Jump to content

Image of the Day

Working on #steam achievements!
#screenshotsaturday #indiegame #pixelart #NadiaWasHere #RPG #indiedev https://t.co/IcDuJSWsGK
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net's newsletters to receive the latest updates and exclusive content.


Sign up now

Libgdx game concepts

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 MyOwnHarem   Members   

107
Like
0Likes
Like

Posted 03 March 2013 - 11:43 AM

Hey, sorry if this is in the wrong section or format, this is my first post. But I wanted to ask some questions about libgdx and using sprites versus stage and actors. At the moment I just have sprites rendered (world, player w/ animations, random items, and a non fuctional inventory gui that opens and closes when I tell it to.) I understand java for the most part, as well as basics of libgdx. But I am horrible with game concepts. I'm not really looking for code, but advice. Here are a few questions i'm wanting to asked:

 

"If I make an item, to be able to click on it, pick it up, glow when you hover over it, should I make that item an actor on a stage?"

 

"If I wanted to make my inventory functional (And any other GUI elements), should I make that a stage with slots as actors? Or should the inventory be an actor on a stage?"

 

"Should my player be an actor on a stage also?"

 

Thanks for any advice and answers to my questions. Everything will be appreciated.






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.