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Mastering LibGDX Game Development by Patrick Hoey

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Chapter 9. Time to Set the Mood

With all the features that have been implemented for BludBourne, arriving at a point in the development where we can add the finishing details and special effects is definitely exciting. In this chapter, we will discuss assorted topics that will give your game the extra attention to detail, which will add to the experience for the player. First, we will implement screen fade transitions between changing map locations and cutscene transitions. Second, we will implement a nice special effect where the UI and enemy will shake when hit. When coupled with the sound effects from Chapter 8, Oh, No! Looks Like Drama!, the shaking when hit will really make the blows feel impactful. Third, we will explore the static lighting ...

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