How to solve issues in libGDX at iOS version uploading to iTunes Connect

I have recently published my new game for iOS, made with libGDX: Rainbow Diamonds. Once the app is packaged to distribute for iOS devices, I found some errors when I tried to upload the app to iTunes Connect. This issues Seguir leyendo How to solve issues in libGDX at iOS version uploading to iTunes Connect→

Rainbow Diamonds 1.0.3 – Improvement of virtual joystick

Good morning, I have published a minor update of Rainbow Diamonds. This update makes changes on the virtual joystick to improve the game experience. This version includes the following changes Dynamic DPAD. The direction button on virtual joystick it’s positioned Seguir leyendo Rainbow Diamonds 1.0.3 – Improvement of virtual joystick→

How to know if my Android app is running on a television or on a mobile device

Given that Android apps can run on different devices, there are situations where we must know if the device where the app is running on is of type smartphone or television. This allows our app to adapt itself to the Seguir leyendo How to know if my Android app is running on a television or on a mobile device→

How to smooth textures when they are resized in LibGDX (filters I)

When working with LibGDX, we normally use a «vitual» screen (whether through using Viewports or with transformation matrices) with a defined dimensions, and all textures / images will have a size according to that virtual dimensions. If the viewport size Seguir leyendo How to smooth textures when they are resized in LibGDX (filters I)→

How to hide virtual buttons in Android / LibGDX

When we make games with LibGDX for Android devices, we generally like our game uses full screen. If the device where we play the game has virtual buttons for Android actions (Home, Back, Menu, …) instead of physical buttons, we Seguir leyendo How to hide virtual buttons in Android / LibGDX→