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1  Games Center / WIP games, tools & toy projects / Re: Tarot-Buddy on: 2013-10-05 20:43:25
Made a applet of it
Known Bug
  • I didnt take off the exit buttons when I made it a Applet..lol..so if you use the Exit Buttons, you will get a  Platform.close() method called, if this happens you have to restart your browser to play again, I will get it fixed.
2  Games Center / WIP games, tools & toy projects / Re: Oh My Goat on: 2013-09-23 16:17:16
Looks awesome, is it like a running game?
3  Game Development / Newbie & Debugging Questions / Re: JarSplice "Jar creation failed due to the following exception" Problem on: 2013-09-01 21:12:27
Try deleting you manifest file and build it again, you might have 2 manifest files in your program. also manually delete your old jar file of your app.
4  Game Development / Newbie & Debugging Questions / Re: Rendering an Image once and De-rendering on close on: 2013-09-01 21:06:10
You're saying you only want to render it once but you want it to stay there? Do you know how rendering even works?

how is this helpful to him?

I think he is saying the BG doesn't move so only has to be instantiated once. This is why no one posts here cause all they get is trolls. Help him out, or stay quite is good advice.
5  Game Development / Newbie & Debugging Questions / Re: Rotating map and camera on: 2013-09-01 20:59:55
Wouldn't you want your Camera rotating the opposite way as your tiles?
 
6  Game Development / Newbie & Debugging Questions / Re: Rendering an Image once and De-rendering on close on: 2013-09-01 20:56:46
Assuming it is a solid color, make it smaller, then slick has a method is the Display class to scale images, Also assuming you extended BasicGameState, render it in the draw() method, this will also make it only render one time
7  Games Center / WIP games, tools & toy projects / Tarot-Buddy on: 2013-09-01 20:47:23
Tarot-Helper Online

Fortune Telling Trainer

Now online!
 
No Loading screen yet, but give it time it will load

My Supa Dev group link is HERE
http://supa-dev.com/groups/tarot-buddy/

Or straight to the applet Here

Features
  • Personalized Tarot Readings
  • Study Helper
  • Browse Different Decks..More Coming Soon





Adding Astrology,
Here is a preview




Jar File

I hope to have on Druid before to long.

All Graphics are done with JavaFx lib, except the card images


GitHub
Repo help me out if you would like.


I consider this as being a game  Cheesy.
8  Games Center / WIP games, tools & toy projects / Re: No Name Game on: 2013-08-15 22:55:59
Thanks Guys, The way I have the movement now is just rendering the sprit in the center of the screen, scrolling thru the animation as needed, and the tiledmap moving behind him, only rendering 10x10 tiles, giving it the image of moving,  I think it should be fairly easy to make smooth movement, I am * all my x and y's by 16, so i should be able to do away with that, Diagonal Movement?  Huh
9  Games Center / WIP games, tools & toy projects / Re: No Name Game on: 2013-08-15 15:33:01
Thanks Tim, I think smooth animation, or even "Click to move", would be a good idea   Smiley
10  Games Center / WIP games, tools & toy projects / Supa-Scape on: 2013-08-15 06:11:52
Game I have been working on, Not quite ready to be played yet, Having some issues with Enemy movement along the tiled map, but this is what I have so far


And a short video, Music from http://www.nosoapradio.us/
<a href="http://www.youtube.com/v/xsENlmzta7M?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/xsENlmzta7M?version=3&amp;hl=en_US&amp;start=</a>
11  Game Development / Newbie & Debugging Questions / Re: I want to use Inheritance in a static way on: 2013-08-12 17:23:41
Well im spending to much time on this, so I'm going to just instantiate everything..lol

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package com.supafool.apps.games.supascape.skill;

/**
 * Abstract class used to hold data for each skill
 *
 * @author Erick
 *
 */


public abstract class SkillAb {

   // current amount of xp
   protected double currentXp = 0.00;

   // xp needed to get next level
   protected double levelXp = 150.00;

   // Current level, not max level
   protected int currentLevel = 1;

   // Max Level is the max you can have, like 8/10, this is what levels up
   protected int maxLevel = 1;

   // Amount to raise the levelXp after skill has been leveled
   private final double levelOffSet = 1.35;

   // used to keep 2 skills from being called at the same time
   protected boolean isSkilling = false;

   public SkillAb() {
      initSkills();
   }

   public abstract void initSkills();

   public void gainXp(double amountToGain) {
      currentXp += amountToGain;

      // check is needs leveled
      if (currentXp > levelXp) {
         levelUp();

         // raise xp needed to level again
         levelXp = levelXp * (maxLevel * levelOffSet);

      }

   }

   public int getCurrentLevel() {
      return currentLevel;
   }

   public void levelUp() {
      maxLevel++;

      // Fill up current Level
      currentLevel = maxLevel;
   }

   public void setIsSkilling(boolean b) {
      isSkilling = b;
   }

   public boolean isSkilling() {
      // TODO Auto-generated method stub
      return isSkilling;
   }

   public abstract String getSkillName();

}
12  Game Development / Newbie & Debugging Questions / Re: I want to use Inheritance in a static way on: 2013-08-11 18:26:50
I Rock!

Awesome, thanks for answering in a programmer fashion Smiley  I didn't think of this.
13  Game Development / Newbie & Debugging Questions / Re: I want to use Inheritance in a static way on: 2013-08-11 18:17:25
BTW it is a game like runescape, so the skills are changing alot. not all entities has the same skills.
14  Game Development / Newbie & Debugging Questions / Re: I want to use Inheritance in a static way on: 2013-08-11 18:12:10

Why does the class Skill has fields specific to "Fishing" although you have an explicit class for it as well?

thats a good question, this was a example lol

I dont want to instantiate each skill because they simply don't need to be, I am just using it store the current level and name and other things, so the when one levels up fishing, i can simply Fishing.levelUp(); ,  and later in the game if i need to get the level i can just Fishing.getLevel(); , but i need to do this with all of the levels in a static way, so i cant make a interface, or abstract methods, just wondering if there was a way to do it.

15  Game Development / Newbie & Debugging Questions / I want to use Inheritance in a static way on: 2013-08-11 17:55:18
I have a bunch of subclasses extending a Skill Type,
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public abstract class Skill {

   // current level
   private static int fishLevel = 1;
   private static boolean isFishing = false;

   private static int miningLevel = 1;
   private static boolean isMining = false;

   private static int attackLevel = 1;
   private static int defLevel = 1;
   private static int strLevel = 1;
   private static int teleLevel = 1;

   public Skill(String name) {
   }

   /**
    * @return the fishLevel
    */

   public static int getFishLevel() {
      return fishLevel;
   }

   /**
    * @param fishLevel
    *            the fishLevel to set
    */

   public static void levelUpFishing() {
      fishLevel++;
   }

   /**
    * @return the isFishing
    */

   public static boolean isFishing() {
      return isFishing;
   }

   /**
    * @param isFishing
    *            the isFishing to set
    */

   public static void setIsFishing(boolean isFishing) {
      Skill.isFishing = isFishing;
   }}


I want to use Inheritance so i dont have to keep typing the same stuff again and again, like i have been doing :
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/**
 * Uses the static methods
 *
 * @author Erick
 *
 */


public class Fishing extends Skill {

   public Fishing() {
   }

   public static void levelUp() {
      levelUpFishing();
   }
   
   public static String getId() {
      return "Fishing";
   }

}


I know I could use the static methods in the Skill Class, but i also need to set Icons and other things, that inheritance would help out with tremendously, is there a way to do this, I don't want to make instances of each skill.
16  Game Development / Newbie & Debugging Questions / Re: [libgdx] Scaling; stretched pixels at different aspect ratios on: 2013-08-09 01:30:12
but isn't it getting reset to 1 before the if statement, i might be wrong, i don't know what your code looks like, but if you are using that if statement in a method, then it looks like it is getting set to 1 before it checks
17  Game Development / Newbie & Debugging Questions / Re: My sprite animation goes faster if the FPS is higher on: 2013-08-08 18:26:46
for a basic tile to tile movement, just turn down framerate

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@Override
   public void init(GameContainer container, StateBasedGame game)
         throws SlickException {
      container.setTargetFrameRate(5);
   }


or you can do a if statement

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@Override
   public void update(GameContainer container, StateBasedGame game, int delta)
         throws SlickException {
      container.getInput().enableKeyRepeat();

               

      double timercounter = .25;

      if (container.getInput().isKeyPressed(Input.KEY_RIGHT)) {
         if (player.canMoveRight()) {
                               if(timer = 0){
                               moveRight(); ////to keep it from lagging
}

            timer += timercounter;

            if (timer > 1) {
               moveRight(); /// then do again every 4 frames, 1 / .25 = 4
               timer = 0;
            }
         }
      }


make sure you have a private var called timer init to 0.
18  Game Development / Newbie & Debugging Questions / Re: [libgdx] Scaling; stretched pixels at different aspect ratios on: 2013-08-08 18:17:41
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float aspectRatio = (float)width/(float)height;
System.out.println((float)16/(float)9 + " and " + aspectRatio);
float scale = 1f;
Vector2 crop = new Vector2(0f, 0f);
               
if (aspectRatio > PetsimGame.ASPECT_RATIO) {
        scale = (float)height/(float)PetsimGame.CAMERA_HEIGHT;
        crop.x = (width - PetsimGame.CAMERA_WIDTH * scale) / 2.0f;
} else if (aspectRatio < PetsimGame.ASPECT_RATIO) {
        scale = (float)width / (float)PetsimGame.CAMERA_WIDTH;
        crop.y = (height - PetsimGame.CAMERA_HEIGHT * scale) / 2.0f;
} else {
        scale = (float)width/(float)PetsimGame.CAMERA_WIDTH;
}
               
float w = (float)PetsimGame.CAMERA_WIDTH * scale;
float h = (float)PetsimGame.CAMERA_HEIGHT * scale;
viewport = new Rectangle(crop.x, crop.y, w, h);


you are keeping your scale set to 1.
19  Game Development / Newbie & Debugging Questions / Re: Need Assistance With Extensible Types for a Library on: 2013-08-05 03:36:58
can't you just make a class, and put a bunch of variables in it that are static, and refer to them...I didn't really understand the question...lol
20  Game Development / Newbie & Debugging Questions / Re: TileMap How to scale the map on: 2013-08-05 03:25:16


That said, Slick's graphics object contains a scale method that performs exactly as I described above.
http://slick.ninjacave.com/javadoc/org/newdawn/slick/Graphics.html

Jeremy, You Rock, I was reading back thru this, and saw this...lol would've saved a lot of time if i would have checked back in, huh...Wink
21  Game Development / Newbie & Debugging Questions / Re: Why render pixel by pixel? on: 2013-08-05 03:03:29
Rendering Pixel by Pixel, isn't all this happening behind the scenes during Buffering? And really doesn't all rendering happen Pixel by Pixel?
22  Game Development / Newbie & Debugging Questions / Re: [SOLVED]TileMap How to scale the map on: 2013-08-05 02:59:11
Hook it in with the ScrollWheel on Mouse, and BAM, WOW eat you heart out....lol
23  Game Development / Newbie & Debugging Questions / Re: TileMap How to scale the map on: 2013-08-05 02:45:31
There was a Class in The Slick class Graphics, that lets you scale everything you Rendered to a given float, I used it,  I tried saving my .tmx as a ping, but then i lose the benifits of using the tilemap, so to answer my question, Using Slick, there is a method in the Graphics class, that lets you scale everything you are rendering.
24  Game Development / Newbie & Debugging Questions / [SOLVED]TileMap How to scale the map on: 2013-08-03 17:41:44
I'm trying to scale the map to cover the whole screen, without adding more tiles, I would like to have it scaled 3x, I'm using slick library, extending StateBasedGame, I couldn't find anything in the docs, and im not to sure as to how to write the method, THX Smiley

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@Override
   public void init(GameContainer container, StateBasedGame game)
         throws SlickException {
      currentRoom = HouseMap.ROOM_1;
      map = new TiledMap(Utils.getMapFile(currentMap));
   }

   @Override
   public void render(GameContainer container, StateBasedGame game, Graphics g)
         throws SlickException {
      map.render(xMargin, yMargin, bgLayer);
      map.render(xMargin, yMargin, lowerFringeLayer);
      map.render(xMargin, yMargin, fringLayer);
      map.render(xMargin, yMargin, upperFringLayer);
   }

   @Override
   public void update(GameContainer container, StateBasedGame game, int delta)
         throws SlickException {
      switch (currentRoom) {
      case ROOM_1:
         currentMap = "Room1";
         break;

      default:
         break;
      }
   }


the map has 16x16 tiles, and is 25 tiles wide and high, my Screen is 800x600, and i would like to stretch it so about 7 tiles are rendered stretched to cover the screen.
25  Game Development / Newbie & Debugging Questions / Re: Interface Programming Newbie on: 2013-02-19 17:43:12
If you are using NetBeans, why not make a JavaFx app starting off, It is pretty simple, and there are ALOT of examples that come with the IDE to get nice simple Pogo Games type of Graphics from this library. Without using any OpenGl Syntax.
26  Game Development / Newbie & Debugging Questions / Re: Jar file wont run on: 2013-01-23 06:23:09
lol i was just troubleshooting i knew it wouldn't work, i added the res folder to the zip BTW, But i was just wanting to see if it would make it to the main method, and it doesn't, i still have a lot of time to mess with it, i did try deleting the manifest, and build files, but it still wont make it past the Splash Screen. It doesn't throw any exceptions, just doesn't do anything.Thanks for answering though Smiley
27  Game Development / Newbie & Debugging Questions / Jar file wont run on: 2013-01-20 04:03:09
I cant get my jar file to run, It works fine running in NetBeans, and it Builds with no problems, When i try to run the jar file from the dist/game.jar, it will show my splash screen then that is it, AND, when i Zip the contents of my dist Folder, and run the jar while it is still zipped, I get a runtime exception,I dont really know what needs to be posted so i am posting this build.xml

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 ====================
                JAR BUILDING SECTION
                ====================
            -->
    <target depends="init" name="-pre-pre-jar">
        <dirname file="${dist.jar}" property="dist.jar.dir"/>
        <mkdir dir="${dist.jar.dir}"/>
    </target>
    <target name="-pre-jar">
        <!-- Empty placeholder for easier customization. -->
        <!-- You can override this target in the ../build.xml file. -->
    </target>
    <target depends="init,compile,-pre-pre-jar,-pre-jar" if="do.archive" name="-do-jar-without-manifest" unless="manifest.available-mkdist.available">
        <j2seproject1:jar/>
    </target>
    <target depends="init,compile,-pre-pre-jar,-pre-jar" if="do.archive+manifest.available" name="-do-jar-with-manifest" unless="manifest.available+main.class-mkdist.available">
        <j2seproject1:jar manifest="${manifest.file}"/>
    </target>
    <target depends="init,compile,-pre-pre-jar,-pre-jar" if="do.archive+manifest.available+main.class" name="-do-jar-with-mainclass" unless="manifest.available+main.class+mkdist.available">
        <j2seproject1:jar manifest="${manifest.file}">
            <j2seproject1:manifest>
                <j2seproject1:attribute name="Main-Class" value="${main.class}"/>
            </j2seproject1:manifest>
        </j2seproject1:jar>
        <echo level="info">To run this application from the command line without Ant, try:</echo>
        <property location="${build.classes.dir}" name="build.classes.dir.resolved"/>
        <property location="${dist.jar}" name="dist.jar.resolved"/>
        <pathconvert property="run.classpath.with.dist.jar">
            <path path="${run.classpath}"/>
            <map from="${build.classes.dir.resolved}" to="${dist.jar.resolved}"/>
        </pathconvert>
        <echo level="info">java -cp "${run.classpath.with.dist.jar}" ${main.class}</echo>
    </target>
    <target depends="init" if="do.archive" name="-do-jar-with-libraries-create-manifest" unless="manifest.available">
        <tempfile deleteonexit="true" destdir="${build.dir}" property="tmp.manifest.file"/>
        <touch file="${tmp.manifest.file}" verbose="false"/>
    </target>
    <target depends="init" if="do.archive+manifest.available" name="-do-jar-with-libraries-copy-manifest">
        <tempfile deleteonexit="true" destdir="${build.dir}" property="tmp.manifest.file"/>
        <copy file="${manifest.file}" tofile="${tmp.manifest.file}"/>
    </target>
    <target depends="init,-do-jar-with-libraries-create-manifest,-do-jar-with-libraries-copy-manifest" if="do.archive+main.class.available" name="-do-jar-with-libraries-set-main">
        <manifest file="${tmp.manifest.file}" mode="update">
            <attribute name="Main-Class" value="${main.class}"/>
        </manifest>
    </target>
    <target depends="init,-do-jar-with-libraries-create-manifest,-do-jar-with-libraries-copy-manifest" if="do.archive+splashscreen.available" name="-do-jar-with-libraries-set-splashscreen">
        <basename file="${application.splash}" property="splashscreen.basename"/>
        <mkdir dir="${build.classes.dir}/META-INF"/>
        <copy failonerror="false" file="${application.splash}" todir="${build.classes.dir}/META-INF"/>
        <manifest file="${tmp.manifest.file}" mode="update">
            <attribute name="SplashScreen-Image" value="META-INF/${splashscreen.basename}"/>
        </manifest>
    </target>
    <target depends="init,-init-macrodef-copylibs,compile,-pre-pre-jar,-pre-jar,-do-jar-with-libraries-create-manifest,-do-jar-with-libraries-copy-manifest,-do-jar-with-libraries-set-main,-do-jar-with-libraries-set-splashscreen" if="do.mkdist" name="-do-jar-with-libraries-pack">
        <j2seproject3:copylibs manifest="${tmp.manifest.file}"/>
        <echo level="info">To run this application from the command line without Ant, try:</echo>
        <property location="${dist.jar}" name="dist.jar.resolved"/>
        <echo level="info">java -jar "${dist.jar.resolved}"</echo>
    </target>
    <target depends="-do-jar-with-libraries-pack" if="do.archive" name="-do-jar-with-libraries-delete-manifest">
        <delete>
            <fileset file="${tmp.manifest.file}"/>
        </delete>
    </target>
    <target depends="init,compile,-pre-pre-jar,-pre-jar,-do-jar-with-libraries-create-manifest,-do-jar-with-libraries-copy-manifest,-do-jar-with-libraries-set-main,-do-jar-with-libraries-set-splashscreen,-do-jar-with-libraries-pack,-do-jar-with-libraries-delete-manifest" name="-do-jar-with-libraries"/>
    <target name="-post-jar">
        <!-- Empty placeholder for easier customization. -->
        <!-- You can override this target in the ../build.xml file. -->
    </target>
    <target depends="init,compile,-pre-jar,-do-jar-with-manifest,-do-jar-without-manifest,-do-jar-with-mainclass,-do-jar-with-libraries,-post-jar" description="Build JAR." name="jar"/>
    <!--
                =================
                EXECUTION SECTION
                =================
            -->
    <target depends="init,compile" description="Run a main class." name="run">
        <j2seproject1:java>
            <customize>
                <arg line="${application.args}"/>
            </customize>
        </j2seproject1:java>
    </target>
    <target name="-do-not-recompile">
        <property name="javac.includes.binary" value=""/>
    </target>
    <target depends="init,compile-single" name="run-single">
        <fail unless="run.class">Must select one file in the IDE or set run.class</fail>
        <j2seproject1:java classname="${run.class}"/>
    </target>
    <target depends="init,compile-test-single" name="run-test-with-main">
        <fail unless="run.class">Must select one file in the IDE or set run.class</fail>
        <j2seproject1:java classname="${run.class}" classpath="${run.test.classpath}"/>
    </target>


and this Manifest
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Manifest-Version: 1.0
Ant-Version: Apache Ant 1.8.3
Created-By: 1.7.0_09-b05 (Oracle Corporation)
Class-Path: lib/jinput.jar lib/lwjgl.jar lib/lwjgl_util.jar lib/slick-
 util.jar lib/slick.jar
Main-Class: co.thenewparadigm.supaFool.runner.game.Game
SplashScreen-Image: META-INF/supagamewdiamonds.png


Any help would be AWESOME Smiley, Im Using lwjgl, and slick if that matters
28  Game Development / Newbie & Debugging Questions / Re: Specify What To Paint On? (Java2D) on: 2013-01-07 17:22:52
Ah, that makes a lot more sense now. One final question before I go off and do a big re-write; is there any advantage to creating multiple JPanels and then switching them up from menu to menu ?

Yes. It will Improve loading speeds.
29  Game Development / Newbie & Debugging Questions / Re: Need a Equation to fix My animation problem :/ on: 2013-01-07 17:06:51
Fixed it, had to divide the total distance it is going to move by 10, and make it a "x" amount of time to get to each segment, that kept it at a steady speed. Just in case anyone was wondering   Clueless
30  Game Development / Newbie & Debugging Questions / Need a Equation to fix My animation problem :/ on: 2013-01-06 22:17:36
1st Post!

Problem is the farther the xx is from player.layoutXProperty()...etc the faster the player moves, cause he is set to go from point A to point B in 1500ms....any ideas?

Thanks!
 
@Override
            public void handle(MouseEvent m) {
                double xx = m.getSceneX();
                double yy = m.getSceneY();
               
                Timeline t = new Timeline();
                KeyValue kvX = new KeyValue(player.layoutXProperty(), xx);
                KeyValue kvY = new KeyValue(player.layoutYProperty(), yy);
                KeyFrame kfX = new KeyFrame(Duration.millis(1500), kvX);
                KeyFrame kfY = new KeyFrame(Duration.millis(1500), kvY);
                t.getKeyFrames().addAll(kfX, kfY);
                t.play();

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