libGDX is a Java game development framework that provides a unified API that works across all supported platforms.

The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably.

Libgdx tries not be the "end all, be all" solution. It does not force a specific design on you.

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Blog RSS Feed Report abuse Latest News: ZombieRun - retro local multiplayer awesomness will be released for Halloween

About ZombieRun with 0 comments by indrekv on Oct 21st, 2014

ZombieRun is a game that aims to bring back the good old days when friends would gather on one couch and start blasting away.

ZombieRun features classical weapons, gang of living dead and superpowers. Yes, you have SUPERPOWERS! ZombieRun has addictive single player mode and awesome local multiplayer games. Up to 4 players can play at the same time in either single screen co-op mode, where you have to work together as one or split screen competitive mode, where everyone's running for their lives. And also there's the Battle mode where players can blast at each other with what they've got.

ZombieRun has controller support, so you can dust off the old joypads and get cracking.
ZombieRun requires a graphics card with OpenGL support and JRE 1.6 or later.

ZombieRun will be released on October 29th at desura.com, indiegamestand.com and itch.io, just in time for Halloween.


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dud3z
dud3z Jun 8 2013, 7:14am says:

Why the developer is TOME studios and the license is Commercial?
It's being developed by the libgdx guys and the license should be Apache2.

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Company
Badlogic Games
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Libgdx.badlogicgames.com
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Commercial
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Released Dec 31, 2009
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@ObdurateSoft yeah, i suck at English :)

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RT @johofer: Started a #Typesafe activator tutorial / template for reactive #Scala #Android #libGDX projects using #RxScala - T.co

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And another Google recruiter mail. Hm, they seem to lack personal?

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@henricmuller @robovm @ntherning i'm in favor of calling it 'the super megatron 2000 formerly known as RoboVM'

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The commit that added iOS ARM support to @robovm T.co didn't know it was called NullVM at some point :)

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Inbox 10...

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#ff @ntherning @henricmuller @robovm @AsidikGames @nExSoftware go, or else!

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RT @sehugg: An overview and thoughts on using RoboVM to develop an iOS game in Java: T.co

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RT @NotNowLewis: Here's a little bit of something I'm creating with libgdx from @badlogicgames and levels in RUBE by @iforce2d :) T

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