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From GiderosMobile
  • *Tilemaps
    1 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 generi
    3 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 opera
    13 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 o
    8 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 ac
    46 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 d
    26 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 bound
    107 KB (15,555 words) - 11:42, 18 October 2025