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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Chapter 7. Old is Gold!

In this chapter, we will be heading back in time to an era where games were made the hard way, where memory constraints compelled game developers to pick their brains in order to incorporate various features into games without compromising on performance. Among the many techniques used in the good old days, tile-based engines were the most common and efficient ways of developing games that needed to have large detailed levels. To this day, many games still use the same underlying tile-based architecture because old is gold!

In this chapter, you'll learn:

  • How a tile-based game works
  • How to create a tile-based level using the Tiled Map Editor
  • How to implement tile-based collision detection
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