Gideros Release version
SinisterSoft Quick temp fix
For some reason the neon arm code for liquidfun isn't compiling properly
and causes a crash in the player.  This fixes it by turning off the neon
code.  Hopefully it will be fixed properly as the neon code makes
liquidfun run faster on arm based devices.
Latest commit 513c391 Oct 15, 2018
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2dsg Modification and scripts for Compiling under Linux Oct 2, 2018
Release [scripts] Fix Nov 2, 2017
android [plugin] Add megacool support (Android only) Oct 3, 2018
desktop Modification and scripts for Compiling under Linux Oct 2, 2018
doc Added .ogg file description. Sep 28, 2018
docsrc Added .ogg file description. Sep 28, 2018
emscripten Modification and scripts for Compiling under Linux Oct 2, 2018
external [android] Build defaults ABI only Jun 7, 2018
fontcreator Modification and scripts for Compiling under Linux Oct 2, 2018
gdrbridge Modification and scripts for Compiling under Linux Oct 2, 2018
gdrdeamon Modification and scripts for Compiling under Linux Oct 2, 2018
gdrexport [luaplugins] Allow subdirectories in lua plugins Oct 8, 2018
iconlibrary [studio] Fix HiDPI icon rendering Sep 28, 2018
image2array Allow Movieclip to call lua 'set()' to set variables unknown by gideros Jul 18, 2015
ios [player] Enable debugging on all players Sep 27, 2018
libgid [core] Allow platform to signal when GL is no longer available Aug 1, 2018
libgideros [version] 2018.10 Oct 3, 2018
libgvfs [android] Build defaults ABI only Jun 7, 2018
libnetwork [player] Enable debugging on all players Sep 27, 2018
libpreviewwidget [studio] Outline pane Nov 9, 2017
libpvrt Allow Movieclip to call lua 'set()' to set variables unknown by gideros Jul 18, 2015
libpystring [scripts] be less verbose, and don't use bitcode for simulator libs Dec 15, 2016
libraries Modifications on desktop export on mac Apr 23, 2015
lua [lua] Allow desk tools to use popen Sep 28, 2018
lua514u macro functions Sep 3, 2016
luabinding [core] Fix Particles.setParticleSpeed Oct 3, 2018
luajit-bleedingedge LuaJIT 2.1.0-beta1 with all modifications for Gideros, diff-file and … Oct 3, 2015
luajit Updated LuaJIT binaries to the new patched version Jun 2, 2016
osx/MacPlayer [ios] More file fixes Nov 16, 2017
pi_example [core] Remove box2d from core gideros (use liquidfun plugin instead) May 25, 2018
player Merge branch 'master' of https://github.com/gideros/gideros Oct 3, 2018
plugins-bleedingedge Allow Movieclip to call lua 'set()' to set variables unknown by gideros Jul 18, 2015
plugins Quick temp fix Oct 14, 2018
samplecode-bleedingedge Allow Movieclip to call lua 'set()' to set variables unknown by gideros Jul 18, 2015
samplecode-test Allow Movieclip to call lua 'set()' to set variables unknown by gideros Jul 18, 2015
samplecode [general] Add more samples/addons Sep 5, 2018
scripts [scripts] Add megacool plugin for android[scripts] Add megacool plugin Oct 3, 2018
studio_addons [addon/gsfxr] Add save file prompt when file is unknown Sep 5, 2018
texturepacker Modification and scripts for Compiling under Linux Oct 2, 2018
ui Merge pull request #438 from paul-reilly/editor-tweaks Oct 10, 2018
win32_example [player] Enable debugging on all players Sep 27, 2018
winrt [player] Enable debugging on all players Sep 27, 2018
winrt_example [WinRT] Complete and Fix XAML template Mar 10, 2017
winrt_xaml [winrt] regenerate certificate Mar 12, 2018
.editorconfig [github] improve tab formatting on some browsers Sep 26, 2017
.gitattributes [git] new git attributes Jul 3, 2015
.gitignore [scripts] Quirks for submodule management Aug 29, 2018
.travis.yml Corrected binary paths Feb 28, 2015
README.md Fix format Apr 18, 2017
donors.txt [win32] Ensure Lua errors are written out in win32 version Aug 10, 2015
licenses.txt Allow Movieclip to call lua 'set()' to set variables unknown by gideros Jul 18, 2015

README.md

Gideros Cross-Platform Mobile Development Environment

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Gideros

Gideros is a cross-platform mobile development environment for creating amazing games. In a couple of hours, you’ll find yourself building and running your next great game. Developers trust Gideros in building 1000s of games across AppStore, Google Play, Amazon Store, Ouya and more.

Benefits

  • Free: Gideros is an open source project. Just download and use it for FREE.
  • Instant testing: 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.
  • Native speed: Developed on top of C/C++ and OpenGL, your game runs at native speed and fully utilizes the power of CPUs and GPUs underneath.
  • Full development 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.
  • Cross-platform: 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.
  • Extensive plugins 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.
  • Fast development 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.
  • 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.

Example code

Lua is used to build games with Gideros. Below you can find a few simple examples to show how easy to show basic screen elemens.

Displaying an image

To display image, we firstly create the Texture object with its name 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.

local bmp = Bitmap.new(Texture.new("images/ball.png", true))
bmp:setPosition(100, 100)
stage:addChild(bmp)

Drawing a shape

We will use a solid red color the fill style and 5px width blue line with 1 alpha (or full opacity). Easy, isn't it?

local shape = Shape.new()
shape:setFillStyle(Shape.SOLID, 0xff0000)
shape:setLineStyle(5, 0x0000ff, 1)
shape:beginPath()
shape:moveTo(0,0)
shape:lineTo(0, 100)
shape:lineTo(100, 100)
shape:lineTo(100, 0)
shape:lineTo(0, 0)
shape:endPath()
shape:setPosition(200, 100)
stage:addChild(shape)

Where to start?

  • Introduction: Everything from creating your first project and running it on device, to the basic concepts of OOP, File system and Events. A must read for all new Developers.
  • Reference Guide: Information about every class, method, event, property, plugin avaialble with main Gideros SDK bundle and with examples. Bookmark it, you'll be using it a lot.
  • Developer Center: Developer Center contains different articles and posts about Gideros, that might help you deal with some specific problems.
  • Everything else... All developer related documentation...

3rd party tools

Gideros runs with many 3rd party applications, from Particle Candy to Physics Editor to Texture Packer. Here'a an incomplete list.

Join Gideros community

Gideros has an active, vivid community. We have a lively, helpful team of Gideros experts, users and newcomers discussing future of Gideros and mobile development. Join us here