Do I just need to be creating instances of all of my graphics into memory that are loaded from file? What is the best way to handle this? Do I just need some sort of assets manager that creates ...
If I have a file stucture for my final, released game something like: Main folder Media Images Other assets Sounds Executable List item And a different one for my 'in development' project, ...
I'm trying to figure out a way to write a save/load system for my game in C++. As of right now, I'm doing it all using binary flags. Anyone got a clue on how to do it another way? I don't mind using ...
I'm developing an Android game. Basically I want to pre-load all graphics/sounds when the app is first loaded. But I also would like to show a progress bar as this is happening. Here is a snippet ...
This is something I've been wondering for quite a while. When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels? ...
I'm using Slick2d for a game, and while it runs fine in Eclipse, i'm trying to figure out how to make it work when exported to a runnable .jar. I have it set up to where I load every image located in ...
Do you distinguish constant and changeable game objects when you save/load game? If yes, how do you do it? If not to save constant objects (for example, mountains and trees), we optimize memory usage ...