Tag Archives: games development

Libgdx at Intel Buzz Workshop Stockholm 2015

intell buzz workshop

Quick update to let you know I have been invited to talk about all Libgdx things at Intel Buzz Workshop 2015, which will take place in Stockholm on July 17th. It will be a one day conference on mobile games development and will feature talks on virtual reality, Unreal Engine 4 and lots of cool stuff, check the programme for more details.

Register if you are interested, tickets are free until July 6th!

Hope to see you there!

Ashley 1.5.0 released


Thanks to the contributors, here’s a new version of Ashley, which now stands at 1.5.0.

A new version of , your favourite component based entity framework is out. The version comes with a bunch of bug fixes that, hopefully, will iron out some of the rough edges in Ashley.

  • API addition: adds getFamily() method to IntervalIteratingSystem and IteratingSystem.
  • API change: IntervalSystem‘s update() method is now final, as it doesn’t make sense to override it.
  • Update: updated Libgdx version to 1.6.0.
  • Enhancement: allows IntervalSystem to update faster than the main loop.
  • Enhancement: improved hashCode() and equals() implementation of Family.
  • Bug fix: fixed GWT build and made a Jenkins job to make sure we also test GWT integrity.
  • Bug fix: empty Family now matches empty entities.

To use it, change your dependency to com.badlogicgames.gdx:ashley:1.5.0. The new nightly dependency is com.badlogicgames.gdx:ashley:1.5.1-SNAPSHOT.

As usual, all unit tests are passing and the wiki is up to date. Please keep up the good work sending more pull requests and reporting bugs.

Libgdx Cookbook samples updated

libgdx cross platform development cookbook

It’s been a few months since Libgdx Cross-platform Game Development Cookbook came out. Quite a few things have happened since then in the Libgdx world, libraries are updated and some things break over time.

As promised, we have updated our samples repository to use the latest versions of Libgdx (1.5.5), Ashley (1.4.0), gdx-ai (1.5.0) and RoboVM (1.0.0) among others. Luckily enough, only a few changes were necessary to make everything work again.

I’m very pleased to see that, 5 months after the book came out, it’s still as relevant as it was on launch day. Moreover, people seem to like it!

This cookbook is certainly a great resource for learning and improving your libgdx skills and in my opinion it is the best book on libgdx at the moment […]

Ashley 1.4.0 released


A new version of Ashley, your favourite component based entity framework is out. The 1.4.0 version comes with a bunch of bug fixes that, hopefully, will iron out some of the rough edges in Ashley.

  • API deprecation: finallt removed the Family.getFor() methods. In order to retrieve a family, you can do Family.all().one().exclude().get().
  • API change: makes family Builder package protected.
  • Bug fix: EntityOperation and ComponentOperation are now properly reset when put back into their pools. This doesn’t affect the API at all and it’s an implementation detail fix.
  • Bug fix: fixes PooledEngine always returning new components.
  • Bug fix: fixes GWT build.
  • Bug fix: avoids removing a PooledEntity twice.

To use it, change your dependency to com.badlogicgames.gdx:ashley:1.4.0. The new nightly dependency is com.badlogicgames.gdx:ashley:1.4.1-SNAPSHOT.

As usual, all unit tests are passing and the wiki is up to date. Please keep up the good work sending more pull requests and reporting bugs.

2D Game Art for Programmers copyright infringement

2d game art for programmers

This story really upset me, but let’s start from the beginning for context’s sake.

I’ve been following Chris Hildenbrand’s blog 2D Game Art for Programmers since the very beginning because it’s absolutely amazing. He gives hope to talentless and desperate programmers like me, so we can go and make games that won’t make people want to pull their eyes out. Just a few intelligently placed shapes, some smart shading and you’ve got decent art. Moreover, everything is done with Inkscape, which is free and open source.


2D Game Art for Programmers has enabled me to produce art for Math Maze and Evolution among other stuff. Hey, they look pretty okay to me, don’t they? Thanks for that, Chris.

math maze phone

Chris’ tutorials are well thought out and beautifully crafted. They must take bloody hours to put together! In order to justify such an enormous time investment, Chris has a few premium assets and guides for which you have to pay a small amount of money. One example are his Block Buddies.


Now for the outrageous part.

Last weekend Chris contacted me about Viope, an e-learning company. They had shamelessly created a 129€ (£92/$137) tutorial directly from his free assets. I’m not talking about them using Chris’ tutorials to learn and then make a paid course of their own, which would have been legitimate. This is a 1:1 copy of the original work. Additionally, they copied other tutorials and published them as free samples of the course.

Chris gives more details on his website.

Hilariously, Viope made a promotional video which includes the character I made for Evolution. They are mad if they can attract customers with my art. Ridiculous.

Evolution - Caveman

Understandably, this affects Chris’ motivation to produce more awesome work for free. He was in the middle of publishing a series of articles on how to design art for a whole game from scratch. He cannot get enough kudos for that.

It’s enraging to see how easy it is for an company of doubious morale to take possession of something it’s not theirs and re-publish it for profit. Fortunately, Chris is talking to his lawyer and Viope seem to have taken the course down for the time being.

Hope it gets fixed soon mate.