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.
We prefer to ...
Get Beginning Android 4 Games Development now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.