![]() ![]() Do the same for your loading images so you will have 2 projects and Pack’em all for both. Now anytime you need to add images to your atlas you can put the images in the input/game folder and load the game.project file and all your settings will be populated and all you will have to do is click Pack’em all to create the new files. So select “save project” and save the file as game.project in the output folder. This is done with the save project button on the top. Since we will be adding images later and we will want to have all these settings again we should save these settings. Next copy the settings from the image above. Now do the same for the output directory and select the output folder. Press the … button and navigate to the input/loading folder and click open to set the input folder. If you haven’t already got the texture packer you can get it from once downloaded open it up. You can download the folder structure with images from here. Now you have this folder structure add all your current game images to the game folder. ![]() This will keep your loading images and game images separate as your loading images will be updated a lot less than your game images and you need your loading images separate so they load fast. The first thing you want to do is create this folder structure: This means we can quickly load the few images for our loading screen then use those images in our loading screen to show the progress of the loading for the game images. One for the game and one for the loading screen. We are going to divide our images into two sets. For a quick guide on the texture pack and the settings I use you can visit the texture packer guide. The first thing we’re going to go over is the texture packer and how to use it to pack all your textures. Note the loading bar loads really fast as we’re not loading many sounds, images or music yet. ![]() This is what we hope to achieve by the end of part 8. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX Game Tutorial – Project setup as this tutorial continues from these earlier parts. For those of you who have come from part 7, you can continue on. This part will focus on the using the texture packer to pack all your images into an atlas and creating a loading screen. Welcome to part 8 of our Full LibGDX Game Tutorial. SimpleButton.Full LibGDX Game Tutorial – Loading Screen When you open the png file you will find all the areas that are defined in the json file. In the case of the default skin it is called: uiskin.json and "points" to a TexturePack image uiskin.png. More intro can be found: here, Libgdx wiki or this quick tutorial Efficiently storing the images the PNG image by doing rotation of images and various algorithms to reduce unused space.Automatically create the JSON file with the proper position and size information. ![]()
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