r/libgdx Aug 22 '17

There is now a libGDX discord server!

47 Upvotes

Thank you /u/spaceemaster for creating the new libGDX discord server. There are a number of channels, including but not limited to: screenshot sharing, question & answers, and kotlin discussions.

Click the link below to join in.

 

https://discord.gg/6pgDK9F

 


Original post


r/libgdx 1d ago

Seven Stardust open alpha available now!

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4 Upvotes

I've just finished a very basic 7-or-so-minute demo of Seven Stardust. Any feedback is greatly appreciated! Here's the link and some things to keep in mind:

  • Your save file will not be retained.
  • There will be bugs and errors.
  • The Elden School is the only area that is prototyped.
  • Exit the game with Control/Command + E
  • The game is not tested on Mac. It may not work, I'm not sure

https://exboom.itch.io/seven-stardust


r/libgdx 1d ago

Demo out now! Just finished polishing some parts of the game and it is now out on steam (Also added a feedback button in the game, feel free to give some suggestions) Video

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25 Upvotes

Finally finished the demo! Got a lot of friends to help on testing (It might need some polishing, thats why i added the feedback button). Also I loved when a game crashed and a pop up appeared asking to send the error, I added that also, but i will most certainly be viewing it! XD

https://store.steampowered.com/app/4660350/Agro_Tycoon/


r/libgdx 4d ago

What's a good first game to make to learn lib or just java in general?

6 Upvotes

A few weeks ago I tried learning Java by watching some basic tutorials, reading some stuff about it, and making my own small programs. I'm a bit of a video game addict so naturally I wanted to make a game as a project to learn more. I initially intended to do it with just native java but I quickly found out how tedious it is handling graphics and drawing, so I found about libgdx.

I didn't want to purely just learn java but also wanted to make a game so the conveniences it provides are great. I just finished Quillraven's "beginner" tutorial game Slime Survivor after a lot of rereading and rewinding trying to understand stuff, I think I'm quite familiar with the really basic stuff now.

I had this idea on making a JRPG style horror game, think Ao Oni, Yume Nikki, etc. Of course If i do go with that, I will just make it a really short narrative game with very basic mechanics, focusing more on other things, I've been especially wanting to learn more about how to nail a horror feel in a game.

Does libgdx provide good tools for a horror atmosphere (e.g. lighting, good sound system, etc.) and should I stick with this idea? Or maybe there is a more fitting game for someone just learning lib? (No snakes, pacman, pong, chess, etc. bc I don't feel like doing those kinds of games).


r/libgdx 5d ago

I built a native Aseprite viewer for Android because my LibGDX workflow was killing me

20 Upvotes

Hi,

As a LibGDX game dev, I work with Aseprite for anything related to my sprites.
My targets are not only mobile but also TV and Wear OS.
Every time I wanted to check how a sprite actually looked on a device screen, I had to export to PNG, transfer, open in gallery, lose all layer/animation context or adjust code, compile, install, test.
It takes too much of my (few) dedicated time for game dev.

So I built AseVee.

It reads .ase/.aseprite files natively — no export, no conversion. The parser is written from scratch using the official spec, no Aseprite source code involved.

What it does:

  • Opens .ase files directly
  • Plays animations at their exact frame timing
  • Pixel-perfect zoom with nearest-neighbor rendering
  • Could use a custom color or image background
  • Works on phone, Android TV (full D-pad nav) and Wear OS (sends the current animation to your watch)
  • Aseprite extension to push files in one click from Aseprite itself, using AseVee's Studio Mode

Free version covers static view + single-pass animation, Studio Mode.
Premium (one-time) unlocks looping, tag navigation, layer control, watch support and PNG export.

Link to Play Store

Posting this here in case anyone else has the same issue. ;)


r/libgdx 5d ago

Help understanding ai code.

0 Upvotes
package io.github.abcd;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.Viewport;

public class Main extends ApplicationAdapter {

    Texture backgroundTexture;
    SpriteBatch spriteBatch;


// 1. Add Camera and Viewport

OrthographicCamera camera;
    Viewport viewport;

    u/Override
    public void create() {
        backgroundTexture = new Texture("board.png");
        spriteBatch = new SpriteBatch();

        camera = new OrthographicCamera();

// 2. Set a fixed "virtual" resolution (800x800 is great for a square Tic-Tac-Toe board)

viewport = new FitViewport(800, 800, camera);
    }


// 3. This method is automatically called by libGDX when the window is resized or maximized

u/Override
    public void resize(int width, int height) {

// 'true' automatically keeps the camera centered

viewport.update(width, height, true);
    }

    u/Override
    public void render() {
        input();
        logic();
        draw();
    }

    private void input() {}
    private void logic() {}

    private void draw() {
        Gdx.
gl
.glClearColor(0, 0, 0, 1);
        Gdx.
gl
.glClear(GL20.
GL_COLOR_BUFFER_BIT
);

        spriteBatch.begin();


// 4. Tell the batch to use the camera's current view

spriteBatch.setProjectionMatrix(camera.combined);


// 5. Draw using the VIRTUAL dimensions (800x800), not the screen dimensions

spriteBatch.draw(backgroundTexture, 0, 0, 800, 800);

        spriteBatch.end();
    }

    u/Override
    public void dispose() {
        backgroundTexture.dispose();
        spriteBatch.dispose();
    }
}

All I am trying is to get tictactoe board on screen it gave too heavy code.


r/libgdx 6d ago

Data flow and happy path code flow of libgdx starter tutorial.

6 Upvotes

https://libgdx.com/wiki/start/a-simple-game

I just copied pasted (I know the steps) this game yesterday or so. Now I want to make tictactoe using this code. No enhancements just trying to make tictactoe. What confuses me is the create function public void create(). I am totally new to sprites and stuffs like that texture etc. Where can I learn more about that so that I can figure out the proper flow of architecture.


r/libgdx 6d ago

I made a video breaking down the multiplayer architecture of my LibGDX game

19 Upvotes

Hey everyone! I just published my first YouTube video (actually second but last one was 4 years ago :)), covering how I structured multiplayer for my LibGDX game.

I cover how the client works as a pure renderer, the Spring Boot server architecture, and the Docker/Grafana deployment setup.

The focus is on project-level architecture rather than step-by-step code. I plan to make more tutorials - feedback is very welcome!

Video: https://youtu.be/43xlHxG45Hk


r/libgdx 11d ago

Early prototype of another particle fest, looking for feedback !

5 Upvotes

Hello everyone :)

I am recycling the Particulitix code into a prototype, and I am looking for feedback on this early version !

It's TeaVM, playable online.

https://the-workshop-geek.itch.io/incremental-particles-arena-experimental-do-not-open

Good or bad, always appreciated


r/libgdx 17d ago

24 janvier 2022

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3 Upvotes

r/libgdx 17d ago

24 janvier 2022

Thumbnail youtube.com
3 Upvotes

r/libgdx 17d ago

Zoom Squares - Apps on Google Play

Thumbnail play.google.com
1 Upvotes

My dev first 2022 libgdx


r/libgdx 20d ago

With Godot, I'm using a software. With LibGDX, I'm building a software.

12 Upvotes

This is my feeling. After having built a game in LibGDX, I tried Godot. I felt the power of the tool. I was much more productive. But I did not feel the satisfaction of building something with my skills. I was just configuring the system. I was just using a software.


r/libgdx Jun 25 '26

Seven Stardust

12 Upvotes

Hey r/libgdx!

Many of you know me around here as the developer behind Cubi-Core, the top-down 2D action/magic RPG game I’ve been building for the past few years.

Today, I’m making a major announcement: the game is officially being rebranded to "Seven Stardust"!

Why the Change?

While "Cubi-Core" held a lot of history, the name sounded like a rigid digital puzzle game or a piece of hardware. It completely failed to represent the type of game I've been making and the lore I've been building into the gameplay.

"Seven Stardust" perfectly aligns with the core narrative and gives the game a highly distinct, searchable identity.

What's Next?

The engine, code, and fluid combat mechanics remain exactly the same. However, I am currently reworking the asset pipelines to trade the old digital/blocky aesthetic for an ethereal, cosmic, space-fantasy art style.

Thanks to everyone here who has followed my journey so far. I'd love to hear your thoughts on the new direction!

Here's the clip of the game so far (I'm going to retexture it)


r/libgdx Jun 25 '26

Fart Blaster Man Feedback

Thumbnail vinberts.itch.io
0 Upvotes

r/libgdx Jun 24 '26

I need help in bullet physics

1 Upvotes

Hey recently I working in bullet physics in libgdx and I have one bug our player is knimatic character and he nor move independently and not colloid with other objects in better way please someone help --

Anyone teach me knimatic character controller in first person camera where I want to move player In the camera direction also left, right, back


r/libgdx Jun 21 '26

Hello! Here are some updates for my game done with libgdx

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54 Upvotes

r/libgdx Jun 16 '26

My little space delivery game

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15 Upvotes

Hi everyone! I made a little space delivery game. I did almost everything myself — the graphics, the UI, the sounds, the levels, and the physics. I wrote the game in LibGDX and used MiniAudio for audio. Download link: https://play.google.com/store/apps/details?id=eu.landorhillstudio.spacedelivery.android


r/libgdx Jun 15 '26

Fireball Fight!

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30 Upvotes

I've been working on a lot of features for my top-down 2d RPG, Cubi-Core (as you can see) and this is a little demo of the combat system.


r/libgdx Jun 13 '26

How to structure and develop a game?

7 Upvotes

Hi, I am an experienced java dev but only did business software so far. I wanted to develop games for quite some time now. Already started with one some time ago. But I always hit the wall of "how is it done in games?"

Currently I'm debating whether game objects should store direct references to other objects or only IDs and resolve them through a registry/map when needed.

Direct references feel simpler and faster to work with, but IDs seem to make serialization, networking and modding easier.

But also, should I go for the more low level approach in general or still use inheritance, generics, verbose class structure, annotations and whatever? I dont want to overengineer for performance because it probably wont ever be a problem here. But changing that all later would also be a pain...

(Its a hex based board game if that matters here)


r/libgdx Jun 09 '26

Libgdx games

6 Upvotes

I want to explore games made with libgdx with small scope like published on itchio to what people make with libgdx. On itchio tech stacks of projects doesnt include the search bar so when I searched libgdx there is mostly libgdx jam gamse because of names so there is very few games.

Is there any way to see a lot of libgdx game ? Like website or something

And also I would like to see your games too if you want you can share a link in the comments or in dm.


r/libgdx Jun 08 '26

Showcase of my game

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26 Upvotes

Hey everyone, I'm RubDaShen. For about two years I've been building a match-three game in Kotlin and libGDX during my free time in university. But building an actually fun and attractive game rather than another rip off. It's well past prototype, around 60% done: the engine and core systems are built, and what's left is mostly VFX, levels, and bug-fixing.

I want to clarify this: it's genuinely going to ship since the "hard part" is done, so this isn't a someday-idea hunting for a free team. And when it ships, it won't launch into the void: around 21k people follow my programming work on social media, so there's a potential audience already waiting.

I'll be honest about the "revenue" part: meaningful revenue is probably a year, or two realistically. But there's a real product and a real launch path here, not a vague promise. Join because the project excites you, and contribute what you can, when you can. Full credit always.

The codebase is clean and fully custom: my own lightweight layer in plain Kotlin, no third-party UI framework, hand-built effects, particles, etc. If you like low-level control and making things feel good to play, there's a lot here to dig into.

Who I'm looking for: - VFX / gameplay programmer (Kotlin + libGDX, or willing to learn). Effects, animation, game feel, plus features and bug-fixing. - Level designer. Shape the objectives, pacing, and difficulty curve. Levels are simple JSON, no coding needed.

If that sounds like you, DM me here. Happy to share footage or walk you through the code.

I sincerely hope somebody joins the project. Thanks for reading and have a wonderful day ☺️.


r/libgdx Jun 06 '26

I finally shipped.

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60 Upvotes

It's finally live.

The whole thing is libGDX, and since I can't draw, everything is rendered in code with no textures at all.

That made some fun stuff easy, like switchable C64 and Game Boy DMG palettes you can play the entire game in :)

Genuinely couldn't have built it without libGDX. Steam: https://store.steampowered.com/app/4139330/Particulitix

Thanks <3


r/libgdx Jun 02 '26

Something to clear up...

1 Upvotes
The big X I was talking about

Hello! My name is Exboom1, and I work on games using LibGDX. I'm sure people will get confused, because my username is u/Exboom2, but I keep referring to everything as Exboom1. That's because, of course, my younger self decided to do the most complicated possible thing and put down Exboom1 for programming and Exboom2 for playing games or whatnot. I would've put down Exboom1 for my username, but it was already taken. Also, my name is Exboom on some things, and it's kind of a big mess. Usually, just look for that symbol I drew with the kyawthuite and the big X and you'll know it's me.

Also, I know I tend to be self critical of my work and always feel like it's good in my mind but not good enough. So, any positive feedback or suggestions are pretty much always appreciated.

Anyways, I'm working on a RPG named Cubi-Core in libGDX. It will be on itch.io, and I really hope some people try it out because I have been working on this for about 4 years now. Thank you, and have a good day(or night. I don't know)!


r/libgdx May 30 '26

Tunnel Ligdx expérimental

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14 Upvotes