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.

  • Ember Ushi@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    3
    ·
    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.