About this video

This course will be using C# and Xamarin in Visual Studio to first create a simple crossplatform engine before create a 2D platforming game for iOS and Android. UsingXamarin, it is now easier than ever to have a unified code base that can be used for allof the major mobile platforms and it allows the developer to have more freedom andcontrol on how to create their game as opposed to other available engines. One of the main challenges is creating code that needs to perform the same functionalitybut differs for each different platform. This project will show the reader how to utiliseshared projects in Visual Studio to create classes that will perform this functionality.Another difficulty is the loading of assets which need to be saved in different locations foreach platform - this course will show the reader how to create code that will retrieveassets from different locations based on which platform is currently being targeted. Thecourse will also show how to create a game from start to finish and how to overcome anyobstacles that can arise during development. There will be 3 main stages to the course - creating the engine, creating the game, andthe final touches before releasing. The creating the engine stage will walk the viewerthrough creating a simple cross platform renderer for 2D games, as well as a way ofhandling audio and basic state system. The next stage will then create a 2D platformerstarting with designing the game to implementing all the character’s movements andenemy interactions as well as a simple menu system. The final stage will then show theviewer how to monetise their app and add analytics and achievements/leaderboardsbefore showing how to release the game on both app stores

Style and Approach

When the course is complete they will have a cross platform C# engine that they can then use to create their own games, as well as a simple game that they can expand and improve upon.

The course will aim to tackle many problems that can arise from creating games that function on a variety of different devices, such as how to handle different resolutions and how platform-specific functionality should be handled in games that target multiple platforms.

Creating a game and engine in this manner will give the reader a lot more freedom to create things their own way compared to an engine like Unity or Unreal, and this approach is a lot more suited to 2D games as those engines are designed more for 3D. Creating their own engine will also give readers a chance to experiment with shaders and learn more about how renderers actually function.

Publication date:
April 2017
Publisher
Packt
Duration
2 hours 9 minutes
ISBN
9781788297431

About the Author

Latest Reviews

(1 reviews total)
Helpful. The format works well for the content, and all the steps are easy to follow.