O'Reilly logo

Beginning Android 4 Games Development by Robert Green, Mario Zechner

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Creating the Assets

Our new game has two types of graphical assets: UI elements and actual game, or world, elements. Let's start with the UI elements.

The UI Elements

The first thing to notice is that the UI elements (buttons, logos, and so forth) do not depend on our pixel-to-world unit mapping. As in Mr. Nom, we design them to fit a target resolution—in our case 320×480 pixels. Looking at Figure 9–2, we can determine which UI elements we have.

The first UI elements we create are the buttons we need for the different screens. Figure 9–4 shows all the buttons of our game.

images

Figure 9–4. Various buttons, each 64×64 pixels in size.

We prefer to ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required