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	<title>Badlogic Games</title>
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	<link>http://www.badlogicgames.com/wordpress</link>
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		<title>Libgdx game wins Ludum Dare</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3045</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3045#comments</comments>
		<pubDate>Tue, 21 May 2013 13:49:46 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[OMG Ponies!]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3045</guid>
		<description><![CDATA[Mono by timtipgames won Ludum Dare 26. It&#8217;s powered by libgdx Here&#8217;s the post mortem. According to my research there&#8217;ve been about 40 games made with libgdx this year (at least 40 games mentioned libgdx somewhere in the description). May even be higher. Not to bad! Looking forward to next year&#8217;s Ludum Dare!]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&#038;uid=15341">Mono</a> by timtipgames won Ludum Dare 26. It&#8217;s powered by libgdx <img src='http://www.badlogicgames.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&#038;uid=15341"><center><img src="http://www.ludumdare.com/compo/wp-content/compo2/thumb/4574aa5b5e285c15a02991384df96e7e.jpg" alt="" /></center></a></p>
<p>Here&#8217;s the <a href="http://www.ludumdare.com/compo/2013/05/01/post-mono/">post mortem</a>. According to my research there&#8217;ve been about 40 games made with libgdx this year (at least 40 games mentioned libgdx somewhere in the description). May even be higher. Not to bad!</p>
<p>Looking forward to next year&#8217;s Ludum Dare!</p>
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			<wfw:commentRss>http://www.badlogicgames.com/wordpress/?feed=rss2&#038;p=3045</wfw:commentRss>
		<slash:comments>8</slash:comments>
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		<item>
		<title>OpenGL ES 2 for Android &#8211; A Quick Start Guide</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3040</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3040#comments</comments>
		<pubDate>Mon, 20 May 2013 22:23:40 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[OpenGL ES]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3040</guid>
		<description><![CDATA[A few months ago, Kevin Brothaler approached me via e-mail and asked if i could give him a quote for the book (yes, i feel like a &#8220;rockstar&#8221;). I ended up doing a tech-review and write the foreword for the book. Kevin did an excellent job at condensing the somewhat beginner-unfriendly OpenGL ES 2.0 API [...]]]></description>
				<content:encoded><![CDATA[<p>A few months ago, Kevin Brothaler approached me via e-mail and asked if i could give him a quote for the book (yes, i feel like a &#8220;rockstar&#8221;). I ended up doing a tech-review and write the foreword for the book.</p>
<p><center><a href="http://pragprog.com/book/kbogla/opengl-es-2-for-android"><img src="http://libgdx.badlogicgames.com/uploads/Screen%20Shot%202013-05-21%20at%2000.17.47-MzgLc8JqKT.png" alt="" /></a></center></p>
<p>Kevin did an excellent job at condensing the somewhat beginner-unfriendly OpenGL ES 2.0 API into a nice little book, with a special focus on Android. While you won&#8217;t be able to write the next Crysis, it&#8217;s certainly a nice introduction to the subject matter, and i can recommend purchasing it. Kevin&#8217;s also a splendid guy and put out many free tutorials on OpenGL ES on his site <a href="http://www.learnopengles.com/">learnopengles.com</a>. You should support his book for this fact alone!</p>
<p>The books not yet on Amazon, but you can get it at <a href="http://pragprog.com/book/kbogla/opengl-es-2-for-android">The Pragmatic Bookshelf</a>.</p>
<p>Finally, i&#8217;d like to highlight the fact that the publisher had no problem putting my name and the name of my book on the cover of Kevin&#8217;s book. I did not ask for that at all, they just did it. Awesome!</p>
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			<wfw:commentRss>http://www.badlogicgames.com/wordpress/?feed=rss2&#038;p=3040</wfw:commentRss>
		<slash:comments>5</slash:comments>
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		<item>
		<title>New 3D API in master</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3034</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3034#comments</comments>
		<pubDate>Mon, 20 May 2013 21:44:57 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3034</guid>
		<description><![CDATA[Xoppa and Bach have been slaving away on the new 3D API for a few months, it&#8217;s finally in a state where we want to push it to master, meaning it will also end up in the nightlies. The API is done in its first iteration, but we&#8217;ll clean it up and modify it a [...]]]></description>
				<content:encoded><![CDATA[<p>Xoppa and Bach have been slaving away on the new 3D API for a few months, it&#8217;s finally in a state where we want to push it to master, meaning it will also end up in the nightlies.</p>
<p>The API is done in its first iteration, but we&#8217;ll clean it up and modify it a bit according to user feedback. There is one known issue at the moment: the shader files used to render stuff are currently classpath files. This means they won&#8217;t work on GWT/iOS out of the box. This also affects the gdx-invaders project. We&#8217;ll fix that and other issues we discover asap.</p>
<p>The new API can read OBJ files, and G3DJ/G3DB files as produced by <a href="https://github.com/libgdx/fbx-conv">fbx-conv</a>, out FBX to libgdx converter. I&#8217;ll provide binaries for that command line tool shortly for all desktop platforms. You can then convert FBX files as exported by Blender, Softimage, 3DSMax and Maya to our optimized format.</p>
<p>We&#8217;ll follow up with more examples and documentation in the coming weeks. For now you can check out gdx-invaders new <a href="https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/src/com/badlogic/gdxinvaders/Renderer.java">Renderer</a> implementation, and the tests in this <a href="https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d">package</a>. Note that gdx-invaders is currently not MVC, i&#8217;ll revamp that asap.</p>
<p>To summarize the todos:</p>
<ul>
<li>clean up code and Javadocs</li>
<li>write excellent wiki articles</li>
<li>fix shader classpath issue for gwt/iOS</li>
<li>provide binaries for fbx-conv, add it to the build server</li>
<li>there appears to be a bug in AssetManager/TextureLoader which also needs fixing</li>
<li>you give us a bit more time to do all the above and don&#8217;t get angry if we break a few minor things</li>
</ul>
<p>Stay tuned!</p>
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			<wfw:commentRss>http://www.badlogicgames.com/wordpress/?feed=rss2&#038;p=3034</wfw:commentRss>
		<slash:comments>13</slash:comments>
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		<item>
		<title>iOS backend small update</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3030</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3030#comments</comments>
		<pubDate>Sun, 19 May 2013 22:07:13 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3030</guid>
		<description><![CDATA[I updated the project template used by gdx-setup-ui to generate libgdx projects. Previously you had to disable pngcrush manually, by replacing the binary in the iOS SDK with a shell script. This was necessary as our image loading library couldn&#8217;t load crushed PNGs. Xamarin added an option to the build settings of an iOS project [...]]]></description>
				<content:encoded><![CDATA[<p>I updated the project template used by gdx-setup-ui to generate libgdx projects. Previously you had to disable pngcrush manually, by replacing the binary in the iOS SDK with a shell script. This was necessary as our image loading library couldn&#8217;t load crushed PNGs. Xamarin added an option to the build settings of an iOS project to disable pngcrush project wide. This means you do not have to replace the iOS SDK pngcrush binary with a shell script anymore.</p>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>GWT backend updates</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3026</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3026#comments</comments>
		<pubDate>Sun, 19 May 2013 14:59:20 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[HTML5]]></category>
		<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3026</guid>
		<description><![CDATA[A couple of nice updates have arrived in the GWT backend thanks for Noblemaster, Nex and Vincent Bousquet on Github. New Progress Bar Previously, when your HTML5 version of your game loaded, you&#8217;d see a really ugly black/white/greyish &#8220;progress&#8221; bar. Programmer art, clearly. A conspirative group of contributors banded together to fix my faux pas [...]]]></description>
				<content:encoded><![CDATA[<p>A couple of nice updates have arrived in the GWT backend thanks for Noblemaster, Nex and Vincent Bousquet on Github.</p>
<h4>New Progress Bar</h4>
<p>Previously, when your HTML5 version of your game loaded, you&#8217;d see a really ugly black/white/greyish &#8220;progress&#8221; bar. Programmer art, clearly. </p>
<p><img src="http://sht.tl/mq4f" alt="" /></p>
<p>A conspirative group of contributors banded together to fix my faux pas (see <a href="http://www.badlogicgames.com/forum/viewtopic.php?f=23&#038;t=8927">this thread</a>). The end result looks way better.</p>
<p><img src="http://sht.tl/8z9im" alt="null" /></p>
<p>Yay, branding :p You can change the appearance of the loading screen, as <a href="https://code.google.com/p/libgdx/wiki/ApplicationConfiguration#Loading_Screen">described here</a>.</p>
<h4>Reflection Support V1</h4>
<p>GWT does not support standard Java reflection for various reasons. This posed a problem, as our UI library and other bits and pieces of libgdx like the JSON loader rely on reflection. Here&#8217;s the <a href="http://www.badlogicgames.com/wordpress/?p=2764">full story</a>. TL;DR: i added reflection to the GWT backend to fix those issues. However, i did not expose this capabilities to users, as it&#8217;s one of the biggest hacks in my coding history. Only a small, fixed subset of classes had reflection information generated. If you used the Json class to read in Pojos, you found that that doesn&#8217;t work in the GWT backend, at all.</p>
<p>Vincent send us a <a href="https://github.com/libgdx/libgdx/pull/409">pull request</a> that now allows you to specify packages and class names for which reflection information should be generated. If you have Java Pojos you want to read from a Json file, you simply have to add their class name or package name to your GWT project&#8217;s gwt.xml file, like this:</p>

<div class="wp_syntax"><table><tr><td class="code"><pre class="xml" style="font-family:monospace;"><span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;?xml</span> <span style="color: #000066;">version</span>=<span style="color: #ff0000;">&quot;1.0&quot;</span> <span style="color: #000066;">encoding</span>=<span style="color: #ff0000;">&quot;UTF-8&quot;</span> <span style="color: #000066;">standalone</span>=<span style="color: #ff0000;">&quot;no&quot;</span><span style="color: #000000; font-weight: bold;">?&gt;</span></span>
<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;module<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>
    ... other elements ...
    <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;extend-configuration-property</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;gdx.reflect.include&quot;</span> <span style="color: #000066;">value</span>=<span style="color: #ff0000;">&quot;org.softmotion.explorers.model&quot;</span> <span style="color: #000000; font-weight: bold;">/&gt;</span></span>
    <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;extend-configuration-property</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;gdx.reflect.exclude&quot;</span> <span style="color: #000066;">value</span>=<span style="color: #ff0000;">&quot;org.softmotion.explorers.model.HexMap&quot;</span> <span style="color: #000000; font-weight: bold;">/&gt;</span></span>
<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/module<span style="color: #000000; font-weight: bold;">&gt;</span></span></span></pre></td></tr></table></div>

<p>You can specify multiple classes and packages by simply adding another extend-configuration-property element to your GWT file.</p>
<p>Note that this highly experimental, so ymmv.</p>
<p>We began talking about implementing a Reflection utility class that works across all platforms, including HTML5. We&#8217;ll add that in the upcoming weeks. It will be a bit more limited than standard Java reflection, but should suffice for almost all needs you have.</p>
<h3>Preloader Improvements</h3>
<p>Assets are preloaded when your GWT application is loaded. This is necessary to expose a virtual (read-only) file system to your application, so Gdx.files works as expected. The progress bar indicated how many of those assets have been preloaded, but lacked concrete byte-wise information. Vincent added this to the preloading mechanism, in addition to MIME-types.</p>
<p>Along the way he refactored the GWT AssetLoader responsible for preloading the assets. Binary files are now directly read into a typed Int8Array, which should improve performance considerably when working with binary files.</p>
<p>He also added switches that control things like caching and so on. Browser caching is now used by default. Another option is to use base64 encoding, but that&#8217;s a bit esoteric and unlikely what you want. See the <a href="https://github.com/libgdx/libgdx/pull/409">pull request</a> for more information.</p>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Google I/O 2013 from a game devs perspective</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3020</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3020#comments</comments>
		<pubDate>Sun, 19 May 2013 13:41:58 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3020</guid>
		<description><![CDATA[Some pretty big things have dropped at this year&#8217;s Google I/O. Here&#8217;s a rundown of what i think is relevant to game devs. Android Studio The Android development tools team released a new IDE called Android Studio. Android Studio is based on IntelliJ IDEA by JetBrains. While you could previously develop Android Applications with IntelliJ [...]]]></description>
				<content:encoded><![CDATA[<p>Some pretty big things have dropped at this year&#8217;s <a href="https://www.google.com/io/">Google I/O</a>. Here&#8217;s a rundown of what i think is relevant to game devs.</p>
<h3>Android Studio</h3>
<p>The Android development tools team released a new IDE called <a href="http://developer.android.com/sdk/installing/studio.html">Android Studio</a>. Android Studio is based on <a href="http://www.jetbrains.com/idea/">IntelliJ IDEA</a> by JetBrains. While you could previously develop Android Applications with IntelliJ IDEA, Android Studio adds a metric ton of features that make pure Android development a joy (once the IDE is stable).</p>
<p>Among those features are integration of the new <a href="http://tools.android.com/tech-docs/new-build-system/user-guide">Gradle-based Android build system</a> (which still lacks support for native libraries), super awesome Linting (checks your source code for various types of errors the standard Java compiler doesn&#8217;t catch, with the help of annotations on most of the Android APIs), Android specific editor features (replaces resources like R.stuff with the actual string representation, shows resource images in the editor margin), and a nice layout editor with drag &#038; drop functionality, as well as previews for different resolutions etc.</p>
<p>If you are interested, you should totally watch the talk &#8220;What&#8217;s New in Android Development Tools&#8221;:<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/lmv1dTnhLH4" frameborder="0" allowfullscreen></iframe> </p>
<p>Note that Android Studio is at version 0.1, and hiccups are to be expected. Regardless, the features demonstrated at I/O are really neat, and i can see how this can make developing Android apps a lot better experience.</p>
<p>However, there are also down-sides to this in my opinion. First of all, it is unclear how they plan on supporting both Eclipse and Android Studio, and how the IntelliJ IDEA Android plugin plays into all of this (iirc, that was managed by IDEA/the community so far). I&#8217;d speculate that the tools team doesn&#8217;t have the man power to maintain all of these things ad infinitum. E.g. will the new Gradle build system get some love in Eclipse as well? My guestimate is that Eclipse development will eventually be handed over to the community, hopefully after the Gradle build system has been added to ADT.</p>
<p>Another downside is that Android Studio can not be used for anything other than Android projects, e.g. Java projects. For libgdx, that&#8217;s a bit of a bummer, as our cross-platform project structure does not consist of an Android-only project for obvious reasons. I haven&#8217;t looked to hard yet, but there doesn&#8217;t appear to be a solution for that. On the other hand, most libgdx apps development wouldn&#8217;t benefit much from the new features in Android Studio anyways (apart from the Gradle build). A libgdx app normally doesn&#8217;t call into Android APIs itself, and also doesn&#8217;t have to manage UI layouts or resources the Android way. If you are still interested in using Anroid Studio with your libgdx app, check out this <a href="http://www.badlogicgames.com/forum/viewtopic.php?f=11&#038;t=9097">thread</a>.</p>
<p>Hopefully the IntelliJ IDEA community edition version of the Android plugin will get up to speed with what Android Studio offers. Likewise, i hope that Eclipse isn&#8217;t killed entirely as an Android development environment.</p>
<h3>Google Play Game Services</h3>
<p>As anticipated by many outlets on the web before I/O, Google presented it&#8217;s new Game Center like service called <a href="https://developers.google.com/games/services/">Google Play Game Services</a> (quite a mouth full). It allows you to &#8220;easily&#8221; add achievements, leaderboards, and cloud storage of game state across multiple devices. Users login with their G+ account (sneaky <img src='http://www.badlogicgames.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ), and can then share their achievements and scores with friends within their circles. On top of this base social gaming functionality, Google Play Game Services (calling it GPGS from now on), supports setting up peer to peer multiplayer games on Android devices, including nice things like lobby rooms and so on.</p>
<p>The real kicker is that all these services work not only on Android, but also on the Web and on iOS, except for multiplayer which is only supported on Android.</p>
<p>One of my biggest issue with existing social gaming platforms is that you can&#8217;t just fetch the data and display it however you want. The GPGS team was smart enough to make it a design principle that you as a developer have full control over how you want to consume the service. Most folks will be fine with using the standard UI that the GPGS SDK comes with. If you want to go full customization, you can, which is awesome!</p>
<p>Naturally, there where quite a few talks on these new services. Here&#8217;s a list of what i found the most informative:</p>
<p>&#8220;Practical Android Games Development&#8221;, gives you a great introductionary overview of how to setup GPGS for leaderboards, achievements etc. in your dashboard, what the APIs offer you and so on.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/ZbQWf7C5ymU" frameborder="0" allowfullscreen></iframe> </p>
<p>&#8220;Mobile Multiplayer Made Manageable&#8221;, gives you an overview of how to use the multiplayer services on Android.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/MGkHszLrV7g" frameborder="0" allowfullscreen></iframe></p>
<p>&#8220;Advanced Game Development Tools&#8221;, gives a bit more in depth info on how to resolve cloud save state conflicts, integration with 3rd party engines and so on. Really liked this one.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/L9vI0w263Xk" frameborder="0" allowfullscreen></iframe></p>
<p>You can integrate the GPGS today in your libgdx app. Nex already did so on a basic level for his <a href="https://play.google.com/store/apps/details?id=nEx.Software.Games.Mathematiles&#038;hl=en">Mathematiles</a> game (not published yet). The gist of it goes like this:</p>
<ol>
<li>Setup your app in the dashboard, including achievements, leaderboards etc. Follow the docs on the <a href="https://developers.google.com/games/services/">GPGS site</a>.</li>
<li><a href="https://developer.android.com/google/play-services/setup.html">Install the GPGS SDK</a> and add it to your Android project</li>
<li>Check out the <a href="https://github.com/playgameservices/android-samples">sample projects</a>. The BaseGameUtils project has a <a href="https://github.com/playgameservices/android-samples/blob/master/BaseGameUtils/src/com/google/example/games/basegameutils/GameHelper.java">GameHelper</a> class that wraps the GPGS. You can directly take that file and drop it into your Android project. It&#8217;s a nice &#8220;little&#8221; wrapper around the service APIs that should make your live easier.</li>
<li>To be able to still iterate on the desktop, follow this <a href="https://code.google.com/p/libgdx/wiki/ApplicationPlatformSpecific">guide on how to integrate platform specific APIs</a>, like the GPGS API. Also make sure to follow the <a href="http://www.badlogicgames.com/forum/viewtopic.php?f=11&#038;t=9072&#038;p=41323#p41323">thread linked to in the beginning</a>.</li>
<li>Use your wrapper to integrate the GPGS services <img src='http://www.badlogicgames.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ol>
<p>This is of course a very coarse description of what to do. We&#8217;ll follow up with a proper tutorial on the Wiki eventually, ala Swarm.</p>
<p>I&#8217;m really quite excited about these new services, but am also kinda worried what this means for our friends over at Swarm Connect. Haven&#8217;t heard from them yet. We&#8217;ll see how that turns out.</p>
<p>I also wonder how the G+ dependency will work out. On Android it&#8217;s a no-brainer, sign-up/login is stupidly simple. I&#8217;m not sure how well that will work on the web and iOS for the non G+ audience.</p>
<p>Finally, i&#8217;m really looking forward how Apple will react to this. 3rd party social gaming platforms ala OpenFeint etc. have been tolerated even after the introduction of Game Center. This move by Google might just tick them off a bit.</p>
<p>Overall, the cross-platformness in combination with the contact managment of G+ looks to be a great addition to the social gaming ecosystem.</p>
<h3>Staging, Alpha and Beta Testing on the Play Store</h3>
<p>Play Store publishing has been extended with new features. You can now do alpha/beta testing with a select group of people. All of this is accessible in the <a href="https://play.google.com/apps/publish/">developer console</a>. Pascal of <a href="http://www.orangepixel.net/">OrangePixel</a> fame already tried out this feature. It&#8217;s extremely smooth and helpful.</p>
<h3>Other interesting stuff</h3>
<p>One talk discussed how to do gameplay recordings on Android, in Unity. Big take away is that you can use the VP8 encoder in Android now <img src='http://www.badlogicgames.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/Lexk6josAtA" frameborder="0" allowfullscreen></iframe></p>
<p>Chet Hase and Romain Guy gave their anual &#8220;how we make rendering on Android faster&#8221; talk. Not a lot of new things, but still super entertaining to watch.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/vQZFaec9NpA" frameborder="0" allowfullscreen></iframe></p>
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		<slash:comments>7</slash:comments>
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		<title>ADT 22, libgdx and you</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3010</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3010#comments</comments>
		<pubDate>Sat, 18 May 2013 12:00:22 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3010</guid>
		<description><![CDATA[Just updated to ADT 22, so should you. However, the process wasn&#8217;t all that smooth. What you need to do: Update the ADT plugin in Eclipse (Help -> Check for Updates) Open the Android SDK Manager, either from within Eclipse, or from your Android SDK folder Fetch all the updates Fetch all the updates again [...]]]></description>
				<content:encoded><![CDATA[<p>Just updated to ADT 22, so should you. However, the process wasn&#8217;t all that smooth. What you need to do:</p>
<ul>
<li>Update the ADT plugin in Eclipse (Help -> Check for Updates)</li>
<li>Open the Android SDK Manager, either from within Eclipse, or from your Android SDK folder</li>
<li>Fetch all the updates</li>
<li>Fetch all the updates again</li>
<li>Fetch the updates one more time&#8230;</li>
</ul>
<p>The end result should be an updated ADT plugin, as well as up to date SDK packages. Make sure you have all three of the ones in the following image, with the exact version numbers.</p>
<p><img src="http://sht.tl/tJiwo" alt="" /></p>
<p>Happy coding</p>
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		<slash:comments>0</slash:comments>
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		<title>Libgdx update to LWJGL 2.9</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3006</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3006#comments</comments>
		<pubDate>Tue, 30 Apr 2013 17:30:44 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3006</guid>
		<description><![CDATA[I just updated the libgd LWJGL backend to use the latest LWJGL release, 2.9. You can read about it in this thread over at the LWJGL Forums. Two issues this release fixes are a fix for OpenAL stereo source playback and compatibility with Java 7 on Mac OS X. Please give it a spin and [...]]]></description>
				<content:encoded><![CDATA[<p>I just updated the libgd LWJGL backend to use the latest LWJGL release, 2.9. You can read about it in <a href="http://lwjgl.org/forum/index.php?topic=4974">this thread</a> over at the LWJGL Forums.</p>
<p>Two issues this release fixes are a fix for OpenAL stereo source playback and compatibility with Java 7 on Mac OS X.</p>
<p>Please give it a spin and report any issues you have, Nate and I are already testing it out on all three desktop OSs.</p>
<p>Thanks go to team LWJGL!</p>
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		<slash:comments>5</slash:comments>
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		<title>Post your LD48/libgdx games</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3004</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3004#comments</comments>
		<pubDate>Mon, 29 Apr 2013 11:04:23 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[libgdx]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3004</guid>
		<description><![CDATA[I want to gather the games made with libgdx for this weekend&#8217;s LD. Just post a link to the entry page in the comments.]]></description>
				<content:encoded><![CDATA[<p>I want to gather the games made with libgdx for this weekend&#8217;s LD. Just post a link to the entry page in the comments.</p>
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		<slash:comments>17</slash:comments>
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		<title>LD26: &#8220;I&#8217;m no writer&#8221;, or &#8220;the making of &#8230;&#8212;&#8230;&#8221;</title>
		<link>http://www.badlogicgames.com/wordpress/?p=3002</link>
		<comments>http://www.badlogicgames.com/wordpress/?p=3002#comments</comments>
		<pubDate>Mon, 29 Apr 2013 02:21:32 +0000</pubDate>
		<dc:creator>Mario</dc:creator>
				<category><![CDATA[libgdx]]></category>
		<category><![CDATA[OMG Ponies!]]></category>

		<guid isPermaLink="false">http://www.badlogicgames.com/wordpress/?p=3002</guid>
		<description><![CDATA[I originally didn&#8217;t plan on participating in this year&#8217;s LD. But since i already skipped last year, and seeing all those tweets of friends coding up entries, i couldn&#8217;t help but try my luck. The theme was perfect, as i didn&#8217;t want to spent more than a few hours on the entire thing. I participated [...]]]></description>
				<content:encoded><![CDATA[<p>I originally didn&#8217;t plan on participating in this year&#8217;s LD. But since i already skipped last year, and seeing all those tweets of friends coding up entries, i couldn&#8217;t help but try my luck. The theme was perfect, as i didn&#8217;t want to spent more than a few hours on the entire thing.</p>
<p>I participated in Ludum Dare 26, theme &#8220;minimalism&#8221;. Below is my battle report.</p>
<p>I decided on a dialog based text adventure. Using libgdx, i quickly threw together the dialog engine, all in all a whooping 300 loc, including json parsing, same fancy pants interlaced shader, and a morse code renderer and audio player. All in all i spent about 1.5h on coding. I&#8217;ll put up the source tomorrow, to tired to write a proper .gitignore.</p>
<p>Once that was done, i had to come up with a story and characters. Behold my design tools:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2013/04/IMG_20130429_035120.jpg"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2013/04/IMG_20130429_035120-300x225.jpg" alt="IMG_20130429_035120" width="300" height="225" class="alignnone size-medium wp-image-248138" /></a></p>
<p>Two things became immediately clear: it&#8217;s extremely hard to come up with a compelling &#8220;story&#8221;, and it&#8217;s even harder to put all that into a concise format. One of the two characters talks in morse code, so any utterances had to be extremely short. This limitation, nay, minimalism was rather hard to deal with.</p>
<p>In the end, i spent a good 5.5h working on the dialog. Lessons learned: text-adventures (in spite of a better genre name for &#8230;&#8212;&#8230;) are harder to make than platform games with crazy mechanics, and i&#8217;ll never be a writer. Also, there don&#8217;t seem to be any good dialog editing tools. The closest i got was some random mind mapping software, but even that was more cumbersome than pen &amp; paper.</p>
<p><img src="http://www.badlogicgames.com/wordpress/wp-content/uploads/2013/04/screenshot.png" alt="" /></p>
<p>I&#8217;m happy with the end result. <a href="http://www.ludumdare.com/compo/ludum-dare-26/?uid=4211">Go give it a try</a>. You can enjoy it on your desktop (Windows, Linux, Mac OS X), provided you have Java installed, or in your browser (Chrome, Firefox, Safari), provided WebGL is supported. All through the glorious power of <a href="http://libgdx.badlogicgames.com/">libgdx</a>!</p>
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		<slash:comments>3</slash:comments>
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