New Game For 2018

Beginning work on a new game using LibGDX

Updated October 30, 2017

I've officially been working on a new game for two months now. I've had some really positive experiences using the LibGDX Framework in Java.

The framework is really logical and flexible

First off, you can really tweak LibGDX to work to your needs. The best thing I've found about the framework is that you can take the parts you want to use and leave the rest. For example, I chose to use a package called Scene2D. Scene2d is described as "... a 2D scene graph for building applications and UIs using a hierarchy of actors". The best feature of scene2D is the actors and groups. It deserves its own article soon, but just know that it saves you from a lot of math and prevents you from saying "how the hell am I goint to do THAT?!"

There are other things I'm using in the framework, but this one is the most valuable to me so far.

Managing assets is pretty easy

When I first started using LibGDX I wasn't sure how I was going to manage my assets and dispose of my native resources correctly. Fortunately LibGDX knows all to well about handling resources in Java. There is an Asset Manager that can be used to help load and dispose of native resources. There is also a Disposable interface that can be implemented for your own native resources. The asset manager even makes it easy to write your own loading screens. It just keeps you organized in general. Its a great tool and works in a really intuitive and easy to implement way.

I would have to say that LibGDX, while it might not be the most beginner friendly framework, it lends itself to those who are willing to learn the Java language.

I'm really excited about the game I'm working on and will be sharing more about the game soon.