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1  Discussions / General Discussions / Re: A few moderately basic graphics questions... on: 2016-12-07 19:05:53
I've approached the problem from a few angles already and pretty much dislike the approaches I've tried. My current method where it changes the resolution of the users screen for the duration of  the game is my favourite so far but it doesn't work consistently on all users screens. I shy away from using libraries because it takes me longer to work out how to use them than it does writing the games! (sad but true). Using multiple sets of graphics and code to handle the movement is ok but it leads to quite complex code and there's no real guarantee that the users screen matches the resolutions you've coded for. Keeping the game in a fixed window in the centre of the screen certainly works but you just end up with a small game in the middle of a big black screen which would bug me. It's a shame you can't just assign the graphics to an image variable and then resize the image on the fly. Better still if you could just tell java to use an 800x600 screen and make it full screen.

I like the idea of the sea mine and will try that out.

2  Discussions / General Discussions / Re: A few moderately basic graphics questions... on: 2016-12-05 22:00:32
@bmanmcfly - I suspect it's a little late to rewrite the games using a games library, I'm not sure I'd enjoy writing the games that way either though that's a personal preference. Is there no way of transferring the Graphic thing into an image and then resizing that. I'll admit it doesn't sound to performant but as long as I can get ~30 FPS I'd be happy. Regards darkening the screen, would you know how to grab the graphics object into an image that I can then play with? Regards images, I'm quite happy drawing but my problem is I can't work out what to draw that might fit into the game - it's set on a frozen world with cartoon style graphics, ice mountains in the background, snow falling and bubbles to shoot that float through the mist. The bombs I have currently look good and tell you that it's not a good thing running into them. The problem is that spherical bombs with fuses are unlikely to be found in space games.

@darkening - thanks for the example code but can I ask what video is?
3  Discussions / General Discussions / A few moderately basic graphics questions... on: 2016-12-04 21:02:24
I'm using very basic paint, drawImage type commands in my games and I have some  (probably) simple graphics questions.

Resizing: at the moment my games play at 800x600 resolutions (I like the photo realism!) and I use display mode to alter the users screen to this resolution so they can play full screen. This works OK'ish on most folks screens but on others it doesn't work at all or just shows a black screen. I know images can be resized so is it possible to resize the whole screen to fit the users current resolution? can it be done easily? and is it moderately efficient?

Darken: Is it possible to darken a whole screen and then slowly un-darken it? I tried painting a black rect over the whole image and slowly making the image transparent but this wasn't very pretty or gradual.

Mist: I'm after a similar effect to the above in a different game but this game is set on an ice planet with falling snow and I wanted the "mist" to clear to show the game. Any ideas?

Image: I was quite happy with the look of the game above with the snow but a few people pointed out that the images I'm using are at odds with the game. I have bubbles floating around in the mist and snow above ice caps etc and some bubbles contain bombs that, when you shoot the bubble, the bomb will drop down onto the surface and restrict your movement. These bombs look like the round cartoon bombs with a lit fuse that sparkles away. They said that the old fashioned image of the bomb looked at odds with the space game - I think they're right but I'm at a loss as what to use instead. Any thoughts?
4  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-29 13:03:14
The fan used previously was the supplied Intel fan which has the paste already applied on the contact point. The CPU was the 3570K running at standard clock so it wasn't generating a lot of heat (say compared to an AMD 8350 etc). Difficult to say what caused the issue as most of my PC's are still working decades after I bought them - maybe the PC got knocked and the weight of the fan caused some separation? I always fancied a liquid cooler but couldn't really justify one before - still can't really as the processor was faster than I ever needed just running at standard clocks. I'll admit I was quite disappointed by how difficult the Corsair H55 cooler was to install - it seemed to have more parts than your average Swiss watch, the instructions were written in tiny writing and in multiple languages while referring to the multiple systems it could be applied to. There were codes written on the parts but again the writing was microscopic and coloured black on a black background which made them almost totally illegible. Oddly enough the thing is quite loud as well - I could barely tell if my PC was on before but now I can hear it from some distance away - perhaps this is a feature. The cooling is good though but, in all honesty, I should just of cleaned the existing thermal paste away and replaced it with a dab of new. Hey ho.
5  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-29 09:12:56
try reinstalling java, could be some corrupt files
Yep, that did it. Well done!
6  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-28 23:19:13
I'm pretty sure that's not it as the PC had just been started up.
7  Discussions / General Discussions / Used to compile, now doesn't?? on: 2016-08-28 11:40:48
Background: I've had a stressfull 24 hours. PC get shutting down which turned out to be thermal paste causing CPU to overheat. Decided to treat myself to closed loop water cooler and had the devil's job installing it. I've seen watches with fewer parts than what came with the cooler, the instructions are tiny and written in umpteen languages, diagrams refer to part numbers which are actually letters on the parts, all writing on the parts is tiny black writing on a black background - I nearly lost the will to live. Finally got it installed and the damn PC wouldn't start at all. Eventually took the whole PC apart and rebuilt it piece by piece, testing as I went. Finally it works again...

Problem : Sadly when I came to compile my projects I ended up with the same bizarre error occurring each time. The code was running fine. The various projects compile fine but just stop immediately on running. Oddly, I have one project without sound and that runs fine. I use the tinysound jar and have a separate copy of the jar in each of my different game directories. This is the error I'm shown:

E:\Dropbox\Projects\CloudMiner>javac -cp ".;tinysound-1.1.1.jar"

E:\Dropbox\Projects\CloudMiner>jar -cfm CloudMiner.jar Manifest.txt *.class *.png *.wav

E:\Dropbox\Projects\CloudMiner>java -cp ".;CloudMiner.jar;tinysound-1.1.1.jar" -Dsun.java2d.noddraw=true CloudMiner
Exception in thread "main" java.lang.InternalError: error in opening zip file
        at sun.misc.URLClassPath$JarLoader.getResource(Unknown Source)
        at sun.misc.URLClassPath$ Source)
        at sun.misc.URLClassPath$2.hasMoreElements(Unknown Source)
        at java.lang.ClassLoader$2.hasMoreElements(Unknown Source)
        at Source)
        at sun.misc.CompoundEnumeration.hasMoreElements(Unknown Source)
        at Source)
        at sun.misc.CompoundEnumeration.hasMoreElements(Unknown Source)
        at java.util.ServiceLoader$LazyIterator.hasNextService(Unknown Source)
        at java.util.ServiceLoader$LazyIterator.hasNext(Unknown Source)
        at java.util.ServiceLoader$1.hasNext(Unknown Source)
        at$ Source)
        at$ Source)
        at Method)
        at Source)
        at Source)
        at javax.sound.sampled.AudioSystem.getProviders(Unknown Source)
        at javax.sound.sampled.AudioSystem.getMixerProviders(Unknown Source)
        at javax.sound.sampled.AudioSystem.getMixerInfoList(Unknown Source)
        at javax.sound.sampled.AudioSystem.getMixerInfo(Unknown Source)
        at javax.sound.sampled.AudioSystem.isLineSupported(Unknown Source)
        at kuusisto.tinysound.TinySound.init(
        at CloudMiner.init(
        at CloudMiner.main(
Caused by: error in opening zip file
        at Method)
        at<init>(Unknown Source)
        at<init>(Unknown Source)
        at java.util.jar.JarFile.<init>(Unknown Source)
        at java.util.jar.JarFile.<init>(Unknown Source)
        at sun.misc.URLClassPath$JarLoader.getJarFile(Unknown Source)
        at sun.misc.URLClassPath$JarLoader.access$600(Unknown Source)
        at sun.misc.URLClassPath$JarLoader$ Source)
        at sun.misc.URLClassPath$JarLoader$ Source)
        at Method)
        at sun.misc.URLClassPath$JarLoader.ensureOpen(Unknown Source)
        ... 24 more

Any thoughts would be welcome
It's probably something stupid as I'm feeling just a little burnt out at the moment.
8  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 14:15:52
I think producing a successful application and coding it well are a bit mutually exclusive.
Coding it well requires much more time but you win on the long term because it's more maintainable.
Unfortunately time isn't something many of us have. You just don't know whether your app will be a success that might justify spending all those extra hours. If you have a great new application/game then personally I'd say get it out the moment it's mostly bug free. And what if someone else releases an app that's similar to your's? all of a sudden your great app is now just a copy of someone else's great app and people will just ignore it.

I can't remember whether it was Visicalc or Lotus-1-2-3L At the time they dominated the spreadsheet market but they decided to spend a year totally rewriting the code with the aim of improving the design and making the whole app run perfectly on a 2MB PC. During that year, Excel was released with a bunch of new features. Everyone got tired of waiting for the rewrite and instead bought Excel. At the end of the year everyone was using 8MB computers anyway. Now no-one even remembers the original spreadsheet program.

"Coding it well" is not a do once, done forever thing. Code might start out at a certain lower level of quality when you are just trying to get things running, but the longer you have with the code the more incremental improvements will go into it.
In my experience the longer code lives for then the worse it gets though I'll admit my view is tainted from working in large corporations. When an application is new, it's maintained by the guys that originally wrote it and who fully understand it. As the original development team move to other projects the maintenance is done by contractors who have a limited understanding of the system. Also over time new features are added that don't fit the original design of the system and these tend to be kludged into the existing framework. After 10 years it's advisable to make some sacrificial offering  before making any changes.
9  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 07:50:22
I think producing a successful application and coding it well are a bit mutually exclusive. The main argument cited against mine craft's "bad code" is that it doesn't run well enough on some hardware. Sure they could spend a year improving the code (and introducing new bugs) but they could also just wait a year and CPU's and GPU's will just get faster anyway. You're far better getting the application out the door than endlessly rewriting working code.  

Most of the time you don't start off with the complete idea (or finished spec) for your application. You start writing with one idea in mind and the application slowly grows into something different. Do you completely stop and rewrite the code? I don't - if it's working then why change it? I do think you get better code with larger teams  as the code is seen by more folk but then you run into the problem that the application is designed by committee and it loses any originality. With larger teams you also get more managers and that tends to make aims more conservative as well.  In a team of one I honestly wouldn't ever look at code again once it was working.

Can't say I've ever played Minecraft though.
10  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-08-09 10:43:58
I quite like designing languages and writing compilers ... usually for languages that no-one will ever use but hey ho. A few years ago I wanted to come up with a language for youngsters to write computer games. Languages like java tend to be way too complex unless you're insanely keen. Most people start by getting a program to say hello world and in my language it's just:
"Hello World"
"or Hello World" at 200, 200 color blue
"or even Hello World" at 200,200 color green move up 100 then reverse

You could also have simple boxes or images on screen:
box at 300, 300
image "brick.png"
image "brick.png" tile 20 by 2 at 0,30

You could also define things ie:
define wall image "brick.png" tile 20 by 2

and then use it like this:
wall at 0,30

Obviously it's not much of a game without a player you can move:
man at 300,300
box at 280,200 action stand
exit at 400, 200

There was more stuff like loops and actions but that roughly sums up the game. It wasn't perfect but it was quite easy to produce a game with not many lines of "code". None of these games would win prizes but with a little ingenuity they could be fun. A complete "game" might look like this:
background = stars

define mybox box 60 by 60 action stand

loop x = 30 to 500 step 90
   mybox at x, 250 - ( random%50 )
      color random
      move up random%100 then reverse

man at 50 370
exit at 600 200
11  Discussions / General Discussions / Power law and game sales on: 2016-08-09 08:58:38
I was reading an interesting book (throwing rocks at the google bus) and it stated that the bottom 94% of amazon books only sold 100 books. It also said the same thing applied to itunes or app sales. I have been looking into selling my games on steam but the idea of selling 100 copies would be a bit depressing. Obviously it makes a difference whether the games are merely OK or cr@p but I'm guessing that the bottom 94% would include some pretty decent games. Thoughts?

12  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-19 08:33:21
I quite liked that little game! Very impressive that you can build it in that time. A few small points:
  • What does shift do? I didn't see that mentioned in the explanation
  • Escape didn't stop the game for me (Win 10, chrome).
  • I couldn't get up to the 4th platform (but then I'm useless at these things)
  • The player blob would look better without a completely flat bottom
  • having little birds flying horizontally across screen that damage you would be good
13  Discussions / General Discussions / Re: Power consumption of desktops vs ARM SOC's such as Odroid-C2 or Rpi3 on: 2016-03-16 07:44:03
I've also used Picaxe micro-controllers which look just like a small integrated circuit chip but are fully programmable.  They use a language sort of similar to basic. These things are really cheap (from £1.50) and extremely low power. I've used them in art projects etc. There is also the Arduino boards that are proving very popular but I haven't used them yet. Certainly lots of great hardware out there for those that want to tinker with computer DIY.
14  Discussions / General Discussions / Re: Power consumption of desktops vs ARM SOC's such as Odroid-C2 or Rpi3 on: 2016-03-15 22:40:43
I've used the original Pi but it was just a little too slow to run my games. The new Pi3 should be fine to go into a slim line arcade cabinet and the lack of HDD means it will survive better in a rugged environment than a PC. The lack of moving parts is also a big plus. Isn't the Pi3 a bit excessive just to turn and off the sprinklers though? 
15  Discussions / General Discussions / Re: Best way to play sound? on: 2016-02-19 08:17:50
I've been using tinysound and I'm very impressed with it. I've only been using wav format but I believe it handles ogg and mp3 as well. It's main feature is how easy it is to use.
16  Discussions / General Discussions / Re: Simulating simple 2D mist on: 2016-01-29 20:01:06
Yep. I'm using overlaid clouds from and it looks pretty much like you're travelling through a cloud. I hadn't thought of parallax with clouds but I'll try that out.

The game is coming on nicely and it seems like it might be quite playable. The real issue is whether the screen is interesting enough. I guess there's a downside to setting your game inside a cloud! I'm using brightly coloured icons to symbolise different power ups and then floating everything in bubbles with the mist over laid on top. It's still very early days but I personally like shoot them up games combined with having to think quite hard on how to complete a level. Obviously each level then gets a bit harder each time.
17  Discussions / General Discussions / Re: Simulating simple 2D mist on: 2016-01-18 20:31:46
You could find an animated background with the mist already in it.
render background, entities and finally some mist particles/entities which move and change transparency.
Must admit I wasn't aware you could draw animated images. It might be a bit much though even with a low res game 800x600 but I'll see if I can find an animated mist gif.

I believe that picture shows the high altitude haze on Uranus. If you go to lower altitudes where the pressure is greater and it is a bit warmer, the haze would dissipate (it would be permanently overcast of course).
Haven't been but I think it wouldn't get any clearer lower down though as the gas would just turn to liquid as the pressure increases - probably like pea soup but colder. I think I'll stick with the popular image though rather than one with any scientific truth Smiley
18  Games Center / Showcase / Re: AutoInvaders - LD34 Compo Entry on: 2016-01-18 20:12:33
The graphics are very nice and the new screen effect is good.
To make the game more appealing you need to allow the ship to move where the player wants and get the aliens to move.
I also found the sound a little grating but I appreciate it's close to original arcade games (try out bfxr or similar).
19  Discussions / General Discussions / Simulating simple 2D mist on: 2016-01-18 17:03:11
I trying to write a 2D shooter game for each of the planets in the solar system. The next one is for Uranus - I'll probably call it Planet 7 to stop the snigering. The game itself is reasonably well thought out but my problem is how to portray the background scenery of the planet. The whole screen will just look grey which just looks a bit too dull. I thought swirling mists with the aliens flying through the mists might be acceptable but I'm a bit stuck on how to do this. Any thoughts?

I wondered about having a plain grey background and then drawing lots of irregular shaped grey shapes and changing their transparency on the fly while moving them about slowly on screen. Is there a better way?

Thanks for any thoughts
20  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-04 22:05:29
Well I've signed up to steam and got their SDK. It's all in C++ which is interesting to look at but ... are there any interfaces for Java?

I'm thinking of going freemium and just allowing people to buy upgrades. I guess if people don't like the game then they won't of lost anything and the upgrades are just the upgrades you can earn by playing the game normally but it allows you to skip the easier stuff and fast forward into the more challenging stuff. I think that sounds fair. I'll try to use their leader boards (assuming I can get others to play it), the cloud save sounds straightforward and I already have some ideas for the achievements.

Regards the audience - are there demographics available?
21  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-03 14:05:54
Oh well, thanks for being honest.

I do see plenty of small arcade style games in steam but I can't see any details on how well they actually sell. I might just bight the bullet and go for it anyway - it might be an interesting learning experience if nothing else. When it fails the green light then I guess you can tell me "I told you so"  Smiley

22  Discussions / General Discussions / Releasing on Steam for a (very) indie developer on: 2016-01-02 22:17:26
I like writing games (mostly arcade style shoot them ups) and I write them mostly for myself but I'd love to make a bit of money from doing so.
  • Is that a bad thing?
  • Am I being a bit unrealistic expecting money for this stuff?
  • Does anyone have any experience of putting Java games onto steam?
  • Do PC arcade games actually sell well (or at all)?
  • Is it easy to integrate a Java game into steam?
  • Is it straightforward to use their achievements, leader boards and cloud facilities?
  • If you have experience of releasing on steam - can I ask how you did? (a PM is fine and I promise not to repeat any info)
  • Is it mostly luck or is there a good formula to follow?

These are some of the games I have so far (Alien Swarm, Martian Assemblers and Seas of Neptune).
23  Games Center / WIP games, tools & toy projects / Re: Martian Assemblers - your opinions? on: 2015-12-21 20:29:09
That's a 45 min video! I will watch it at some point over Christmas but perhaps you could just mention briefly what design aspects you were concerned about or you thought needed adding. I'm quite hard skinned so don't worry about offending me Smiley I started off with the cartoon hills simply because they were easy to draw (I'm not an artist) but then found I quite liked the cartoon style and kept with it. I tried adding extra realism like moving shadows etc but they felt at odds with the "cartoon feel" so I took them out again. I'll admit my main interest in the game was the internal data structures to handle the varying assemblies that happen - from a coding perspective it's quite an interesting problem. I'd also never done a 2D side scroller before.

thanks for replying by the way.

[EDIT]I managed to get past the 1st 10 minutes of waffle and then that talk suddenly became much more enlightening. I'll look into some of the areas he mentioned.
24  Games Center / WIP games, tools & toy projects / Martian Assemblers - your opinions? on: 2015-12-21 13:42:15

I've been working on this for the past couple of months and just wanted some feedback. It's a basic shoot them up game and is intended for PC's and for MAME arcade cabinets. In this game the various Martians can assemble together to become a more powerful creature. Whatever characteristics they have will be inherited by the finished assembly. You can blow them apart but they'll just scramble back together into something different. There are various supply drops for weapon upgrades, health improvements or just points. There is a tutorial and various levels available. You can earn trophies at each level and you need to earn a trophy to start the next level. There are also global high scores (though the current entries are artificial).

Here's a quick video of the game which hopefully gives a rough idea of things:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Any feedback welcome!
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 16:39:19
That's certainly how I started. You designed the program on wads of paper using assembly language, then you'd convert it all by hand to HEX working out jump addresses as you go, then you'd type it all in (this bit was a pain as any mistake was a disaster). When something ran it almost seemed like a miracle. Obviously you could only write programs that weren't too complicated (I think othello was the most I ever tried in machine code). My 2nd computer had an assembler built in and it almost felt too easy.

I don't think programming is any easier these days simply because we just try to do more than we did before. If you ever try coding micro controllers then this is very similar to the early days of home computers.
26  Discussions / General Discussions / Re: key events & capturing special keys on: 2015-12-10 12:30:40
Thanks for replying so soon. I am using VK_ALT but when I press that during a game, the game will wait until I press something else before accepting more input - not just firing input but movement etc. Actually it seems to wait for me to press the ALT key again before resuming play. The game doesn't freeze but it just doesn't accept any key presses until I press ALT again. Weirdly pressing escape will also bring it out of ALT mode. This seems to tie in with the ALT key expecting another key. I usually avoid code samples because others are a bit more picky about coding standards Wink

I don't usually use the ALT key on my keyboard so I have no idea what it's proper behaviour should be.

   private boolean isFireButton( int key ) {
      if ( MameMode == 0 ) {
         // normal PC controls
         // weapons are switched using up/down keys
         return key == KeyEvent.VK_CONTROL || key == KeyEvent.VK_SPACE;
      } else {
         // arcade cabinet controls where CTRL, ALT and space are all separate weapon fire buttons
         if ( key == KeyEvent.VK_CONTROL ) {
            WeaponMode = 0;
            return true;
         } else if ( key == KeyEvent.VK_ALT && MaxWeaponMode > 1 ) {
            WeaponMode = 1;
            return true;
         } else if ( key == KeyEvent.VK_SPACE && MaxWeaponMode > 2 ) {
            WeaponMode = 2;
            return true;

      return false;

27  Discussions / General Discussions / key events & capturing special keys on: 2015-12-10 10:15:25
To make my new game fully compatible with MAME (an arcade emulator) I need to support the user pressing ALT as the secondary fire button (CTRL and space are the other fire buttons). My code captures the key press using KeyEvent and fires the right weapon but it then sits around waiting for another key to be pressed because the ALT key was pressed. How do I make it treat the ALT key just like any other key press?

Many thanks


PS do you think a player can cope with having 3 different weapons? is it too many or is it more the better?
28  Games Center / Showcase / Re: Drift Area on: 2015-11-13 11:03:16
Works fine on Win 10. I started on a practice track with just my own car. The game is well polished with graphics that suit the game well. The physics seemed well done and I liked the way the barrier tyres move when you collided with them. Shame there isn't an audience which could do an animated cheer when you do something well.

Control of the car was reasonably straightforward but the level kept restarting for me. I assume I had done something wrong but it never told me why it restarted so I was left mystified. I also couldn't fathom the menu controls. I'd suggest you watch someone play the game without being told anything about it - then see where they run into problems. I personally found it very difficult to alter the track and add more cars. I also found some tracks just too slippery - the game should work out how capable the driver is and adjust to suit (I was pretty crap). I can't comment on the AI on the cars as I never saw any opponents.

I assume there are figure of 8 tracks later on in the game. You could also have "clown cars" that don't race but instead get in everyone's way. Maybe the audience members could run onto the track occasionally. Would you have repair pits on longer races, budgets, car options etc or is it pretty much the same on all screens.

I played for a couple of minutes but the menu controls simply frustrated me. I saw a "Buy" button and it looked that it might appeal to some but there wasn't quite enough in the game for me to press it.

29  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-11-02 17:57:50
I get a great deal of satisfaction writing my own games (as a hobby), I even enjoy playing them but it does pee me off that I can't seem to make any money from them. I looked on Google play to see what they had and was surprised to see that most of the games were free (oddly I even found a game that had the same name as one of my games! I'm obviously going to have to try and come up with something more original). Part of me says I should hand them out free so more people can play the games but the other part of me reminds me how much time goes into writing these things.
30  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-10-16 10:07:56
Top secret: it is luck.
Yep, that about sums it up, though I'm a roach that's not even in the bucket yet.
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