Posts Tagged ‘libgdx’

Current Status

Posted by
Saturday, April 26th, 2014 2:26 pm

So I’m done coding for today and I’m reasonably happy where I am. Tomorrow I need to fine tune some controls and AI, create more levels for the game, finish the HUD, finish all the game screens and if there is time after that I aim to make things look better.



First Prototype is out!

Posted by (twitter: @caranha)
Saturday, April 26th, 2014 10:59 am

Finally, I got the “main” gameplay loop working! I still need a bunch of stuff in the game lifecycle (such as loading levels, menus, game over, etc), but the game is at a point where it is possible to at least test the input.

What game? I am making a QiX clone – I think that the QiX mechanic (you have to cut away the play area) is very closely tied with this theme.

Have a screenshot:

If you want to try it out, you can find the binaries (for desktop and android devices) here:

Thank you!

First Screenshot

Posted by (twitter: @caranha)
Saturday, April 26th, 2014 7:06 am

After a bunch of problems, I finally managed to get the very basic mechanics of my game down. Here is a screenshot:

First Screenshot

There is still a lot to do before this can become a game, but I’m happy that I’m finally getting into my rhythm. I’m not completely sure if my control scheme is good, so I need to put out a prototype as soon as possible.

Back to coding!

Problems with Eclipse [Help me?]

Posted by (twitter: @caranha)
Friday, April 25th, 2014 8:08 pm

AAARgh. When updating libGDX from 0.9.9, I also had to update eclipse in order to install Gradle and Android support.

Problem is: the new Eclipse is losing the context menu intermittently: mouse right click will just stop working from time to time, with no apparent reason (no error messages, nothing).

If anyone has any idea on how to solve this, I would be very thankful. It is really a bother trying to work like this, and I can’t get my project to trivially work in former versions…

Thanks for any help!

Ready…. Steady…

Posted by (twitter: @caranha)
Friday, April 25th, 2014 5:30 pm

One hour for LD to start. The lucky thing about living at GMT+9 is that the start of the compo sits nicely at 10AM. I can wait for the theme announcement, and then take a shower while thinking about what the game should be.

I’m spending the last few minutes preparing my environment: setting up the screenshots for the time lapse, organizing my windows and desktops, and cleaning out my house a little bit.

As usual, my setup is something like this:

  • Programming Language: Java+LibGDX: LibGDX turned 1.0.0, I haven’t played with it since last LD, but as far as I can tell, everything still works in mostly the same way that I’m used to. The wikis have much more information. There is this new build system, Gradle, which I’m still not quite familiar with, but I figured out how to build and package my game.
  • Environment: Kubuntu+Eclipse: I have updated to the latest version of eclipse (Kepler), which seems to hang out and eat the context menu from time to time. That is not so good and I hope it doesn’t happen this weekend.
  • Art and sounds: Badly drawn art on a tablet + Gimp/Inkscape. Sounds will probably be BFXR + Autotracker. Again.
  • Hosting: My source and releases will be posted on this github repository:

Good luck and good times for everyone out there!

I am in. Finally. It’s here!

Posted by (twitter: @rye761)
Thursday, April 24th, 2014 9:11 pm

So, this will be my 5th Ludum Dare and I’m pumped. Unfortunately missed the last one, but I’m in again. Going to be potentially trialling some new stuff this time, hope that goes well. LibGDX is not brand new to me, but it will be my first time making an actual game in it. I really hope that goes okay.

  • LibGDX (Java)
  • GIMP, maybe Paint.NET
  • SFXR (well, some form of it, most likely BFXR)
  • maybe Tiled
  • maybe Box2D

I wish everyone luck, just submit something. Don’t call it quits on Saturday afternoon. Take a break, but come back. Submit something. Maybe it sucks, is incomplete, buggy, or something else but submit it. Get feedback. We have a good community of devs here, many of which will be supportive and give you very good feedback. My first 2 LD games sucked. They were terrible, and pretty boring to play. They had the buggiest collision detection you ever saw. But I submitted them, and I got better. I think Shoodir and Broken Controls (my past 2 games) were actually kind of fun, and were less buggy. I hope to make something better again this LD. I hope you make something better this LD. Good luck everyone!

PS. Watch a Stream. It can be encouraging to watch other developers having success, and make those bug-hunting times less frustrating when you’re not the only one having them.

libGDX 1.0 released!!!

Posted by
Tuesday, April 22nd, 2014 9:04 am

Count me in

Posted by
Monday, April 21st, 2014 7:42 am

Its my first LD48

Language: Java with libgdx library

I am planning on using GIMP for graphics and I might use tiled depending on the theme.

For sound I plan to use sunvox and sfxr.

Looking forward to the challenge.



In Vivo hits the market!

Posted by (twitter: @empyrealhell)
Wednesday, April 2nd, 2014 7:39 pm

After slaving away for months on the post-competition version of my Ludum Dare #27 entry, it’s finally here. A fair bit has changed since that 48-hour demonstration, and I’m pretty happy with how it turned out. The core of the gameplay is the same. You still run around an alien UFO trying to figure out how to escape, alternating between a memory exploration and a frantic dash to achieve your goals in a very limited time window. The time limit changed for the sake of playability, 10 seconds just wasn’t enough time to get any meaningful play out of. There are a couple of new upgrades, and the aliens are all over the ship just waiting to gun you down if they catch sight of you.

Head to my website to download the demo or buy the full version


The long road I spent a lot of time working on this game to take it from a concept to a game I would be happy to release. When I compare the difference between the two versions it’s kind of amazing. The depth of gameplay that I wanted to present in the initial entry was far too much for 48 hours, and fortunately I realized that pretty fast. The version that I released last week has every feature that I originally planned to put into the competition entry, and between that and the improved graphics, it looks like I missed the mark on my time estimate by about 500 hours, give or take. Without further ado, here’s a rundown of what you can expect in the full version.

  • Less punishingly difficult. The time limit was increased from 10 seconds to 30, puzzles were made much more flexible so you can solve them in any way that makes sense, and the collision system now has rounded corners so you don’t get stuck on the terrain.
  • Drastically improved graphics. The resolution on all graphics was increased by a factor of four, there’s a lot more diversity in the environment and the aliens, and some shaders were implemented to add pretty effects like the clouds in memory mode.
  • Better music and sound. No more computer-generated sound effects that grate the ear, a full score of actual music in the background, and more sound effects for things that happen in game. It’s an even better improvement than the graphics.
  • A bigger, better map. The map is roughly four times the size of the one used in the competition entry, it features more dynamic objects to interact with, and has better segmentation to help you understand and navigate the space.
  • More upgrades! While the first upgrade was taken away and given to you as a default ability, the remaining four upgrades are still there, along with seven other upgrades ranging from teleportation to the ability to use drugs for status effects.

If you want the full details on everything that has happened since then, you can check out the development blog at my website. Thank you all for making my first ludum dare experience a great one, and giving me the kick I needed to finally take get past the prototype stage and release a game.

Clueless Postmortem

Posted by
Monday, December 16th, 2013 11:21 pm

I made Clueless this past weekend in my first Ludum Dare. A brief postmortem:

Things that went well:


I ended up super happy with all of my tooling choices: libgdx, Box2D, and Tiled among others. Everything more or less work as expected and was easy enough to learn (though I spent too much time learning on the spot), and ending up with an HTML/JS deliverable was nice. I also had a blast working with Java in IntelliJ all weekend.


Getting together with coworkers to hack near each other made the weekend much more enjoyable. The mutual energy kept us all focused on our games, but ping-pong and board game breaks provided much needed relaxation after hours of heads-down coding. Having people to bounce ideas off of also proved helpful when I got in a rut. And most importantly, I’ll always chose a shared experience over one I have alone.


I almost called it quits mid-Sunday, but I’m glad I followed through and ended up with something shippable. I feel like I’m in a really good place for future LDs.

Things that went less than well:

Nailing down the idea too late

I didn’t have a clear idea of what my game was going to be until ~5pm on Saturday, leaving me with not a ton of time to build and polish it.


Artistic skills are not something I’ve spent much time developing. And it shows.


The guest’s movement is my least favorite thing about Clueless. It looks awkward, and it leads to games where there are no killings for at least a minute. The worst part is that I knew how to make it better, but I ran out of time. Maybe I’ll fix this after voting is over and release v1.1.

Box2D overkill

My final product ended up not really needing the sophisticated physics engine I spent time learning and building against. Some of the intermediate versions of the project leaned on it pretty heavily, but by the end I could’ve gotten away with simple AABB collision detection.

You only get Glovecat’s First Day

Posted by (twitter: @@glovecat)
Sunday, December 15th, 2013 3:10 am

Good Morning everybody. After a few hours of teamspeaking we started a some kind of graphic adventure where the main character must use one object at a time to escape from a locked room.


Some art and WIP of the room and main character

Locked Room


Vector Guy



What! I actually have managed to follow my roadmap?

Posted by (twitter: @argontus_)
Saturday, December 14th, 2013 10:13 am

Now this is nice. I just realised that I have 100% more playable game than in my previous LD game, which ended up not having a playable game state… Since this is my second Ludum Dare, I’m happy with the direction.


The player and an enemy. Now to add… the rest… of the game…..

Now I still think that I spent far too much time today trying to get ANYTHING drawn on the screen, only to realise that my camera was off by a bit. Whoops…

Well, at least I’ve still got this evening, night (I’m not very good at staying focused when tired, except when in the “zone”) and tomorrow to go. Next I will try to get the boneheaded enemy character to try attacking the player, and implement some damage/health mechanism to make attacking worthwhile. A long way to the boss fight and “Game Over” screen…


Oh, and we baked some delicious joulutorttus with my girlfriend. I suspect they will start disappearing mysteriously during the evening.It’s important not to code with an empty belly… Mmmm.

Now to warm up some mulled wine along with these bad boys. Well, not these. These are from Wikipedia. Ours don’t have sugar on top.


Time to continue! And oh boy are there a few games here already that I’m itching to try. I have to say, I’m not sure I entirely liked the theme initially, but now that I’m more used to it, there are some pretty nice ideas out there. Much more diverse than the dreadful “10 seconds” last time.

I’m in Despair!

Posted by (twitter: @tkesgar)
Friday, December 13th, 2013 4:58 pm

“I’m in despair! The fact that I have to do LD28 without Internet connection has left me in despair!”

Well, I live in [REDACTED], where stable Internet connection is a premium and I’m a poor one. And I think Internet connection is vital for any programmer nowadays – documentations, forums, stackoverflow questions that showed up on top of many Google searches, and cat pictures is available online.

I went to an Internet cafe to download LibGDX documentations from its Github site this morning. Oh, I also download chronolapse. Oh, and writing this good luck post.

Having no decent Internet connection means no Twitch, no question asking, no Googling. I have to rely on what I’ve learnt and what I had. IMHO, it might proved serendipitous (is that the word?) because I wouldn’t be able to scope-creeping (“oh, this thing looks good, let’s use it”) and I’ll be somewhat more focused. Also, I still have my smartphone Internet connection and I can run to an Internet cafe nearby, just in case.

I’ll end this despair post with a despair quote from Goodbyeee:

“On the signal, company will advance!”

“Well, I’m afraid it’ll have to wait. Whatever it was, I’m sure it was better than my plan to get out of this by pretending to be mad. I mean, who would have noticed another madman round here? Good luck, everyone.”

QQQQQQQ – Yet Another LibGDX Basecode

Posted by (twitter: @tkesgar)
Thursday, December 5th, 2013 6:07 pm

Well here I am with a LibGDX basecode for LD28. It is just a combination of various libraries I greedily taken from Badlogicgames forum ( – LibGDX creator’s forum. I haven’t tested it and will probably create a warmup weekend entry soon. My aim is to build a 2D game, maybe yet another platformer, maybe not.

Here’s the download link:

I’m very very sorry for the hugely inappropiate download link for the basecode, because I’m quite in a panic state when I upload it, so I just Googled a “free file upload without login” and upload it there. When I realized my mistake, I’m too lazy to upload the file to another place because it took a good 15 minutes to upload – by the way, I’m in Indonesia. I promise I’ll use a “more appropiate” download link next time.

At this time, I am quite busy with various projects and my personal website, but I think I have some spare time to create a warmup and test the basecode. There’s a college exam for the next week (from 9th to 14th), but it’s not much of a problem (heh). I’m racing to complete the projects before LD28. Heh.

Apart from the basecode, I also used Bfxr and Sfxr. Guess you have also downloaded it, so I don’t have to post the download link. I don’t know about background music and don’t know how to create one – perhaps I’ll try and come up with some “creative ideas”.


Posted by (twitter: @tkesgar)
Friday, November 15th, 2013 6:44 pm

This is my PYAN (Post of Yet Another Newcomer).

I’m a new one into Ludum Dare. I attempted to join LD #27, but turns out that you can’t make a game in 1 hour. Well, you can — creating a 2-player Tictactoe in C is easy.

One little problem is I’ll have a college exam during LD. So, I need to develop a decent base code and tools in order to speed up ‘trivial’ things like creating a user interface or creating sprites. I’m planning to use LibGDX ( and will focus with creating a 2D game. There’s this Unity 4.3 everyone mentions, but I guess I’ll be just fine with LibGDX which I have quite an experience. I don’t know about music, though. There’s this Sfxr and Bfxr for sound effects, but I haven’t found a decent plan for music.

Thank you for reading, and sorry for the bad English, I’m not a natural English speaker. Heh.

LD27: QuickDraw

Posted by
Sunday, August 25th, 2013 11:02 pm

Finally took part in my first Ludum Dare!

This was a lot of fun and I learned a lot going through the experience!

So QuickDraw is a game where Wizards duel by drawing runes to cast spells. The closer the runes match the spell the greater the effect of the spell, fail very badly and the spell will backfire causing damage to you.

I wish I had more time, as I had to leave out so many things, but at least it is working and playable!

Edit: Found and removed a bug causing crashes in certain conditions if the AI’s mana is to low.


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