Libgdx Progress 2Posted: December 28, 2012
Made more stuff for this game, the Ogre XML loader wouldn’t work on android so I used the .g3dt exporter for Libgdx. Used blender 2.59, and had to make a small change to the export script since it didn’t work immediately for me. I forgot exactly, but someone had the same problem, in a way. There was something wrong with some values that looked something like ‘faces’ and ‘tessfaces’ and another set that dealt with UVs. He replaced faces with tessfaces, but my script had tessfaces already and blender was having problems recognizing tessfaces so I just put in ‘faces’ instead, and it happened to work.
So now I’ve put in most of the place holders. The logo for the splash screen:
Models for the player, enemies, player-fired shots, and enemy-fired bullets
And I’m currently working on the backdrop:
Scene with the sky, ground, and tree
I don’t have a screenshot now and I’m too lazy to get one since I’m about to go to sleep but the ground can be imported into the game just fine. I’m not going to spend much more time on the backdrop, or at least I’m not planning to as of right now. I want to focus on getting everything looking coherent, and replacing the really obvious placeholder graphics. I still don’t have a title either. I’ll work on that, I’ll probably make it very similar to my last project’s title. That last project’s title screen looked so much cooler though. The swaying bamboo and the moon beams, I’m not sure if I’m up to putting that much effort into this one too. Probably just show falling snow particles and that’s it, and maybe a moon through clouds while scattering light for a similar effect.
Still haven’t made the actual game any more complex. It’s just endless spawns that shoot you in the same manner the entire time. I’m not too worried about making at least a little improvement on game play though. It plays out easily in my head. Oh, two things I haven’t figured out: I haven’t sorted out fading the screen in and out, and I haven’t got transparent textures. Those things sound somewhat related, at least in terms of results. Or maybe not. It’s at least vaguely similar when taking into account… nevermind. Fading the screen, I’ve found, is a colossal pain. For me, at least. I think I’ve seen a couple times that people make a function that will execute after a certain delay. So, the screen will fade out, and when the fade is done, the screens switch, or whatever happens when the screen is supposed to be faded. I think I’ve had a go at it a couple times and it’s always no fun. I should look into how people do it in more depth.
It runs surprisingly smooth on my phone. I guess I underestimated modern smartphone’s power. Or maybe I’m underestimating the load the game will put on it when I’m all finished.
I always feel like I’ve forgotten to mention something when I’m about to end a post. I’m … oh, right. There was this song that really caught my ear. I looped it for quite a few times, partly because I liked it, partly because I was too lazy to find something else.