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1  Game Development / Newbie & Debugging Questions / Re: libgdx - why extend Game instead of implement ApplicationListener? on: 2013-05-06 16:56:35
I struggled with this question too.  I ultimately worked through Andrew Steigert's blog series on building a Tyrion clone and it helped me a lot.

http://steigert.blogspot.com/2012/02/2-libgdx-tutorial-game-screens.html

Like davedes says, it's mainly so you can support multiple screens, where each screen contains its own code (e.g. render(float delta))
2  Discussions / General Discussions / Strategy RPG Beginners Tutorial using libgdx + Artemis on: 2013-05-06 14:51:17
Hi, I'm a relative beginner fighting through using libgdx and Artemis to build a strategy rpg, and documenting my efforts in a blog: http://javagamexyz.blogspot.com/ and google code repository: https://code.google.com/p/javagamexyz/source/browse/.

I started by deconstructing the Artemis demo program Spaceship Warrior (http://gamadu.com/artemis/demos.html) and through a series of 6 blog posts built it up step by step from scratch, beginning with how to download the source with mercurial eclipse and setup the project with .jar libraries.

In my own project I have covered basic 2D animation, tile-based-maps (I'm using a hex map, but the code is so general that it could easily be switched to a square map), procedural terrain generation, pathfinding, user input, scene2dui (menus), combat abilities, and enemy AI.  Here's a (laggy) video of the most recent incarnation of things, where all entities are controlled by AI.

<a href="http://www.youtube.com/v/H1x9phg1A2I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/H1x9phg1A2I?version=3&amp;hl=en_US&amp;start=</a>

Earlier incarnations didn't have the dorky player tokens - they had a knight - but I wanted to be able to differentiate healers from archers, etc.

I started almost from scratch, building off of the architecture from Artemis' Spaceship Warrior, and I think the series might be helpful to people trying to get a start!

All code is open source, and graphics are licensed under Creative Commons Attribution.  I still plan on adding visual/audio effects for abilities, character stats viewer, a character classes, dialogue, inventory, and save/load game.  But I wanted to share the progress I've made so far, and hopefully get some helpful feedback, and help other people starting from scratch!

The early blog posts were written to be really cheesy, but I dropped that as the topics became more advanced.

Thanks!  Let me know what you think!
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