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Texturepacker libgdx
Texturepacker libgdx












texturepacker libgdx
  1. Texturepacker libgdx update#
  2. Texturepacker libgdx android#
texturepacker libgdx

Also I guessed at the time I would only need to use a small fraction of its power and Unity seemed to be overkill for what I wanted.

Texturepacker libgdx android#

I preferred LibGDX because I could use Android Studio to develop with and because it seemed to offer me more control over my game. I took a couple of online courses (with Udacity and Coursera) one which used Unity and the other LibGDX. To solve this there are tools like LibGDX, Unity and Game Maker that allow you to write once and publish to many platforms. The problem with this is that each platform has its own recommended coding language and its own platform specific issues. One of the first problems I needed to tackle is that I wanted to write a game I could publish on Desktop or mobile. Of course there has also been a huge market shift with the likes of Apple, Google and Steam offering a venue for your games. However in the last few years there has been an explosion in the tools available to Indie Developers to make the whole writing a game and publishing easier. You have to be good at graphics, music, story writing, publishing, marketing, project management and so the list goes on. See #6316.I had always wanted to write a game and get it published but it always seemed so hard. TextureAtlas can read both old and new formats. TexturePacker writes using a new format when legacyOutput is false (default is true). API Addition: TextureAtlas reads arbitrary name/value pairs for each region. Desktop: Cubemap Seamless feature is now enabled by default when supported, can be changed via backend specific methods, see supportsCubeMapSeamless and enableCubeMapSeamless in both LwjglGraphics and Lwjgl3Graphics. Input Keycodes added: CAPS_LOCK, PAUSE (aka Break), PRINT_SCREEN, SCROLL_LOCK, F13 to F24, NUMPAD_DIVIDE, NUMPAD_MULTIPLY, NUMPAD_SUBTRACT, NUMPAD_ADD, NUMPAD_DOT, NUMPAD_COMMA, NUMPAD_ENTER, NUMPAD_EQUALS, NUMPAD_LEFT_PAREN, NUMPAD_RIGHT_PAREN, NUM_LOCK.įollowing changes might be done depending on platform: Keys.STAR to Keys.NUMPAD_MULTIPLY, Keys.SLASH to Keys.NUMPAD_DIVIDE, Keys.NUM to Keys.NUM_LOCK, Keys.COMMA to Keys.NUMPAD_COMMA, Keys.PERIOD to Keys.NUMPAD_DOT, Keys.ENTER to Keys.NUMPAD_ENTER, Keys.PLUS to Keys.NUMPAD_ADD, Keys.MINUS to Keys.NUMPAD_SUBTRACT TOOLS Features: Blending mode can be changed in Flame particle 3D editor. API Addition: Added hasContents() to Clipboard interface, to reduce clipboard notifications on iOS 14 Added ntain mode: Scales the source to fit the target while keeping the same aspect ratio, but the source is not scaled at all if smaller in both directions. GWT: Key codes set with prevent default browser behaviour TextureAtlas.AtlasRegion and Region splits and pads fields have been removed and moved to name/value pairs, use #findValue("split") and #findValue("pad") instead. These keys are working on Android now, but if you hardcoded or saved the values you might need to migrate. Fixed keycode representations for ESCAPE, END, INSERT and F1 to F12. The latest version of dependencies can, as always, be found here. Be sure to try them out and report back if anything breaks! The first snapshots for gdx-video are available.Take a look at Status Report #3 for some pointers on what has changed. Version 2.0.0 of gdx-controllers was finally released.A lot of (not as commonly used) keycodes were added to the constants in Input.Keys.TexturePacker now supports a new format reading arbitrary name/value pairs for each region.The Box2D collision filtering issue present in libGDX 1.9.12 was fixed.

Texturepacker libgdx update#

Update to MobiVM 2.3.12, which includes iOS 14 bindings.Use #findValue("split") and #findValue("pad") instead ( #6316). TextureAtlas.AtlasRegion and Region splits and pads fields have been removed and moved to name/value pairs.If you saved those values, for example in config files, you need to migrate ( #6299). The keycodes for ESCAPE, END, INSERT and F1 to F12 were changed to fix them on Android.Among those are two breaking changes, which might require you to update your applications: The year 2021 starts off good – with libGDX 1.9.13, a minor release containing improvements and fixes in various areas of our codebase. If you are looking for past changelogs, check out this page.














Texturepacker libgdx