![]() I know we're plenty busy with Terasology already, but there are some interesting options to improve both sides at once here, long term. The main author, Milosh, was curious to see how our community might like the idea. So curious to check it out we gave it a quick try - I hooked it up with Gradle so we could build it in Jenkins and PrivateAlpha added a new. Since naturally posting that you're up for turning over the keys to a successful (if niche) Steam title gets a lot of responses he had asked for people to put their coding skills where their mouths were. I reached out to the author and we've been emailing back and forth for a couple days. PrivateAlpha was excited to work in a more scifi setting and was curious what I thought and it seemed like solid potential for both sides. Mainly it is a successful project built on LibGDX that has both working Android and Steam "facades" + a fairly straight forward implementation target to see Gestalt applied to a different game. Lots of procedural work in the solar systems, with enemies spawning and asteroids flying around. ![]() Why is this interesting to us? The technology and platforms involved, not to mention the genre isn't too far off (it is sort of like Subspace meets Terraria - since everything needs to be described as a hybrid of two other games these days). The main author wants to move on to other projects and is looking for a new home for the project rather than leave it abandoned. It is a cool little game you can play through in 2-3 hours, put together as a sort of tech demo to prove it could be done (sound familiar?), then making it to Steam and Google Play (free). He brought it to my attention and it stuck out from being written in Java on LibGDX, even working on Android. Now add the loading.atlas, loading.png and loading2.So early this past weekend came across an interesting post on Steam from a little arcadey space game called Destination Sol. Now copy the game.atlas and game.png files and place them in your android assets/images folder. Do the same for your loading images so you will have 2 projects and Pack’em all for both. Now anytime you need to add images to your atlas you can put the images in the input/game folder and load the game.project file and all your settings will be populated and all you will have to do is click Pack’em all to create the new files. So select “save project” and save the file as game.project in the output folder. This is done with the save project button on the top. Since we will be adding images later and we will want to have all these settings again we should save these settings. Next copy the settings from the image above. Now do the same for the output directory and select the output folder. Press the … button and navigate to the input/loading folder and click open to set the input folder. If you haven’t already got the texture packer you can get it from once downloaded open it up. You can download the folder structure with images from here. Now you have this folder structure add all your current game images to the game folder. This will keep your loading images and game images separate as your loading images will be updated a lot less than your game images and you need your loading images separate so they load fast. The first thing you want to do is create this folder structure: This means we can quickly load the few images for our loading screen then use those images in our loading screen to show the progress of the loading for the game images. One for the game and one for the loading screen. We are going to divide our images into two sets. For a quick guide on the texture pack and the settings I use you can visit the texture packer guide. ![]() The first thing we’re going to go over is the texture packer and how to use it to pack all your textures. ![]() Note the loading bar loads really fast as we’re not loading many sounds, images or music yet. This is what we hope to achieve by the end of part 8. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX Game Tutorial – Project setup as this tutorial continues from these earlier parts. For those of you who have come from part 7, you can continue on. This part will focus on the using the texture packer to pack all your images into an atlas and creating a loading screen. Welcome to part 8 of our Full LibGDX Game Tutorial. Full LibGDX Game Tutorial – Loading Screen ![]()
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