libGDX Jam – And the winner is…

Oi4CiT

Wow, it’s been an awesome 2 months of theme voting, jamming and rating! 250+ people/teams signed up for the jam, 83 people submitted! I did not expect more than 50 submissions, so the event is a great success in my eyes.

Before I announce the winners, i want to torture you with a little history of libGDX Jam! Scroll down if you want to see if you won.

A brief history of libGDX Jam

I haven’t been able to spend a lot of time over the past 1.5 years on libGDX. Apart from doing the frequent releases, and occasional bug fixes, I simply didn’t have the time budget to do bigger things. Thankfully, the community is pretty big and doesn’t need me to do more than that to be thriving.

With christmas time approaching, I knew I’d have a bit of time to do a quick spike on the development side. But I also wanted to do something fun for the community. Hence, libGDX Jam was born.

Knowing my own struggle with balancing work, life and libGDX, I wanted the jam to be approachable for both kids and adults with jobs. To accomodate this divergence, I decided to make the jam a 4 week long affair, giving everyone the chance to spend enough time on their little ouvrès.

Next, I wanted to give a bit more incentive to participate, other than the sheer fun (panic, and dispair) participating brings with it. I asked a few companies if they want to sponsor the jam, and found two willing overlords in RoboVM and Robotality.

Finally, I devised the rules, with the goals of making handing out the prizes fair, disseminate knowledge throughout the community by having people open-source and document the development of their jam entries, and defining what is and isn’t allowed technically and artistically.

With all the planning out of the way, I started off by asking people to add theme suggestions to a Google spreadsheet. What could possibly go wrong!

I then put up those 180 theme suggestions for a first voting round, then took the top 5 themes and put them up for a final vote. The winning theme turned out to be “Life in space”, a super broad theme that was very approachable for any skill level.

Every jam needs a keynote video, laying out the rules. I was happy to get all the dorky people from the sponsors and the libGDX core team to pitch in some thoughts.

We chose itch.io as the hosting platform for the jam. Itch.io not only provides a market place to sell your games at, but is also a full SaaS platform for game jams! The team at itch.io was super supportive, helping with customization and fixing a few minor things that came up during the jam. Overall, itch.io saved me a ton of time. I did have to write a few things myself, namely crawling all the dev log entries on itch.io and creating a stream of the latest and greatest submissions. I wanted people to see each other’s dev logs for them to engage with each other. Sadly, the forum feature of itch.io isn’t very conductive to this. Another issue I had with itch.io was download speeds in Europe. This has since been fixed by the itch.io crew!

I didn’t manage to create my own entry, as I had to chose between the jam and writing the LWJGL 3 backend (naturally i chose the latter). However, it was amazing to check the dev log stream and Twitter every day, following people’s progress. That alone was worth the effort for me.

The jamming period came to a close, and people could now rate entries. I opened the rating system to anyone with an itch.io account, to draw from a broader pool of people who’d play the games. That worked out amazingly well! Over 1600 ratings have been given, a very good result!

So, here we are, 2 months later, with 83 marvellous submissions and a metric ton of ratings. Let’s look at the winners!

Grand prize winner: Project Magellan by saibotd/Lixus

Project Magellan by saibotd/Lixus is a round-based space exploration game. Highly polished, and lots of fun!

This game was selected as the grand prize winner by the community ratings! RoboVM sponsors a brand new Mac mini for this prize category.

I’ll contact you via Twitter or your dev log. I’ll need a shipping address from you!

Silver prize winner: Cosmonaut by Apprentice Soft

Cosmonaut by Apprentice Soft puts you in a space suite with limited oxygen and jetpack fuel. Your goal: get to the safety capsule.

This game was selected as the silver prize winner because of the mix of dev log activity & community rating! RoboVM sponsors a brand new iPad for this prize category.

I’ll contact you via Twitter or your dev log. I’ll need a shipping address from you!

Bronze prize winner: Life in space – and how to get rid of it by jppresents

Life in space – and how to get rid of it by jppresents is a top-down, round-based survival game (my interpretation :D). The game even features voice overs!

This game was selected as the bronze prize winner because of the mix of dev log activity & community rating! RoboVM sponsors a brand new iPod touch for this prize category.

I’ll contact you via Twitter or your dev log. I’ll need a shipping address from you!

20 Halfway Steam keys go to…

Robotality is sponsoring 20 Steam keys for their game Halfway. The following entries have been randomly selected to receive a key!

I’m contacting all you guys either via Twitter or your respective dev log!

5 libGDX Jam t-shirts go to…

I’m sponsoring 5 libGDX Jam t-shirts (including shipping). The following entries have been randomly selected to receive a t-shirt (except for Badly Drawn Rod, who’s kid needs a new t-shirt :))!

I’ll contact you via Twitter or your respective dev log. I’ll need a shipping address and a shirt size from you!

What’s next

Big thanks to RoboVM, Robotality and itch.io for helping out with the jam! Big hugs to all participants, I’m super proud of you folks! I highly recommend to check out all these awesome games on the submissions page!

I’m super happy how the jam turned out and want this to become a yearly event. If you are working at a company you think could sponsor some prices for the next jam, ping me via mario at badlogicgames dot com.

Until next time, and happy coding!

libGDX 1.9.2 released

libGDX 1.9.2

And another release!

[1.9.1]
- Added TextureArray wrapper see https://github.com/libgdx/libgdx/pull/3807
- Fixed bug in AndroidGL20.cpp which cast a pointer to a 32-bit int. Crash on 64-bit ARM, but only for a specific code path and address...
- Fixed multiple controllers registering on same index with LWJGL3, see https://github.com/libgdx/libgdx/issues/3774

The most notably change is the fix to AndroidGL20.cpp. On 64-bit ARM/x86, a code path in AndroidGL20.cpp would sigseg. The culprit?

The code in AndroidGL20.cpp is based on the original Android OpenGL ES 2.0 JNI wrapper. The code was adapted at a time where 64-bit was a few years away on Android. Welp, it’s fixed now :)

Please update your projects as usual.

libGDX 1.9.1 released – Whoops :D

libGDX 1.9.1

Welp, it’s been a while since I f’ed up a release. Sadly, the binaries for Android ARM64 and x86_64 didn’t deploy properly and i didn’t catch it because i was testing local release builds. Thanks to our community, my silliness got caught fast.

It is with great pride that I present to you libGDX 1.9.1, the whoops release!

[1.9.1]
- API Change: Override GwtApplication#createApplicationListener() to create your ApplicationListener
  on GWT, overriding GwtApplication#getApplicationListener() isn't needed anymore, see https://github.com/libgdx/libgdx/issues/3628
- Fixed ARM64 and x86_64 binaries for Android

Please update your projects as usual.

BTW, the libGDX jam is now in the rating phase. Register with itch.io, and hop over to the entries to play and rate all those games!