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1  Game Development / Newbie & Debugging Questions / Good Java Game Development Books on: 2014-03-23 22:54:38
Hey guys,

I'm a good overall programmer at the moment and I'm really into game development.
After making some fun games, I really want to learn some good core things of game development.
This got me to the idea to get a book. And with such a book I don't really mean how you can move your character on screen and that kind of basic stuff.
I need a book where I can learn proper algorithms like A*, Binary Search Trees, Good game loops etc.
Is a book necessary in the first place and if it is, what book would you recommend to me?

Thanks in advance!
2  Game Development / Newbie & Debugging Questions / Re: LWJGL or JMonkeyEngine? on: 2013-09-26 13:37:29
You can't just say how long it'd take you. I'm currently working on a 2D game which is getting pretty far in development, but man, I can't see an end in this game! :p. Just start working on it and don't think about the time it could take you!
3  Game Development / Newbie & Debugging Questions / Re: Best way to save data securely on: 2013-09-26 13:27:59
A lot of people around here think that they have to hide their game resources. They don't want other people to change the levels, save-games or textures. What is it, that you care what other people do with your game.

Modding games is fun. Replacing textures with better or more interesting ones or changing the max speed of a taxi in GTA are things people enjoy doing. Why do you want to restrict people having fun with your games?

Just serialize your data in the way which is the most easiest way for you. When you want to be nice save your data as json for example.

This kinda inspired me, I remember having fun changing the maps and modifying properties :p.
About the resources, yeah. I'm not going to secure that anymore.

Thanks for all the input from all of you!
I made a nice way to save my data, like this:
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public void save() {
      String filename = "save";
      try {
         ObjectMapper objectMapper = new ObjectMapper();
         FileOutputStream fos = new FileOutputStream(Score.location + "\\" + filename + ".dat");
         GZIPOutputStream gzos = new GZIPOutputStream(fos);
         ObjectOutputStream out = new ObjectOutputStream(gzos);

         Log.log("Player Save: " + objectMapper.writeValueAsString(player.getSave()));
         out.writeObject(objectMapper.writeValueAsString(player.getSave()));
         out.flush();
         Log.log("Saved Player!");

         out.writeObject(objectMapper.writeValueAsString(level.getSave()));
         out.flush();
         Log.log("Saved Level!");

         out.close();
      } catch (IOException e) {
         System.out.println(e);
      }
   }

   public void load() {
      setupGame();
      String filename = "save";
      try {
         ObjectMapper objectMapper = new ObjectMapper();
         File file = new File(Score.location + "\\" + filename + ".dat");
         if (!file.exists()) {
            Log.log("File does not exist!");
            return;
         }
         FileInputStream fis = new FileInputStream(Score.location + "\\" + filename + ".dat");
         GZIPInputStream gzis = new GZIPInputStream(fis);
         ObjectInputStream in = new ObjectInputStream(gzis);

         player.setSave(objectMapper.readValue((String) in.readObject(), Object[].class));
         uiHandler = new UIHandler(player);

         in.close();
      } catch (Exception e) {
         e.printStackTrace();
      }
   }


I used the ObjectMapper of the Jackson library.
So I kinda used multiple ways of saving data, which makes the save unaccessible with just editors.

Thanks again, for the helpful input!
4  Game Development / Newbie & Debugging Questions / Best way to save data securely on: 2013-09-16 15:37:00
Is ObjectOutputStream the best way to save data?
And does anyone have an idea for securely saving resources?

Thanks in advance!
5  Game Development / Newbie & Debugging Questions / Re: [Question] Best way to make maps infinite? on: 2013-09-12 18:05:19
http://www.java-gaming.org/index.php?topic=23484.0
6  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2013-09-12 17:55:01
Looks cool and promising! Some tips: let the camera scroll by ASWD as well and please make the barrack units unconfusing(footman, archer).
7  Game Development / Newbie & Debugging Questions / Re: [Java2D] How would I go for making buttons? on: 2013-09-12 15:00:06
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Rectangle rect = new Rectangle(0, 0, 50, 50);

if (mx > rect.x && my > rect.y && mx < (rect.x + rect.width) && my < (rect.y + rect.height)) {
do stuff
}
8  Game Development / Newbie & Debugging Questions / Re: where can i get tileMap sample project ? on: 2013-09-12 14:55:54
I guess you should watch some tutorials on youtube.

Try this person out: www.youtube.com/user/TheChernoProject

His 2D game programming series is about a top-down view tiledmap game.
9  Games Center / WIP games, tools & toy projects / Re: Project Nemesis on: 2013-09-12 14:44:32
I have updated the game again!
This update contains an NPC who sells arrows (for now), Mob AI and graphical changes!
10  Game Development / Newbie & Debugging Questions / Re: JarSplice "Jar creation failed due to the following exception" Problem on: 2013-09-01 21:08:59
Make sure you don't already have a manifest in the jar that you import.
11  Game Development / Newbie & Debugging Questions / Re: Rendering an Image once and De-rendering on close on: 2013-09-01 21:07:51
Have you tried BigImage? http://slick.ninjacave.com/javadoc-util/org/newdawn/slick/BigImage.html
12  Game Development / Newbie & Debugging Questions / Re: A* Pathfinding Slick on: 2013-09-01 20:09:57
Someone?
13  Game Development / Newbie & Debugging Questions / A* Pathfinding Slick on: 2013-08-30 14:58:27
Hey guys,

Currently I'm trying to implement some kind of ai to my mobs.
I'm trying to get this thing working with the A* Pathfinding utility of the Slick library.
I found out how to implement implement the TileBasedMap and the pathfinder.
The only thing that seems not too clear to me is how to seperate the path into steps every tick.
I think it's a pretty easy algorithm but I can't really find out how to do it.

Mob.java, where everything happens:
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package nl.tdegroot.games.nemesis.entity;

import nl.tdegroot.games.nemesis.Log;
import nl.tdegroot.games.nemesis.calc.GameMath;
import nl.tdegroot.games.nemesis.entity.projectile.Arrow;
import nl.tdegroot.games.nemesis.entity.projectile.Projectile;
import nl.tdegroot.games.nemesis.gfx.Screen;
import nl.tdegroot.games.nemesis.level.Level;
import org.newdawn.slick.Image;
import org.newdawn.slick.SpriteSheet;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.util.pathfinding.AStarPathFinder;
import org.newdawn.slick.util.pathfinding.Mover;
import org.newdawn.slick.util.pathfinding.Path;

import java.util.Random;

public class Mob extends Entity implements Mover {

   protected SpriteSheet sheet;
   private AStarPathFinder pathFinder;
   private Mover mover;
   private Path destination;
   protected Rectangle vulnerability;
   private Player target;

   protected boolean isWalking = false;
   protected boolean wasWalking = false;
   protected boolean hasDestination = false;
   private int step = 0;

   protected double baseHealth;
   protected double health;

   protected int mobID = 0;
   protected int spawnerID = 0;
   protected int score = 0;

   public int dir = 0;
   private int lastDir = 0;
   protected int ld = 0;
   public int animIndex = 0;
   public int animCount = 0;
   public int animType = 0;

   public int frame = 0;
   protected int collisionMulX = 0;
   protected int collisionMulY = 0;
   protected int collisionAddX = 0;

   protected int collisionAddY = 0;
   protected float movementSpeed = 0;

   public Mob(Image image, float x, float y, int width, int height) {
      super(image, x, y, width, height);
      animCount = image.getWidth() / width;
      sheet = new SpriteSheet(image, width, height);
   }

   public Mob(Image image, float x, float y, int width, int height, int mobID, int spawnerID) {
      super(image, x, y, width, height);
      animCount = image.getWidth() / width;
      sheet = new SpriteSheet(image, width, height);
      vulnerability = new Rectangle(x + 10, y + 10, width - 20, height - 20);
      this.mobID = mobID;
      this.spawnerID = spawnerID;
   }

   public void init(Level level, Player target) {
      super.init(level);
      this.target = target;
      pathFinder = new AStarPathFinder(level, 50, true);
   }

   public void update(int delta) {
      Random random = new Random();

      if (!hasDestination)
         destination = getDestination(GameMath.random(0, 10), GameMath.random(0, 10));

      float xa = 0;
      float ya = 0;

      if (hasDestination && destination != null) {
         xa = destination.getX(step) - x;
         ya = destination.getY(step) - y;
         step++;
      }

      move(xa, ya, delta);


      if (isWalking) {
         if (frame % (102 / delta) == 0) {
            animIndex = ((animIndex + 1) % animCount);
         }
      }
      vulnerability.setLocation(x + 10, y + 10);
   }

   public void move(float xa, float ya, int delta) {
      if (xa != 0 && ya != 0) {
         move(xa, 0, delta);
         move(0, ya, delta);
         return;
      }

      if (ld > 0) {
         ld -= delta / 2;
      }

      if (ya < 0)
         dir = 0;
      if (xa > 0)
         dir = 1;
      if (ya > 0)
         dir = 2;
      if (xa < 0)
         dir = 3;

//      dir = getDirection(xa, ya);
     Log.log("Last dir: " + lastDir);
      Log.log("LD: " + ld);

      if (lastDir != dir && dir != 1 && dir != 3 && ld <= 0) {
         lastDir = dir;
         ld = 500;
      }

      if (x < 0) {
         x = 0;
      }

      if (y < 0) {
         y = 0;
      }

      if (!collision(xa, ya)) {
         x += xa;
         y += ya;
      }

   }

   protected void shoot(float x, float y, double dir, Player player) {
      Projectile projectile = new Arrow(x, y, dir, player);
      level.addProjectile(projectile);
   }

   protected boolean collision(float xa, float ya) {
      boolean solid = false;

      for (int c = 0; c < 4; c++) {
         int xt = (int) ((x + xa) + c % 2 * collisionMulX - collisionAddX);
         int yt = (int) ((y + ya) + c / 2 * collisionMulY + collisionAddY);

         try {
            if (level.isCollision(xt, yt))
               solid = true;
         } catch (ArrayIndexOutOfBoundsException e) {
            Log.exception(e.getMessage());
         }
      }

      return solid;
   }

   private Path getDestination(int destX, int destY) {
      Path path = null;
      int sx = (int) x / level.tileSize;
      int sy = (int) y / level.tileSize;
      path = pathFinder.findPath(this, 7, 8, 5, 5);
      hasDestination = true;
      step = 0;
      if (path == null) {
         Log.log("path is null");
         hasDestination = false;
      } else {
         Log.log("found a path");
         hasDestination = true;
      }

      return path;
   }

   public void hit(Projectile p) {
      health -= p.getDamage();
      if (health <= 0.0) {
         remove();
      }
   }

   protected int getDirection(float xa, float ya) {
      boolean xPositive = true, yPositive = true;

      if (xa < 0)
         xPositive = false;

      if (ya < 0)
         yPositive = false;

      if (xPositive && yPositive) {
         if (xa > ya) {
            return 1;
         } else if (ya > xa) {
            return 2;
         }
      } else if (!xPositive && !yPositive) {
         if (xa < ya) {
            return 3;
         } else if (ya > xa) {
            return 0;
         }
      } else if (xPositive && !yPositive) {
         float yy = ya * -1;
         if (xa > yy) {
            return 1;
         } else if (yy > xa) {
            return 0;
         }
      } else if (!xPositive && yPositive) {
         float xx = xa * -1;
         if (xx > ya) {
            return 3;
         } else if (ya > xx) {
            return 2;
         }
      }

      return -1;
   }

   public void render(Screen screen) {
      screen.renderMob(this);
      if (destination != null)
         screen.renderPath(destination);
   }

   public Rectangle getVulnerability() {
      return vulnerability;
   }

   public SpriteSheet getSheet() {
      return sheet;
   }

   public int getID() {
      return mobID;
   }

   public void setScore(int score) {
      this.score = score;
   }

   public int getScore() {
      return score;
   }

   public void setHealth(double health) {
      this.health = health;
   }

   public float getMovementSpeed() {
      return movementSpeed;
   }

   public void setMovementSpeed(float movementSpeed) {
      this.movementSpeed = movementSpeed;
   }

   public boolean isMoving() {
      return isWalking;
   }

   public int getDir() {
      return dir;
   }

   public int getLastDir() {
      return lastDir;
   }

   public int getAnimIndex() {
      return animIndex;
   }

   public int getAnimType() {
      return animType;
   }

   public double getHealth() {
      return health;
   }

   public int getSpawnerID() {
      return spawnerID;
   }
}
14  Games Center / Showcase / Re: Mini Quests on: 2013-08-30 11:09:14
Awesome game, unique controls and perspective! Tongue
15  Game Development / Newbie & Debugging Questions / Re: Game starts lagging when increasing xoffset and yoffset on: 2013-08-30 08:12:27
Ouch, know where it occured?
16  Game Development / Newbie & Debugging Questions / Re: Game starts lagging when increasing xoffset and yoffset on: 2013-08-29 20:47:45
are you rendering with the width and height of your map?
17  Games Center / WIP games, tools & toy projects / Re: Project Nemesis on: 2013-08-29 09:13:29
Thanks for the replies!

I wrote down the controls in the topic now. However, there was a controls.txt in the zip.
The zip might not work because it has been zipped by WinRAR.
I'm currently looking for a right way to do the AI, that's why they're standing still.

Also thanks for saying what's good and what's not!

18  Games Center / WIP games, tools & toy projects / Re: Project Nemesis on: 2013-08-27 17:41:05
I added the download link now!
19  Game Development / Newbie & Debugging Questions / Re: Exporting Slick Game on: 2013-08-27 11:42:11
I know what the problem is, and I know how to read Stack Traces.
The only problem is, that in project I use resources/spritesheets/birk_anim.png, but when I export it, the resources folder gets extracted, which means, all first-child folders in the resources folder get moved to the root directory of the jar.
20  Game Development / Newbie & Debugging Questions / Re: Exporting Slick Game on: 2013-08-27 11:08:30
Anyone?
21  Game Development / Newbie & Debugging Questions / Re: How to get a special int? on: 2013-08-27 11:06:08
There you go, 3 different ways, however my way was pretty inefficient. Tongue
22  Game Development / Newbie & Debugging Questions / Re: How to get a special int? on: 2013-08-27 09:53:57
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int specialInt = 444;
String targetString = "";
String specialString = Integer.toString(specialInt);
for (int i = 0; i < specialString.length(); i++) {
   int workInt = Integer.parseInt(String.valueOf(specialString.charAt(i)));
   if (workInt > 0) {
      targetString += "1";
   } else {
      targetString += "0";
   }
}
int finalInt = Integer.parseInt(targetString);


This outputs me: 111
23  Games Center / WIP games, tools & toy projects / Project Nemesis on: 2013-08-27 08:55:40
Nemesis



Project Nemesis is a game meant to learn making games for myself and my friend(he's making the graphics).

The plan is, a 2D top-down view RPG and I'm getting kinda deep in the development of this game.
Now, the features that I've got this far:

  • Centered Camera
  • Collision from TiledMap
  • Animations
  • Mobs + AI
  • Dialog Screen
  • Objects from TiledMap with the specified interactions
  • Mob Spawners from TiledMap
  • Shooting Arrows
  • Menu's
  • Hitmarkers
  • Critical Strike Chance
  • Particles

I recorded a little clip of the game last night:

<a href="http://www.youtube.com/v/yZurgUDCcmM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yZurgUDCcmM?version=3&amp;hl=en_US&amp;start=</a>


I've finally made a jar(Make sure you have java jre 7):
https://dl.dropboxusercontent.com/u/43222422/Nemesis.zip

If you might be interested what the source code looks like:
https://github.com/Desmaster/Nemesis

The controls are:
 - WASD/Arrows for walking
 - Mouse Click for shooting
 - X for interaction
 - C for closing the dialog

Thanks for checking out! Smiley

Also, please leave a comment with what you think of it and some ideas.
24  Game Development / Newbie & Debugging Questions / Re: Black Lines in My Game. Tiled? on: 2013-08-27 08:25:28
You could try....

Enable vsync.

In the Game class,

1  
gameContainer.setVSync(true);
25  Game Development / Newbie & Debugging Questions / Exporting Slick Game on: 2013-08-26 21:26:46
Hey guys,

I want to submit my game to the Work in Progress, so I need to export the game.
So I made the jar, finished it off with JarSplice, ran it in cmd and suddenly this Exception occured:

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C:\Users\TIMONDESKTOP>java -jar C:\Users\TIMONDESKTOP\Desktop\Jars\Nemesis.jar
Mon Aug 26 23:26:58 CEST 2013 INFO:Slick Build #237
Mon Aug 26 23:26:59 CEST 2013 INFO:LWJGL Version: 2.9.0
Mon Aug 26 23:26:59 CEST 2013 INFO:OriginalDisplayMode: 1920 x 1080 x 32 @60Hz
Mon Aug 26 23:26:59 CEST 2013 INFO:TargetDisplayMode: 1920 x 1080 x 32 @60Hz
Mon Aug 26 23:26:59 CEST 2013 INFO:Starting display 1920x1080
Mon Aug 26 23:26:59 CEST 2013 INFO:Use Java PNG Loader = true
Mon Aug 26 23:26:59 CEST 2013 INFO:Controllers not available
Exception in thread "main" java.lang.RuntimeException: Resource not found: resou
rces/spritesheets/birk_anim.png
        at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoa
der.java:69)
        at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTex
tureLoader.java:185)
        at org.newdawn.slick.Image.<init>(Image.java:192)
        at org.newdawn.slick.Image.<init>(Image.java:166)
        at org.newdawn.slick.Image.<init>(Image.java:154)
        at org.newdawn.slick.Image.<init>(Image.java:132)
        at nl.tdegroot.games.nemesis.gfx.Resources.<init>(Resources.java:36)
        at nl.tdegroot.games.nemesis.Nemesis.init(Nemesis.java:34)
        at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:393)
        at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:317)
        at nl.tdegroot.games.nemesis.RunGame.main(RunGame.java:14)


This means that I need to include class folder, but I have already done this in Eclipse and I can't really find an alternative in IntelliJ(My main IDE).

Do you guys know how to kill this problem?

Thank you in advance!
26  Game Development / Newbie & Debugging Questions / Re: Camera Calculation on: 2013-07-10 23:25:14
Thank you very much for pointing this out! Smiley
I got ideas for a new camera class, gonna work a bit more with offset.

Thanks! Cheesy
27  Game Development / Newbie & Debugging Questions / Re: Camera Calculation on: 2013-07-10 18:25:50
The map is 3200 * 3200 pixels. The camera Y should actually be higher than 1792..
Plus, I don't know why it doesn't work for getY while it does for getX
28  Game Development / Newbie & Debugging Questions / Re: Using LWJGL color API? on: 2013-07-10 16:30:50
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// Vertices, the order is not important. XYZW instead of XYZ
float[] vertices = {
      -0.5f, 0.5f, 0f, 1f,
      -0.5f, -0.5f, 0f, 1f,
      0.5f, -0.5f, 0f, 1f,
      0.5f, 0.5f, 0f, 1f
};
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices);
verticesBuffer.flip();

float[] colors = {
      1f, 0f, 0f, 1f,
      0f, 1f, 0f, 1f,
      0f, 0f, 1f, 1f,
      1f, 1f, 1f, 1f,
};
FloatBuffer colorsBuffer = BufferUtils.createFloatBuffer(colors.length);
colorsBuffer.put(colors);
colorsBuffer.flip();
29  Game Development / Newbie & Debugging Questions / Re: Camera Calculation on: 2013-07-10 16:17:16
Anyone?
30  Game Development / Newbie & Debugging Questions / Camera Calculation on: 2013-07-10 08:41:08
Hey guys!

At the moment one of my calculations got me stuck.
For the scrolling part I use:

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public float getX() {
      float x = player.getX() - size.getX() / 2;
      float maxWidth = (bounds.getWidth() + (size.getX() / 2)) / 2;

      if (x < bounds.getX())
         x = bounds.getX();
      if (x > maxWidth)
         x = maxWidth;

      return x;
}

public float getY() {
      float y = player.getY() - size.getY() / 2;
      float maxHeight = (bounds.getHeight() + (size.getY() / 2)) / 2;

      if (y < bounds.getY())
         y = bounds.getY();
      if (y > maxHeight)
         y = maxHeight;

      return y;
}


getX() and getY() are both offsets I use for everything to scroll.
Now I'm struggling with the camera limit. For getX() the maxWidth calculation works perfectly fine. So I thought that I could use the getX() calculation for the getY() calculation as well. But no, it doesn't work. It stops too early with scrolling. The max Camera Y I'm having right now is 1792. The max Camera X is 1920.
I've tried alot of things but can't get this to work.. Could anyone help me with this one?

Thanks in advance!

Github link:
https://github.com/Desmaster/Nemesis/blob/master/src/nl/tdegroot/games/nemesis/Camera.java
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