WaveEngine 2.4.0 includes official native support for NinePatch textures (also known as 9-slice). To know more about what that kind of textures is, read our previous post about it.
As this version allows you to add textures and mark them as “NinePatchType: FromTexture”. This option will be automatically selected if your texture has the extension “*.9.png”.
When this mode is selected, the exporter will extract the stretch and content regions from the texture and remove them from the final asset. Keep it in mind if you need power of two textures (e.g., if your final texture must be 256×256, the source image size must be 258×258)
Continue reading NinePatch native support
The navigation flow in games is a very important part that can be difficult to deal with. In this article we will introduce a possible strategy to solve this.
Wave Engine provides generic services and tools to manage scene transitions and basic navigation. However, distributing the navigation logic between different scenes and behaviors can be tricky at times and difficult to scale.
To solve this, an interesting approach is to use a service that contains all the navigation logic, managing transitions and deferred loading between scenes. Later, a simple and generic component can be used to link navigation events to buttons in the scene and hardware buttons. Continue reading Facing navigation flow with Wave Engine
Resources management is an important part during the game development and it becomes tedious when a large amount of it is required in a project. In this article, we show the progress done with Wave Engine and how it will ease task management.
How it works in previous versions
In Wave Engine 1.4.2 and previous versions, game assets can be included to throw the Asset Exporter tool and can be accessed programmatically using the asset path.
Continue reading Resources management and new WaveContent class in Wave Engine 2.0