With Paralaxer's source code, you'll learn how to make a game that handles multiple platforms and resolutions with ease.
Paralaxer looks crisp no matter what screen you play it on. That's because it uses three tiers of art assets.
If you're running an old iPhone or Android device, it uses SD images. If you've got an iPhone with Retina or a Kindle Fire, it uses the HD images. Got a retina iPad or MacBook Pro? Paralaxer cracks out the double-mega-huge images.
Paralaxer uses Box2D for physics, TMX tiled maps for levels, the Tiled map editor for level editing and the KITProfile class for automatic resource loading (available only in the Paralaxer code base). An AI subclass is provided to show you the basics of how to implement different and unique enemies and NPCs.
make && make runfor Android in a shell or terminal.
Cocos2d-X is a free game engine. So what do you get when you buy the Paralaxer source code package that is above and beyond vanilla Cocos2d-X?
autokeyword, for example, is simply awesome. The great news is that we've written Paralaxer in C++11 and found out all the things that you can and cannot do with a cross-platform game code base. In addition, Cocos2d-X has recently been refactored into entirely C++11 code as of version 3.0.
To develop for iOS and Mac, you'll need a Mac computer capable of running Xcode 4.3 or newer. Grab Xcode from the Mac App Store, sign up for a developer account and you'll be ready to deploy.
To develop for Android you'll need to get the latest Android SDK and NDK. You can install those on just about any operating system.
To develop for Windows you'll need a PC computer cable of running Microsoft Visual C++ 2012 or newer. If you don't have Visual C++, you can still develop on Windows for Android with the Android SDK & NDK.
In plain English, the source code for the example game can be used royalty-free in as many projects as you'd like.