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 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 ...