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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

Summary

In this chapter, we delved into some special effects that can really make your game stand out. We implemented ScreenTransitionActor and ScreenTransitionAction for screen fade transitions when changing map locations. Then, we implemented ShakeCamera to make various on-screen objects shake. Next, we explored and implemented a static lighting model. We then took this lighting model a step further and after implementing the ClockActor class, we were able to show nice transitions across a typical day in BludBourne. The final topic we covered was the addition of particle effects and how we were able to easily use them in BludBourne by implementing the ParticleEffectFactory class.

In the next chapter, we will be wrapping up our journey with some deployment tips for our game, and see what lies before us on the next adventure.

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