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1  Game Development / Newbie & Debugging Questions / Re: [Level Editor] A few questions on concepts I'm not sure of. on: 2014-04-18 00:57:30
Okay, okay, I am getting somewhere now.

I use 1D array over 2D array is because I'm lazy to type another for loop. It is a lame excuse, but that is what I feel right now. It is flexible as a 2D array, so it complements on not having to convert a 1D to a 2D from BufferedImage. Just trivial things.

Going to complete this right now, and let you know what I did later.
2  Game Development / Newbie & Debugging Questions / Re: [Level Editor] A few questions on concepts I'm not sure of. on: 2014-04-15 17:12:36
I'm sorry? If I were to set
imageWidth
to a large number, I wouldn't be able to obtain the pixel within the image. I need the pixel (and surrounding pixels) in order for me to draw different tiles onto that image. Large number for that would also become ArrayIndexOutOfBoundsException, which I'm sure that's not good. One last thing is, how does a large number for
imageWidth
can be worked for panning/moving the image around in an editor? I just don't know the answer to that question.

In other words, in the picture shown in the first post, I want to have the tiles on the left of the editors be drawn like a brush in MS Paint onto the white image in the drawing area. I need to use that algorithm in order for me to pinpoint where I can draw. That algorithm is based on BufferedImage.getRGB(), where it returns a 1D-array of pixel colors. (integers) But because of panning, I can't get the absolute pixel location within the bitmap itself.

3  Game Development / Newbie & Debugging Questions / [Level Editor] A few questions on concepts I'm not sure of. on: 2014-04-15 10:51:01
EDIT: Maybe a bit of break is all I needed.  Cranky It's futile continuing to think without taking some rest. Thus, I'm also modifying some parts of the questions.


I have somewhat created a level editor for my Pokémon Walking project.



This is all just a basic setup for creating a new area. I'm fed up with myself having to use Paint.NET to draw almost completely transparent data onto bitmaps, so I decided to create my own custom level editor.

The top part of the editor is the main toolbar for creating, saving, and opening a game area.
On the left of the editor is the Tiles Selection Panel, where all the tiles are stacked together neatly. I can choose what tiles I wanted by clicking on the tiles.
In the center is the Editor Canvas, where it is showing a white BufferedImage bitmap in the center. I can pan the bitmap around by dragging it with my right mouse button.

Now, the problems I am having are issues and "writer's blocks" all jumbled up together the moment I notice them. I'll list the things I know of after I had taken a break from tinkering the editor out below:


  • Apparently, panning is good. It's great for moving around the map in an intuitive way. One sure thing, is that it adds complexity to a simple algorithm:
1  
y * imageWidth + x = pixel located at (x, y)
    Therefore, I just need to know how to tweak that algorithm above so that it works even after panning the whole canvas.


  • I need to do some way of easily sorting all the messy data, into neat arrays. Then I can use that new data to create tile IDs so that the editor knows what I'm drawing.
  • Saving/Loading area map is for saving/loading files. That'll do.
  • I am left with "how to draw tiles onto the white bitmap?" problem. Other than writing the RGB color to the raster, I have no other alternate methods of doing this. Any suggestions?

This is all I can think of. Now, I need help on the first and the last bullet-point issues I'm having. If anyone can tell me what I need to do, I'll be grateful for your help.
4  Game Development / Newbie & Debugging Questions / Re: [GUI] How do you get mouse position without getting blocked by JPanels? on: 2014-04-15 10:33:29
Ah, thanks. Problem's solved.
5  Game Development / Newbie & Debugging Questions / [GUI] How do you get mouse position without getting blocked by JPanels? on: 2014-04-15 08:15:22
Kind of hard to describe it, so I'm going to use art to show you my problem:



Here we have a JComponent named "MainComponent", with a JPanel added to it. Note that outside of the JPanel, there is a little bit of space that's part of MainComponent. Which means, JPanel isn't exactly on the edge of the JComponent.

When I move my mouse across the JComponent from left to right, the MouseMotionListener will stop listening when the mouse is on top of JPanel. I don't want JPanel to consume the MouseMotionEvent.

How do I make it so that the event isn't consumed, and that JComponent can still listen to the mouse motion events the whole time, even with JPanel blocking it?
6  Game Development / Newbie & Debugging Questions / How to create a control panel next to a Canvas object in a JFrame? on: 2014-04-14 10:42:28


I wanted to do something like this. It's basically a JFrame consisting of a Canvas on one side, and something on the other side. I don't know what this should be, but I'm guessing it may be another Canvas to work on.

How will I go about doing this?
7  Game Development / Newbie & Debugging Questions / Re: Converting from Applet to JFrame on: 2014-04-14 04:56:47
Graphics2D enhances the Graphics object by adding additional features and functionalities that weren't in the Graphics object before. In other words, it extends functionalities of Graphics.
8  Discussions / General Discussions / [Eclipse] [Discussion] Do you agree that this should be implemented? on: 2014-04-13 17:31:25
Link to Eclipse Bugzilla Bug:
https://bugs.eclipse.org/bugs/show_bug.cgi?id=57580

In short, it has been suggested that the Watch Expressions should at least include a code completion feature, instead of typing the codes out again.

As far as I know, Eclipse allows code completion when you're adding codes to set conditional breakpoints, so I do know the benefits of having code completion outside of normal uses (editing codes in the text editor of Eclipse, etc.).

This has been reported for quite a while, and nobody has since brought it up. Do you suppose that this "feature" should be implemented in future Eclipse versions?
9  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-13 11:26:25
Glad to know.   Cheesy
10  Game Development / Newbie & Debugging Questions / Re: Gradient fill a BufferedImage on: 2014-04-12 18:54:57
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   private boolean checkFadingColor(int valueToCheck) {
      boolean allSet = true;
      int temp = 0;
      int check = 0;
      for (int i = 0; i < pixels.size(); i++) {
         if (pixels.get(i).color != valueToCheck) {
            allSet = false;
            for (int bit = 24; bit >= 0; bit -= 8) {
               if (bit == 24) {
                  temp = (pixels.get(i).color & (0xFF << bit)) >> bit;
                  if (temp == -1) {
                     temp = 0xFF;
                     pixels.get(i).color = (pixels.get(i).color & ~(0xFF << bit)) | (temp << bit);
                  }
                  else if (temp == 0xFF) {
                     continue;
                  }
                  else {
                     check = (valueToCheck & (0xFF << bit)) >> bit;
                     if (temp != check) {
                        if (check == -1) {
                           check = 0xFF;
                        }
                        if (temp < check)
                           temp++;
                        else if (temp > check)
                           temp--;
                        pixels.get(i).color = (pixels.get(i).color & ~(0xFF << bit)) | (temp << bit);
                     }
                  }


               }
               else {
                  check = (valueToCheck & (0xFF << bit)) >> bit;
                  temp = (pixels.get(i).color & (0xFF << bit)) >> bit;
                  if (temp != check) {
                     if (temp < check)
                        temp++;
                     else if (temp > check)
                        temp--;
                     pixels.get(i).color = (pixels.get(i).color & ~(0xFF << bit)) | (temp << bit);
                  }
               }
            }
         }
      }
      return allSet;
   }



----------------
Something like this from one of my projects?
----------------

What it does is, it fills all the pixels in a BufferedImage to a specific color, with each pixel's R, G, and B values being added or subtracted until it is equal to the specified color's equivalent R, G, and B values.

This method is done once per tick. You call this method every 60 ticks per second.

EDIT: Forgot to mention, you need a Boolean variable to check to see if all R, G, and B values are exactly equal to the specified color's R, G, and B values respectively. If you don't set this, it will break away prematurely.
11  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 14:07:04
Yep, hence I hardwired the
biomeColor
to color-specific constants.
12  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 13:08:03
But... But...

Problem's solved...   Cry
13  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 12:40:20
Therefore the only reason you might get an
IllegalArgumentException
is when you provide a value lower
<= 0
.

nextInt() will occasionally give you a zero... which is not a legal argument to << or >>. A bit arbitrary but there you go.

Cas Smiley

Ah!! That's the problem. So trivial.. Much appreciated.  Tongue
14  Game Development / Newbie & Debugging Questions / Can you randomly bitwise shift an integer left or right? on: 2014-04-12 12:13:30
I encountered an IllegalArgumentException for Random class when I'm randomizing my bitwise shift factor in one direction.

1  
this.pixels[tgt + xx] = biomeColor - (biomeColor >> r.nextInt(4));


I thought this is allowed. Or I'm not doing it right?
15  Game Development / Newbie & Debugging Questions / Re: Advice on a faster way to check every pixel in an image. on: 2014-04-11 18:11:04
Quick question:

For an image where the width and height are both less than 256, is using bytes faster than using ints when reading in pixel data? (Assuming that reading speeds are NOT negligible, and we're probably going to optimize until we reach assembly instructions.)

(Bytes reading per byte) versus (Integers reading 4 bytes, and then bitmasking the values for specific byte values)?
16  Discussions / Miscellaneous Topics / Re: Eclipse completions problem? on: 2014-04-10 12:19:43
Just a guess. Try attaching the Java source code to Eclipse. That way, code completion will then use that source code as a reference to autocomplete your method.

This only work for standard Java libraries that come with your JDK.
17  Game Development / Newbie & Debugging Questions / Re: My most inefficient way of implementing running texts. How to optimize? on: 2014-04-10 04:04:56
Update:

So I managed to fix most of the issues regarding extreme and common cases of my dialogue.

Here's the code in its entirely:   http://pastebin.java-gaming.org/dd6bb5c978e

I had to abuse the use of exception handling in order to get them working as intended. I don't know if this counteracts with the standard practices.
18  Game Development / Newbie & Debugging Questions / Re: My most inefficient way of implementing running texts. How to optimize? on: 2014-04-09 15:35:48
Do you really intend on using words of 18 letters or more? It's nice to have a complete solution for these kinds of edge cases, but it may have little to no practical impact.

It may not have impact overall, but there is a bug that affects all of the words. For some reasons, I wasn't able to get a few short words on the first line when the first line isn't full. Same goes for the second line, it wraps short words over to the next dialog.
19  Game Development / Newbie & Debugging Questions / Re: Listening to Keyboard while using OpenGL on: 2014-04-09 10:12:22
This method summary section of the LWJGL API documentation is what you need.

Look for create(), poll(), destroy(), and update(), and if needed, look at Stack Overflow questions:

http://stackoverflow.com/questions/17641222/lwjgl-keyboard-input-not-working
http://stackoverflow.com/questions/19820251/lwjgl-keyboard-loop
http://stackoverflow.com/questions/16067791/lwjgl-holding-a-key-pressed
http://stackoverflow.com/questions/16684844/is-the-lwjgl-keyboard-iskeydown-method-relitive-to-the-update
http://stackoverflow.com/questions/4044580/lwjgl-wont-read-keyboard-input
http://stackoverflow.com/questions/13997821/lwjgl-key-event-state-not-working
http://stackoverflow.com/questions/14944327/lwjgl-keyboard-and-mouse-detect-press


20  Game Development / Newbie & Debugging Questions / Re: My most inefficient way of implementing running texts. How to optimize? on: 2014-04-09 09:55:15
I've been trying to find a way how to line wrap if there exists a word that is MAX_STRING_LENGTH long, where MAX_STRING_LENGTH = 18 (defined by how many letters the dialogue box can fit in).

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   private String[] toLines(String all) {
      ArrayList<String> lines = new ArrayList<>();
      String[] words = all.split("\\s");
      String line = "";
      int length = 0;
      for (String w : words) {
         if (w.length() >= MAX_STRING_LENGTH) {
            line += w;
            length += w.length();
            lines.add(line);
         }
         else if (length + w.length() + 1 > MAX_STRING_LENGTH) {
            lines.add(line);
            line = "";
            length = 0;
         }
         if (length > 0) {
            line += " ";
            length += 1;
         }
         line += w;
         length += w.length();
      }
      if (line.length() > 0) lines.add(line);
      return lines.toArray(new String[lines.size()]);
   }


The problem that I'm having with words of length 18 or more is the way line wrapping works in the dialogue boxes.



Look at where the red box is boxing around. You can spot the letter "a" which is the first letter of the third word, "abcdefghijklmnopqr abcdefghijklmnopqr abcdefghijklmnopqr".

Couldn't find the right way to make it stop adding text to the already-36-characters-long "line" variable (not the "lines" ArrayList variable.).
21  Game Development / Newbie & Debugging Questions / Re: My most inefficient way of implementing running texts. How to optimize? on: 2014-04-06 00:05:21
Thanks. I see a lot of unfamiliar classes being used, but the font setup and attributes portion looks easy to understand.

What is Inset? What does it do?
22  Discussions / General Discussions / Re: Need C programs to practice for debugging competition on: 2014-04-05 15:12:32
Correct.

I thought you would actually debug the heck out of that and shrug the link break error as my fault for using Android to post that.
23  Game Development / Newbie & Debugging Questions / Re: My most inefficient way of implementing running texts. How to optimize? on: 2014-04-05 15:09:46
 Huh

Does that mean the variables I decalred and used are okay, as long as the functionality works as intended? Soesn't that makes the code bloated too much?
24  Game Development / Newbie & Debugging Questions / My most inefficient way of implementing running texts. How to optimize? on: 2014-04-05 13:36:50
This is the "running text" that I'm talking about:



I'm inefficiently implementing that running text for a few hours, and I am starting to get discouraged of refactoring the code. I bloated it up, and I know I made it completely unreadable.

When I think of the running text, I came up with using just 4 variables in the beginning. 1 that remembers the beginning of a sentence, and the other 2 remembers the end of each line, where the dialog has 2 lines of sentences that can be used. For the text drawing, I need to use a Graphics object obtained from BufferStrategy, in order to draw the custom fonts that I have packaged into my JAR file.

For example, "Happening" and "tomorrow" are two words in one sentence.



Using lots of if...else conditional checks, I managed to have it line wrap if it can't fit in one line. But just that feature alone made me implement a lot of variables. So, I thought there might be a better way of efficiently implementing this.

'Twas just 4 variables, now it's like 10 of them. And I feel as if I'm doing something that I don't know how to explain.

Here's the code, using Pastebin:   http://pastebin.java-gaming.org/acdd63b9b8c

How do you optimize? And if possible, can anyone provide tips on efficient ways of implementing the running text?

Thanks in advance.
25  Discussions / General Discussions / Re: Need C programs to practice for debugging competition on: 2014-04-05 10:15:22
Debugging?

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#include "SDL.h" #define $ for(O=9 #define CX M+=(T%3+2*!(!T*t-6)) #define x ,A=4*!T,O=t,W=h=T<3?u(Q?p:D(A+3),D(A),D(A+1)[i]+D(A+2)*g+):K(t),U=V=K(a),o?U=h,W=V:V, #define C 8*-~L #define Z short #define y a(Z)Y[++O] #define B ),a--||( #define _ ),e--||( #define V(I,D,E)(O=a(I)h[r])&&!(A=(D)(V=(1[E+L]<<16)+*i)/O,A-(I)A)?1[E+L]=V-O*(*E=A):H(0) #define i(B,M)B(o){return M;} #define R(O,M,_)(S=L?a(I Z)O:O,N=L?a(I Z)O M(f=a(I Z)_):(O M(f=a(I n)_))) #define T(_)R(r[u(10,L=4,--)],=,_) #define u(a,r,T)16*i[a]+(I Z)(T i[r]) #define a(_)*(_*)& #define L(_)M(W,_,U) #define M(S,F,T)R(r[S],F,r[T]) #define A(_)(i[L=4]+=2,R(_,=,r[u(10,4,-2+)])) #define c(R,T)(1[u=19,L+T]=(N=a(R)h[r]*(R)*T)>>16,*i=N,G(F(N-(R)N))) #define h(_)(1&(L?a(Z)_:_)>>C-1) #define I unsigned #define n char #define e(_)v(F(40[L(_##=40[E]+),E]&N==S|_ N<_(int)S)) I n t,e,l[80186],*E,m,u,L,a,T,o,r[1<<21],X,*Y,b,Q=0,R=0;I Z*i,M,p,q=3;I*localtime(),f,S,kb=0,h,W,U,c,g,d,V,A;N,O,P=983040,j[5];SDL_Surface*k=0;i(K,P+(L?2*o:2*o+o/4&7))i(D,r[a(I)E[259+4*o]+O])i(w,i[o]+=~(-2*47[E])*~L)i(v,(z((f^=S^N)&16),G(N-S&&1&(40[E]^f>>C-1))))J(){V=61442;$;O--;)V+=40[E+O]<9|42[E])),*E&=15))i(SP,(w(7),R&&--1[i]&&o?R++,Q&&Q++,M--:0))DX(){$,O*=27840;O--;)O[(I*)k->pixels]=-!!(1<<7-O%8&r[O/2880*90+O%720/8+(88+952[l]/128*4+O/720%4<<13)]);SDL_Flip(k);}main(BX,nE)n**nE;{9[i=E=r+P]=P>>4;$;q;)j[--q]=*++nE?open(*nE,32898):0;read(2[a(I)*i=*j?lseek(*j,0,2)>>9:0,j],E+(M=256),P);$;Y=r+16*9[i]+M,Y-r;Q|R||kb&46[E]&&KB)--64[T=1[O=32[L=(X=*Y&7)&1,o=X/2&1,l]=0,t=(c=y)&7,a=c/8&7,Y]>>6,g=~-T?y:(n)y,d=BX=y,l],!T*t-6&&T-2?T-1?d=g:0:(d=y),Q&&Q--,R&&R--x(O=*Y,O=u=D(51),e=D(8),m=D(14)_ O=*Y/2&7,M+=(n)c*(L^(D(m)[E]|D(22)[E]|D(23)[E]^D(24)[E]))_ L=*Y&8,R(K(X)[r],=,c)_ L=e+=3,o=0,a=X x a=m _ T(X[i])_ A(X[i])_ a<2?M(U,+=1-2*a+,P+24),v(f=1),G(S+1-a==1<S)B L?c(I Z,i):c(I/**/n,E)B L?c(Z,i):c(n,E)B L?V(I Z,I,i):V(I n,I Z,E)B L?V(Z,int,i):V(n,Z,E))_++e,h=P,d=c,T=3,a=m,M--_++e,13[W=h,i]=(o|=!L)?(n)d:d,U=P+26,M-=~!o,u=17+(m=a)_(a=m B L(+=),F(NS)B L(^=)B L(-),F(N>S)B L(=))_!L?L=a+=8 x L(=):!o?Q=1,R(r[p=m x V],=,h):A(h[r])_ T=a=0,t=6,g=c x M(U,=,W)_(A=h(h[r]),V=m?++M,(n)g:o?31&2[E]:1)&&(a<4?V%=a/2+C,R(A,=,h[r]):0,a&1?R(h[r],>>=,V):R(h[r],<<=,V),a>3?u=19:0,a<5?0:F(S>>V-1&1)B R(h[r],+=,A>>C-V),G(h(N)^F(N&1))B A&=(1<>1+C-V),G(h(N)^F(A&1<>V)))_(V=!!--1[a=X,i]B V&=!m[E]B V&=m[E]B 0 B V=!++1[i]),M+=V*(n)c _ M+=3-o,L?0:o?9[M=0,i]=BX:T(M),M+=o*L?(n)c:c _ M(U,&,W)_ L=e+=8,W=P,U=K(X)_!R||1[i]?M(m<2?u(8,7,):P,=,m&1?P:u(Q?p:11,6,)),m&1||w(6),m&2||SP(1):0 _!R||1[i]?M(m?P:u(Q?p:11,6,),-,u(8,7,)),43[u=92,E]=!N,F(N>S),m||w(6),SP(!N==b):0 _ o=L,A(M),m&&A(9[i]),m&2?s(A(V)):o||(4[i]+=c)_ R(U[r],=,d)_ 986[l]^=9,R(*E,=,l[m?2[i]:(n)c])_ R(l[m?2[i]:(n)c],=,*E)_ R=2,b=L,Q&&Q++_ W-U?L(^=),M(U,^=,W),L(^=):0 _ T(m[i])_ A(m[i])_ Q=2,p=m,R&&R++_ L=0,O=*E,F(D(m+=3*42[E]+6*40[E])),z(D(1+m)),N=*E=D(m-1)_ N=BP(m-1)_ 1[E]=-h(*E)_ 2[i]=-h(*i)_ 9[T(9[i]),T(M+5),i]=BX,M=c _ J(),T(V)_ s(A(V))_ J(),s((V&~m)+1[E])_ J(),1[E]=V _ L=o=1 x L(=),M(P+m,=,h+2)_++M,H(3)_ M+=2,H(c&m)_++M,m[E]&&H(4)_(c&=m)?1[E]=*E/c,N=*E%=c:H(0)_*i=N=m&E[L=0]+c*1[E]_*E=-m[E]_*E=r[u(Q?p:m,3,*E+)]_ m[E]^=1 _ E[m/2]=m&1 _ R(*E,&,c)_(a=c B write(1,E,1)B time(j+3),memcpy(r+u(8,3,),localtime(j+3),m)),a<2?*E=~lseek(O=4[E][j],a(I)5[i]<<9,0)?(a?write:read)(O,r+u(8,3,),*i):0:0),O=u,D(16)?v(0):D(17)&&G(F(0)),CX*D(20)+D(18)-D(19)*~!!L,D(15)?O=m=N,41[43[44[E]=h(N),E]=!N,E]=D(50):0,!++q?kb=1,*l?SDL_PumpEvents(),k=k?k:SDL_SetVideoMode(720,348,32,0),DX():k?SDL_Quit(),k=0:0:0;}i(F,40[E]=!!o)i(z,42[E]=!!o)i(G,48[E]=o) 
26  Discussions / General Discussions / What do you do to cut development time? on: 2014-04-02 15:54:02
Originally, I was asking if there are ways to cut development time by striking a good balance between prefection and efficiency. For example, I wanted to create assets by scratch, and I want to get it done quick, but I need to take time drawing the art assets to make it look nice, and engineer sounds to make it lively.

Of course, the answer is to delegate the tasks to third-party producers, or increase the budget/extend the planned deadline further.

Now, I want to ask what else do you do to cut down development time, even if it's not completely related to development? I might get some valuable tips as an hobbyist/indie guy.
27  Game Development / Newbie & Debugging Questions / Re: Why a NaN variable is not equal to Double.NaN? on: 2014-04-02 08:43:34
Interesting. Thanks for the tip.
28  Game Development / Newbie & Debugging Questions / Re: Why a NaN variable is not equal to Double.NaN? on: 2014-04-02 07:18:08
Thanks, stranger, totally fixed the NaN problem I keep having. Fitting name, by the way.  Pointing
29  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-02 07:13:51
Well, Happy April Fool's for those who replied. Cheesy

--------------------------  [SERIOUSNESS BELOW]  ----------------------------------------------

For what exactly?

Not related for, but what kind of project for?

This is for my Pokémon Walking project. I need 10 words of a common theme, in order to name the areas I'm planning to build. It's part fun, part contributing to helping others out, in other words, it's a win-win situation.
30  Game Development / Newbie & Debugging Questions / Re: Parse a string to a *packed* Integer. (0xFFFFFFFF) on: 2014-04-02 06:05:25
Wow, that decode() behaviour really is a nasty gotcha.
First bug reported against it...... 15 years ago.  Undecided

I guess it won't be fixed in the near future, for backwards compatibility issues, and the workarounds for it is trivial. That's just a conclusion I have thought up when hypothesizing that the bug, it being reported it 15 years ago, still exists today.
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List of Learning Resources
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