
Kickstart 2D game development with LibGDX and Java by building a stick figure showdown: set up the environment, implement drawing, animation, input, heads-up display, AI, menus, and Android support.
Import assets, set up an asset manager, and load textures, fonts, audio, and atlases in one assets class. Load completes before use, then dispose to prevent memory leaks.
Create a LibGDX fighter class using a 2-by-3 sprite sheet, implementing states such as block, idle, hurt, punch, kick, walk, and lose with texture regions and animations.
Teach touch and mouse input handling in a 2D LibGDX game: convert screen to world coordinates, skip round delays by touchdown, and use the spacebar to restart after game over.
Apply texture filters in libGDX to control scaling, using nearest for performance and linear for smoother edges with min and mag filters, either per texture or via the asset manager.
Learn to create and use texture atlases by packing multiple images into a single atlas with GDX Texture Packer, configuring padding, filters, and power-of-two options.
Load and manage audio assets in LibGDX with an AudioManager that handles music and sounds, loops music, and provides play, pause, resume, and toggle music for UI and game sounds.
Develop blood splatter and blood pool effects by creating two Java classes, animating splatters from a texture atlas, and updating and rendering them on combat events.
Implement a blood pool system using a blood pool class with alpha fade, random textures from the blood atlas, and an array of 100 pools drawn beneath fighters.
Set the fighter display name to the player's uppercase name and apply the player's color in the show method, then build the main menu UI with scene2D tables.
Create a loading screen that loads assets with the asset manager, shows a progress bar, updates with assets loaded, waits briefly, and then switches to the main menu.
Master joystick-based movement by converting touch input to world coordinates, applying drag thresholds, and updating x and y directions and textures for the fighter.
Do you want to learn how to create amazing video games for FREE with LibGDX?
I'm Brandon and I'm going to help you master LibGDX by creating a complete and fully functional cross-platform 2D video game.
LibGDX is a free and open-source game development framework. Game development frameworks are collections of libraries and tools that provide building blocks that developers can use to create their own games, and are more lightweight and flexible than game engines, like Unity 3D, Unreal Engine, and Godot.
LibGDX also provides cross-platform deployment, meaning that a game created with LibGDX can be run on multiple platforms, including Windows, Mac, Linux, Android, iOS, and web browsers.
(NOTE: Please be aware that you will need to know some Java in order to get the most out of this course. Taking a short 2-3 hour Java course on YouTube should be more than enough.)
The Game Dev Kickstart course is very comprehensive and is full of extremely valuable information for creating incredible 2D games using LibGDX. We'll begin by installing the JDK (Java Development Kit) and the IntelliJ IDEA IDE, which we'll be using to write the code for our game. After that, we'll jump right into learning all about LibGDX by creating a complete 2D fighting game called Stick Figure Showdown. Among the dozens of topics we will be covering throughout the course, we'll learn how to:
draw images to the screen and animate them
manage assets (images, audio, etc.) using an asset manager
work with cameras and viewports for full control over how our game appears on different screen resolutions
handle keyboard and touch input from the player
generate fonts using the Freetype extension
display a HUD (Heads-Up Display)
create and use texture atlases for enhanced performance
add text and clickable buttons to the screen
add sound and music to our game
add AI (Artificial Intelligence) for the opponent fighter
create and switch between various types of screens (main menu, settings, etc.)
use Scene2D for more efficient UI (User Interface) layout
allow the player to change and save various settings of the game (difficulty, fullscreen mode, etc.)
EXTRA: add Android functionality to our game!
You'll also get access to all of the resources and code for the projects in this course!
So what are you waiting for? Join now and let's start developing games today!