For me, I recently had to revamp something because I was taught to use PlayerPrefs for saving all game data and had to move everything to a JSON in order to make cloud saves work or even just transfering save files to other devices.

  • kmo@feddit.de
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    1 year ago

    All libgdx related:

    • not working with the asset manager
    • not working with an atlas for assets
    • not referencing textures, but initializing every time
    • Ember Ushi@sh.itjust.works
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      1 year ago

      as a libgdx user myself,

      not referencing textures, but initializing every time

      I’m fairly certain if you use the asset manager, you get textures and other assets passed by reference by default. I think this kind of kicked by butt at first with particles, since I needed to thenso something with particle effect pools, instead of just loading them as a particle effect in the asset manager to begin with.

      not working with an atlas for assets

      While I understand what an atlas is, I’m not sure how large of an atlas I should use or try to get away with. At the moment I usually put every different ‘object’ as it’s own sprite sheet.