libGDX Jam is on! – Theme Voting Round #1

Together with our corporate overlords RoboVM, and indie darlings Robotality we are happy to announce the first ever:


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Theme Voting

A few weeks ago we released the human #libGDXJam theme generator to the public. What followed was a chaotic period of theme generation, pixel-arting, (mostly) civil discussions and co-op gaming, all within a single Google spreadsheet!

The result of the human theme generator are 184 more or less viable themes. Time for you folks to boil it down to a mere 5 themes! Pick your most beloved 5 themes until the 11th of December here:

>> To the Theme Voting! <<

The final 5 will be up for another voting round from the 16th to 18th of December, the day the jam starts.

The Jam

The jam will be held from December 18th to January 18th. Here are the rules:

The 10 Rules of Jamming

  1. You must use libGDX to create a game that fits the theme
  2. You may work alone or in a team. Only one submission per person/team is allowed
  3. You may use pre-existing code, e.g. libraries like Ashley, or your own code libraries
  4. You may use pre-existing art, e.g. assets from OpenGameArt, or your own art
  5. You may use external tools like Tiled or Overlap2D
  6. You must not re-skin an already existing game or prototype!
  7. You must submit your game before the end of the 18th of January via the jam’s site on (to be made public :))
  8. You must publish the source of your game, e.g. to GitHub
  9. You must submit your game to the libGDX Jam page before the end of day January 18th, UTC-12!
  10. If you want to win one of the sponsored prizes, you must tweet about your game and document its development, using the hashtag “#libGDXJam” and the handles “@robovm” and “@robotality”

Let me expand on rules 10. First of all, you can participate in the jam without following these rules! In that case, you will not qualify for the prizes though.

Documenting your progress is a great way of sharing your experience, and an invaluable tool for others to learn. Making a bit of noise on Twitter is also a great way to give back to our sponsors. Chaining those 2 things together via rule 9 is my evil overlord plan to make everyone happy.

Here are a few examples of tweets:

Progress screenshot of my #libGDXJam entry <url> @robovm @robotality

New dev log entry for my #libGDXJam game <url> @robovm @robotality

For the dev logs, we want quality first and foremost! Progress screenshots, descriptions of problems you ran into and their solutions, streaming and so on is what we want to see! Just mindless spamming will not get you anywhere.

Prizes & Judging

We are happy to have RoboVM and Robotality as sponors for the following prizes:

  1. Grand Prize: Mac Mini, sponsored by RoboVM
  2. Silver: iPad, sponsored by RoboVM
  3. Bronze: iPod Touch, sponsored by RoboVM
  4. For 20 random submissions: Steam keys for Halfway, sponsored by Robotality
  5. For another 5 random submissions: libGDX Jam t-shirt, by yours truely :)

To qualify for any of the prizes, you’ll need to follow rule 10 as outlined above. Judging works as follows:

  • The community can vote on from the 19th of January to the 2nd of February
  • The Grand Prize will be awarded to the entry with the highest community votes on This way the highest quality entry will win!
  • The Silver and Bronze prizes will be awarded to the entries with the best mixture of dev logs and tweets and community votes. Our sponsors and the libGDX core team will pick these entries. This should motivate people to make some noise on the web and document their progress for the greater good of the community!
  • The random awards guarantee that everyone has a chance to win a prize!
  • The winners will be announced on the 3rd of February!


Theme Voting round 1 Nov. 22nd – Dec. 11th
Final Theme Voting Dec. 11th – Dec. 18th
Jam Dec. 18th – Jan. 18th
Judging Jan 19th – Feb. 2nd

Stay tuned for more info and the official reveal of our jam page!

libGDX 1.7.1 released

libGDX 1.7.1

- Fixes AtlasTmxMapLoader region name loading to tileset name instead of filename
- Changes TiledMapPacker output, region names are tileset names, adjusts gid, defaults to one atlas per map
- API Change: members of Renderable and MeshPart are changed, see
- Added Vector#setToRandomDirection(), see #3222
- Updated to stb_image v2.08
- Added Node#copy(), used when creating a ModelInstance from a Model to allow using custom nodes
- Add ModelCache, see
- Updated bullet to v2.83.6
- Updated to RoboVM 1.9, for free life-time license read

Update your project as usual.

If you are deploying to iOS, you’ll now need a free RoboVM license key. You can find all info on this change in this blog post. I also updated all our docs with all the info you need to get this going. You can now use debugging on iOS!.

Happy coding!

A “Thank You” from RoboVM to the libGDX community

Update: post any questions on this forum thread. I already tried to cover most of the concerns, don’t hesitate to bring up more concerns.

Since early 2014, RoboVM has been our weapon of choice to deploy libGDX games on all kinds of iOS devices.

The libGDX community has been a vital part in the development of and improvements made to RoboVM over the past 2 years. You guys have provided invaluable feedback and helped build a community around RoboVM itself, right next to our libGDX community.

Now it’s time to give back a little. The RoboVM team would like to thank you guys with a free license for use with libGDX. This license includes debugging support and can be used for building and publishing both commercial and non-commercial libGDX games, provided your team size does not exceed 3 developers (send a mail to if it does).

Going forward, you will need to enter a RoboVM license key to compile your libGDX/PlayN game. Here’s what you need to do:

  1. Sign up for a RoboVM account
  2. Activate your license (see below)
  3. Apply for a free indie license!

Once you got your license key, make sure you use the latest RoboVM version (1.9.0) and simply execute the following on the command line:

./gradlew :activateLicense -Probovm.licenseKey=your-key-here

You can also activate your license key from within your IDE of choice. With the RoboVM IDE plugin installed, go to RoboVM -> License Manager and simply enter your code.

Your trial key will be updated to an indie license within the next 30 days without you having to take additional steps.

The license will be automatically renewed every year. You can use it for as many games as you want, no strings attached.

Happy coding!