Images Liquidfun.png|480px|Tileset -> Collection of Images]] ''level1 using Collection of Images'' ...d Tileset Liquidfun.png|480px|Tileset -> Based on Tileset Image]] ''level2 using Tileset Image''14 KB (1,654 words) - 01:06, 26 October 2025
- Using Gideros Studio is straightforward - No knowledge of C, C++, Objective C, Ja ...s Studio provides a set of functions and libraries for faster development. Using a few lines, you can create stunning animations for ebooks, games or generi3 KB (431 words) - 15:39, 10 September 2018
- ...n of Images Liquidfun.png|480px|Tileset -> Collection of Images]] ''level1 using Collection of Images'' ...d Tileset Liquidfun.png|480px|Tileset -> Based on Tileset Image]] ''level2 using Tileset Image''18 KB (1,983 words) - 01:04, 26 October 2025
- ...n of Images Liquidfun.png|480px|Tileset -> Collection of Images]] ''level1 using Collection of Images'' ...d Tileset Liquidfun.png|480px|Tileset -> Based on Tileset Image]] ''level2 using Tileset Image''19 KB (2,220 words) - 01:32, 26 October 2025
- There are two main reasons for using a texture atlas instead of many independent textures: ...ound to OpenGL just before rendering it and binding is a costly operation. Using texture atlases instead of individual textures helps in reducing bind opera13 KB (1,962 words) - 22:17, 18 November 2023
- === Using CBump and TILED (handles collisions) === local tilemaps = {}18 KB (2,507 words) - 22:54, 18 November 2023
- ...red, complex programming language is required. In Gideros Studio, you code using the Lua language, a simple and powerful scripting language. ...rovides a set of functions and libraries to help develop your apps faster. Using a few lines of code, you can create stunning animations for eBooks, games o8 KB (1,236 words) - 10:23, 28 August 2024
- Using the map definition we set the camera bounds. We also set the soft and the d ...hysics_coins'', ''bg_deco_images'', ...). In each layers we draw the level using shapes (rectangles, ellipses, ...). Shapes are also used to position the ac46 KB (5,971 words) - 01:43, 26 October 2025
- We randomly place the destructible objects throughout the level using the map definition. We place them between 25% and 90% of the map length and We pass the ''mainlayer'' as the content, then using the map definition we set the camera bounds. We also set the soft and the d26 KB (3,423 words) - 00:21, 7 September 2025
- GLSL Shaders, Physics (LiquidFun), Meshes, Particles, Texturepacks, Tilemaps, Blend modes, Stencil, IAP/Ads, JSON, Skeletal animations (Spine/Dragonbone Inside these events we will check if the object was clicked, using hitTestPoint method.12 KB (1,728 words) - 14:29, 13 July 2023
- *[textfield] Allow textfields to render more than 16k characters (using 32bit indices) *[export/qt] Fix a crash when using Screen due to invalid GL context being bound107 KB (15,555 words) - 11:42, 18 October 2025