Day 2: This is the day that I’ll look back to, once the competition ends. I decided to do something insane, and nuke the project, and switch to LibGDX. It’s a Java Library that lets me build games in Android as well as Linux, (And Windows and Mac, but who cares about those platforms, right?).
What really caught my eye on LibGDX is how everything forces you to optimize your resources. Sure, I could force myself to optimize my Slick2D code, but LibGDX was made to be efficient, while Slick2D was made to be easy (In my opinion).
Day 3: I’ve read an awful lot of documentation on LibGDX and how it handles Screens, Stages, Actors and the rest. Also, I made Snow (Hey, Oh!) and Red Sand tilesets based on Daneeklu’s sand to distract myself from documentation. I’m getting somewhere, but not somewhere worth bragging about. While looking for LibGDX tutorials, I found this one. Seems to cover the basics, particularly a tricky topic: TextureAtlas.
Day 4: I implemented some of Gustavo’s code. I feel kinda guilty for reusing his code, but he says it’s cool. He’s sooo going on the Credits Screen. Anyway, Finally have a Music Manager, a Splash Screen, a Menu, an Options Screen and learned how to handle Input. I’m working on the Char Select screen and will move onto rendering the map, collisions and using an OnScreenDpad + buttons for Android tomorrow. I modified some of the “UI Skin” Gustavo used and adapted Pennomi’s UI Elements on it.