but what... is it good for? ?

  • Published in GameDev

Dracoo leveleditor 101

Already since march 2013, our free of charge download game Dracoo the Dragon awaits you in Googles Play store. Now, we are planning on releasing him on iOS/iPhone/iPad as well. I took this opportunity to explain the level editor in more detail. After all, it is public and free accessible and we treated it shabbily after the release. We did not talk about it very much. In fact, we did not talk about it at all I guess. It is quite simple to understand and equally simple to operate. One creates a new level with a certain levelpack online, pushes it to the game server and trys it out in the very instant, still being in the browser. Maybe some of you want to distribute a new and challanging level for Dracoo the Dragon yourself. Or you just play around a little while and get comfortable with the editor.

If you send me some nice levels in JSON format, I will probably set myself to work and review your levels, pack them in a new and free Dracoo community edition or just add them to the existing levels within the actual game. Given they provide our high quality standard.

It would give me great pleasure, if you grapple with the editor and the game itself. The game is created to be played and to have fun with eventually.

So, enough said. How to create a level?

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  • Published in AppDev

Setup (2/2): Gradle and LibGDX Project

What we're about to do:

  • Eclipse Gradle Plugin
  • LibGDX Setup Tool (Download)
  • Projekte Eclipse-Import
  • Run HelloWorld

Within the scope of this post, we will finish setting up our libGDX development environment. After we already prepared our machine to develop Java by installing the Java Development Kit (JDK) and Android by installing the Android SDK (we did it here), we are going to take care of the proper implementation for the build automation tool Gradle, its integration with Eclipse and the creation and integration of the libGDX project files.

But what do we need Gradle for? Gradle allowes us the dependency and version management of the software tools and frameworks used in our projects in a very simple manner. For example, it helps us out with the updating process of the libraries like libGDX or box2d physics. In earlier days, before gradle and before other dependency management tools, it wasn't always easy to find the necessary resources, change them and link them together in the right way in your project. Gradle completely removes this burden from our shoulders. A fully fledged Gradle tutorial would be out of the scope from this tutorial, though. If you want do deepen your knowledge about gradle, feel free to check this site out.

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  • Published in GameDev

LibGDX Dev Tutorials

Dear blog. It's me again. I had (and still have) the conviction that someday, I am going to design and implement one hell of an awesome 2d game. Until then, I kill my time wrapping my head around various gaming concepts and occasionally developing prototypes and proof of concepts. As chance would have it, Sebastian and me were working on a very promising idea the other day. So we decided to draft a quick protoype in libGDX. As you would expect from us, we did not finish it to a degree to pitch it somewhere. But in our humble opinion, it should be a pretty solid foundation.

We thought about it and came to the following conclusion: This blog will serve us as platform to document the process of development for this game. There will be examples, code snippets, tutorial videos and explanations to every part of creating the game. We will break bigger problems down to solvable, more understandable smaller problems. Since I often found the solution to a problem I had on various blogs and development sites, I thought it is about time to share my solutions the same way.

Here you can see the first video on this topic, which was already taken in october last year (one can easily realize how rarely there is time to advance projects like this).

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