Ebook Developing Mobile Games with Moai SDK, by Francisco Tufró
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Developing Mobile Games with Moai SDK, by Francisco Tufró
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In Detail
Moai SDK is a fast, minimalist, open-source Lua mobile framework for pro game developers. Moai is built around Lua, a common programming language for games, and offers a single open-source platform for both the front-end elements seen by consumers and the back-end infrastructure.
Developing Mobile Games with MOAI SDK will guide you through the creation of two game prototypes in a step-by-step way, giving you the basic tools you need in order to create your own games.
Developing Mobile Games with MOAI SDK introduces the basic concepts behind game development, and takes you through the development of a tile-based memotest, and a platform game prototype as well. You'll end up with a good codebase to start writing your own games.
You will learn some tricks that come from real life experience while creating a small framework that will allow you to display images, play sounds, grab input, and so on. You'll also learn how to implement physics using Box2D bindings, and everything in Lua, without having to use any compilations. After doing this, we'll take a look at how to deploy your game to iOS and run it on an iPhone.
With this book, you should be ready to go and create your own game, release it to the Apple Store, and have enough tools to dig deeper into Moai SDK.
Approach
A normal step-by-step tutorial with two sample games built in, to teach Moai SDK from scratch.
Who this book is for
This book is for anyone who wants to build games, especially if they want to quickly iterate using a scripting language like Lua, and they're targeting more than one platform. All of this without having to spend your salary on licenses. Moai SDK is aimed to professionals, but it has a great community that will help you learn and be a part of it.
"- Sales Rank: #1646754 in eBooks
- Published on: 2013-03-26
- Released on: 2013-03-26
- Format: Kindle eBook
About the Author
Francisco Tufró
Francisco Tufró has been captivated by computers and the possibility of using them to create new worlds since he was six years old. At age 14, he sort of hacked into a chat demo in Visual Basic and transformed it into a full-feature RPG chat, with support for maps, character sheets, and dice rolls. The years went by and he learned many things along the way, as any curious person does. Suddenly he found himself collaborating in various open-source projects, including Musix (a Linux distribution for musicians) and CLAM (working on the project for Google's Summer of Code 2008). He co-founded quov.is and worked as a Ruby on Rails developer for about 5 years while never forgetting about what drove him to computers in the first place, games.
He put together a team and created The Insulines, an old-school graphic adventure about rock 'n' roll and diabetes. It was thanks to this game that he first came into contact with Moai SDK. It took about 8 months of development. He fell so deeply in love with Moai SDK that now he's working full-time on it with Zipline Games.
He likes to call himself a developer, noting the difference from a programmer who is a person that has broad knowledge (not only in programming, but also in art, music, and other disciplines), perhaps not as deep as a specialized person does, but enough to tackle and solve problems in their entirety.
Most helpful customer reviews
4 of 4 people found the following review helpful.
Merely scratches the surface
By Daniel Wolf
I'm a software developer new to MOAI. So after going through the two "Basics" tutorials on the official web site, I was thrilled to find that a book on the subject had just come out. I thought the tutorials did a good job of introducing the basic concepts and was looking for more in-depth information.
I was disappointed to find the book to be rather superficial. On the plus side, it features lots of example code. On the other hand, these examples introduce MOAI classes seemingly at random. It's nice to know that the specific example at hand calls for a certain type of deck or animation. But it would have been great to actually get an overview: what types of decks and nodes are there, how does the animation system work, and when should I use which concept?
MOAI is a multi-platform SDK. So I was a bit surprised that information on how to actually deploy a game to a device was given for iOS only. Other advanced topics I missed are:
- how to debug MOAI games (locally or on a device)
- how to build the C++ sources on the various target platforms
- an introduction to the C++ code and how to add custom Lua bindings - after all, that part is one of MOAI's core strengths.
All in all, this is not a bad book. It's a simple introduction to the most basic MOAI concepts. It shows some working examples of complete games. And it nicely complements the sparse existing documentation. But after reading it, you've merely scratched the surface of what you can do with MOAI.
3 of 3 people found the following review helpful.
Competent introduction ... to the basics
By Alex Curylo
For a while now I've been somewhat interested in learning more about the Moai cross-platform SDK as its Direct Services and Custom Cloud Logic make it stand out a bit from the plethora of engine options available. Unfortunately, this book was kinda underwhelming. Not that it's a bad book mind you -- just of rather less scope than hoped for. Let us take the introductory section "Why Moai?" from the second page of the book:
Moai SDK is a multi-platform game development framework. It's been developed in C++ and all of its features are accessible through Lua. What does this mean? That you can build your game completely in Lua (taking advantage of the flexibility of this amazing language) and, in case you need low-level access, you can always switch to C++ and do whatever you want. You can even bind your C++ libraries to use them in your game, in Lua. It has built-in access to Moai Cloud as well, which is a cloud service that allows you to deploy server-side code written in Lua, with databases, support for push notifications, leaderboards, and other fancy stuff...
... and that's the LAST mention in the book of Moai Cloud!! Très déçu. Since that's probably the compelling reason one would likely pick Moai in the first place, you'd hope that would be covered in some detail. More detail than that single sentence, anyways. Well, on to what it does cover.
They have you install the SDK and install Zerobrane Studio and run the first project in the SDK /samples folder, and that all goes perfectly smoothly; then there's a chapter on the high level design philosophy, and on to walking through a Concentration-style game, which takes 4 chapters:
Chapter 4: Our First Game with Moai
Chapter 5: Showing Images on the Screen
Chapter 6: Resource Manager
Chapter 7: Concentration Gameplay
All pretty straightforward, especially if you already know Lua. And if you don't, it doesn't take much to figure out, which is kinda its point.
Chapter 8 "Let's Build a Platformer!" introduces camera, parallax and sprite sheet animation. The next chapters straightforwardly introduce more functionality essentials:
Chapter 9: Real-world Physics with Box2D
Chapter 10: Creating a HUD
Chapter 11: Let the Right Music In!
And that's it for your tutorials. Somewhat spartan, but the essentials of a single-player game are covered decently yes.
Chapter 12 is a fairly good chapter on how to get your Moai project compilable in Xcode for submission to the App Store; and Chapter 13 "Deployment to Other Platforms" ... well, it's not much more than a collection of weblinks.
So, yeah. On the one hand, if you have decided already to go with Moai, this will certainly help you through the learning curve associated with the free documentation -- generally agreed as being somewhat lacking -- quite a bit.
On the other hand, if you're approaching it from the perspective of "convince me why I should pick Moai over any of the other cross-platform kits available, particularly since I have several tens of thousands of lines of Objective-C cocos2d-iphone invested into already", you'd want the book to cover
Walkthroughs of using Moai as a PaaS to provide social web services and cloud back end logic
Detail on how to integrate advertising, analytics, and other native SDKs
Much more detail on cross-platform deployment workflows
which you won't find here. Hard to qualify this book as "essential" without covering those points to the curious reader's satisfaction. But it is nicely written within the scope it does cover, so we'll give it three stars, with the caveat that the cover says "the basics" and don't expect any more than the basics. Then you should be satisfied with it nicely.
3 of 3 people found the following review helpful.
Ok!
By Vlad Palos
I expected a lot more from this book! This is just a basic overview of MOAI. If you want to make a begginer game, there is no point of using Moai, there are other tools that have a leaner learning curve and that are easier to use. I hoped that it would go deeper and explain why are some things are designed the way they are and in what situation they might help you. I think MOAI has a lot of power and flexibility and this book does not show it that much.
Anyways, it's a good begginer's book but, maybe the author would consider writing a more advanced one given that MOAI itself it's an advance framework.
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