Archive for October 25, 2013

Book Give-away for “Learning Libgdx Game Development”

Not that long ago we posted about the recently published book “Learning Libgdx Game Development“, written by Andreas Oehlke.

This might be your lucky day as you now can win a free copy of this book.

If you’re interested, just leave a comment and tell us - in a fancy way – why you’d like to get one.

Prizes to win:

3 x “Learning Libgdx Game Development” – Print Copy
5 x “Learning Libgdx Game Development” – eBook

On November 30, 2013 we will announce the lucky winners on this blog. So better be quick and take your chance now to get a free copy.

The winners will be determined by randomly picking users from the comments and receive either one print copy (shipping to EU/USA only) or eBook.

Good luck!

New Book: Learning Libgdx Game Development

Hello everyone,

this is a special post about the recently published book “Learning Libgdx Game Development“, which is written by Andreas Oehlke. If you are interested in developing your own games in a flexible way and have some basic Java programming skills in your backpack, this book might be just for you. libgdx-monument

The book will guide you through the installation and setup process to quickly get you started on how to make use of the Libgdx framework and develop games that will run on Windows, Linux, Mac OS X, Android, and WebGL-capable Web-Browsers (using HTML5/GWT).

In this book, you will learn in 12 easy-to-follow chapters about the Libgdx framework and a complete development cycle to create the example game Canyon Bunny. For those who are curious what the example app looks like, we have added Canyon Bunny to the Google Play Store.

Table of Contents

  • Chapter 1: Introduction to Libgdx and Project Setup
  • Chapter 2: Cross-platform Development – Build Once, Deploy Anywhere
  • Chapter 3: Configuring the Game
  • Chapter 4: Gathering Resources
  • Chapter 5: Making a Scene
  • Chapter 6: Adding the Actors
  • Chapter 7: Menus and Options
  • Chapter 8: Special Effects
  • Chapter 9: Screen Transitions
  • Chapter 10: Managing Music and Sound Effects
  • Chapter 11: Advanced Programming Techniques
  • Chapter 12: Animations

The book can be directly purchased on the publisher’s website (Packt Publishing).

Alternatively, the book is also available for purchase on the following websites:

New Website Launched!

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