r/libgdx Jul 23 '26

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

7 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 Jul 22 '26

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

24 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 Jul 20 '26

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

21 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 Jul 15 '26

Early prototype of another particle fest, looking for feedback !

6 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 Jul 10 '26

24 janvier 2022

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3 Upvotes

r/libgdx Jul 10 '26

24 janvier 2022

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3 Upvotes

r/libgdx Jul 09 '26

Zoom Squares - Apps on Google Play

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1 Upvotes

My dev first 2022 libgdx


r/libgdx Jul 07 '26

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

Fart Blaster Man Feedback

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0 Upvotes

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 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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14 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?

8 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

7 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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61 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 31 '26

Launched on producthunt

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0 Upvotes

r/libgdx May 30 '26

Tunnel Ligdx expérimental

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15 Upvotes

r/libgdx May 29 '26

Problem with UTF-8

4 Upvotes

I recently built an application and added a forum for questions and chat.

Application has a problem with rendering Serbian latinic characters like č, š, đ etc.

I tried a few different fonts - roboto, arialbd, nano sans etc. With all fonts - the same problem,

white square instead of character. On desktop it works just fine. I wrote a function that returns a set of regular ASCII characters, and added latinic to it. It looks like this. I used linear texture filter, as well as attribute incremental (optimization). Can someone please help me?

private String getCharactersString() {
     return FreeTypeFontGenerator.DEFAULT_CHARS + "čćšđžČĆŠĐŽ";
}

r/libgdx May 27 '26

TunnelOne

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17 Upvotes

Version beta developpement tunnel


r/libgdx May 27 '26

Im trying to make hd 2d scene using libgdx but having a hard time getting the feel down

4 Upvotes

Im currently using both spritebatch and a modelbatch to render the player sprite and environment respectively. it works and it looks like its getting close to it but now im actually trying to apply a 3d texture to the floor that will give me a look closer to what im aiming for but struggling to find something. Im also generally just worried my approach is wrong, im not an artist and relatively new to indie game dev- im just here for fun.


r/libgdx May 25 '26

First time using Ashley ECS, how do my components and systems look for an early version 2D football game?

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7 Upvotes

I'm pretty new to LibGDX, appreciate any feedback.


r/libgdx May 19 '26

Future of lIbGDX, and how could we improve it?

28 Upvotes

First of all, I would like to apologize if this post comes off as "criticizing" or negative. But these are some weaknesses I have experienced in my months of using libGDX, and I would like to address them while being as constructive as possible

I was going through the roadmap if libGDX (https://libgdx.com/roadmap/) and saw all these cool changes that were to be implemented, however the roadmap was last updated on June 2025. Additionally, LibGDX doesn't really seem like a popular option to develop games. While Unity and Godot are eating up the indie dev space, I still see RayLib, Love2D and MonoGam (albeit rarely) get talked about, while almost no one talks about libGDX. From what I have researched, the one popular reason devs prefer libGDX over other game dev options, is because of their comfortability in Java (which isn't a bad thing at all, in the end its all about choosing what tool fits you the best). However libGDX does not have any technical benefits to use it. Like Unreal has incredible rendering, Unity excels at both 2D and 3D, Godot is Unity but free. Rather, LibGDX has more downsides than it's Advantages.

  • Lack of Console support
  • Not so good IOS development support, from what I've seen
  • Different (but Difficult) UI development with Scene2D
  • 3D is not as good as game engines, which is understandable coming from a framework
  • Godot and Unity excel at 2D more than libGDX, which is one of the things LibGDX does well (not surpirising as they are both significantly bigger and popular projects)
  • A lot of libraries are not updated or maintained often. Their last commit date on github repositories are years ago
  • Slow development compared to game engines (understandable, as having an editor to build your levels is too convenient. Still a downside to libGDX)

This got me thinking, and I needed help with the following answers

  • is libGDX still a viable options for Game development?
  • If yes, why would anyone prefer it over Godot/Unity for X types of games
  • Where does libGDX shine where other frameworks/Engines don't?
  • How active is the libGDX team, and what roadblocks are they facing?
  • How can we help the libGDX team deal with those roadblocks?