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1  Discussions / Miscellaneous Topics / Re: Should the player control the head or torso on: 2014-10-22 22:26:35
People "didn't get" the question because it's not really something we can answer. It's entirely up to OP.

I'm aware of that, but this is a forum where people discuss things, it doesn't need to be a "right" or "wrong" way to go about it to post here. I want to hear what people think about the up and downs of it.
2  Discussions / Miscellaneous Topics / Re: Should the player control the head or torso on: 2014-10-22 18:47:36
This really isn't a question that we can answer, since it depends entirely on how your code is setup.

This is not a question about how to do it, since I know exactly how I will program it. No it's more about what I should do, and why.

What does it even mean to "put" controls in a head or a torso?

The player can only control things that's connected to the "controller", which means if it's the head, once the head is removed and rolls on the ground, the body will no longer be controllable to anyone. If the control is in the torso and the head gets removed and throw to the ground, the head will no longer be controllable, but every other limb still connected to the torso will.

The reason why this matter is, if the controls is in the head, then no player will be able to become headless, but if the controls are in the torso, then the player can't decapitate mobs or other players to try to win battles quickly. I can't decide what would be best when it comes to the game mechanics.
3  Discussions / Miscellaneous Topics / Should the player control the head or torso on: 2014-10-21 21:19:12
I have been working on an web based rpg game, which is suppose to be all about the players character, and what happens to him/her. Quests, battles, and random encounters can very well end up changing the character. If the character die, it's a possibility the character comes back as a zombie, skeleton, or ghost. Depending on how the character died.

Now to the "problem", since a character is going to change during the game, I have made all major limbs to items. Normally a player can't unequip them without using an axe or sword, but the exception is the zombies. But this makes me think, normally I would put the "controls" in the head, but I have been thinking if I should instead set them in the torso, since then the players can be a headless zombie, otherwise they can't. So I wonder what you think, controls in head or torso?

EDIT: This is not a question about how I should do it, it's just to get me to decide on a game mechanic. The player can control all limbs that's connected to the controlling limb, so if that's the head, and the head get's removed for the body, then the body will just fall to the ground like a ragdoll since nothing is controlling it. I was thinking about the advantages and disadvantages of having the controller in the torso.
4  Game Development / Newbie & Debugging Questions / Re: NullPointerException or if statement on: 2014-09-30 11:49:38
First note that these two are not equivalent.  The try version will do everything until any failure where the if version only does something if no failure will occur.  What I'd suggest is neither and disallow getImage to ever return null.

Thanks, I didn't think of that.
5  Game Development / Newbie & Debugging Questions / NullPointerException or if statement on: 2014-09-30 10:37:30
This isn't really a problem I have, more of a question of what's considered good practice. I recently realized that I can catch NullPointerExceptions, instead of using a if statement. So far I have only used it in places where I expect to not need and if statement, but I wonder is it right? and if not, when should I catch NullPointerException instead of using if's?

There is one place where I used it like this
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try{
    renderComponent[RENDER_BG].getImage().render(g2, x, y+7);
    renderComponent[RENDER_NAME].getImage().render(g2, x+5, y);
    renderComponent[RENDER_DATE].getImage().render(g2, 30+(textBreakWidth*1), y);
    renderComponent[RENDER_TIME].getImage().render(g2, (textBreakWidth*2)-renderComponent[RENDER_TIME].getImage().getWidth()+20, y);
}catch(java.lang.NullPointerException e){
    showingAnimation = false;
}


instead of
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if(     renderComponent[RENDER_BG].getImage() != null &&
        renderComponent[RENDER_NAME].getImage() != null &&
        renderComponent[RENDER_DATE].getImage() != null &&
        renderComponent[RENDER_TIME].getImage() != null){
    renderComponent[RENDER_BG].getImage().render(g2, x, y+7);
    renderComponent[RENDER_NAME].getImage().render(g2, x+5, y);
    renderComponent[RENDER_DATE].getImage().render(g2, 30+(textBreakWidth*1), y);
    renderComponent[RENDER_TIME].getImage().render(g2, (textBreakWidth*2)-renderComponent[RENDER_TIME].getImage().getWidth()+20, y);
}else{
    showingAnimation = false;
}


In situations like that I feel like the try statement is much more useful than a if, it also makes the code a lot more readable.
6  Game Development / Newbie & Debugging Questions / Re: Adding gravity on: 2014-09-27 13:24:20
It was a spelling mistake, it suppose to just be getVerticalSpeed
7  Game Development / Newbie & Debugging Questions / Re: Adding gravity on: 2014-09-27 09:34:53
I finally understand, now I'm using

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layer.setVerticalSpeed(layer.getVerticalSpeedSpeed() + 0.25);
layer.setX(layer.getPreciseX() + layer.getHorizontalSpeed());
layer.setY(layer.getPreciseY() + layer.getVerticalSpeed());


and when I set the speed
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int speed = 3 + r.nextInt(5);
int direction = r.nextInt(360);

layer.setHorizontalSpeed(Math.sin(Math.toRadians(direction)) * speed);
layer.setVerticalSpeed(Math.cos(Math.toRadians(direction)) * speed);


It would have been much easier if one of you had explained that speed and direction was a bad thing to go about it, and tell me that I should use Horizontal and Vertical speed instead.
8  Game Development / Newbie & Debugging Questions / Re: Adding gravity on: 2014-09-27 08:56:57
you can just constantly increase the downward speed over time, when your object isnt on solid ground, for a simple solution.

I could try, but I was hoping someone would know a good formula to change the direction downwards using the weight of the object.
9  Game Development / Newbie & Debugging Questions / Adding gravity on: 2014-09-27 08:30:13
I have made two classes that allows me to cut a BufferedImage into pieces, and apply a direction and speed to them. I use that to make sprites explode when the character dies. However I have no idea how to add gravity to them. So far the pieces just float off into any direction instead of falling down to the bottom of the screen.

My very simple code
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layer.setX(layer.getX() + Math.sin(layer.getDirection()) * layer.getSpeed());
layer.setY(layer.getY() + Math.cos(layer.getDirection()) * layer.getSpeed());

The "layer" object have a getPixelCount() method, which returns the amount of none fully transparent pixels in the image, which is what I was going to use to add different weight to the pieces.
10  Discussions / Miscellaneous Topics / I'm scared of Unity on: 2014-09-24 07:32:37
I'm scared of programs like Dreamweaver, Unity, Game maker, and Construct 2 where people can make software or websites easily without need to program themselves. I have worked hard to learn php, java, javascript, html, css, and MySQL, to be able to create what I want. But I'm afraid I work really hard to make a game in java, and then someone else comes and makes a better game a shorter amount of time with one of those programs, it makes me question if it's worth programming in java, or if I should start to use Unity instead. But there is a part of me (my ego?) that hate's that idea since it's not programming. I mean, if there is a software like that which would allow me to build games faster, easier, and maybe even access the code to edit in things the software can't do. Then why just stick with pure java, or any other programming language for that matter?
11  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-09-21 08:49:14
around 10 hours on a normal day, but that's just because I'm a software developer. I spend around 3 hours every day on my own projects.
12  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 08:42:18
I needed a name for my druid on world of warcraft, so I opened notepad, and then hit my keyboard a few times. I took out some random letters, and ended up with Yemti, but decided to change it to Yemto since that sounded better.
13  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-21 05:46:23
I started a guild on world of warcraft, which got around 60 members, some people wanted a homepage, and I didn't want to disappoint. I have kind of a big ego, and didn't want to use a layout/template, because I wanted to be able to say it was my homepage, that I had done it. So I started to learn html and css 2007-01-07 was when I got the first version of the website online.

After that I wanted to learn more. Which got me to start with game maker and begin with php and I loved it. My friend gave me game maker pro to my birthday, and I started to make a multiplayer game since I now could use DLL files, and my friend liked the game, so I kept building on it, until I wanted to move on from game maker. I tried C++ but I never got into it, then I decided to try java which I ended up loving.

Now and then I went back to php, by that time my world of warcraft days was over, but I still wanted to make homepages, so I started to learn MySQL and javascript, and that's is my programming history. Recently to learn how to do ajax calls, and is now using PDO to access my MySQL databases.
14  Discussions / Miscellaneous Topics / Re: Inventory system in MySQL on: 2014-09-15 18:22:52
No, since this isn't a java game, It's a turn based RPG web game, coded mainly with php and javascript. I use PDO to connect to the database, and of course html, html5 and css.

I don't see how else I would make an item without item_stack without copying the whole item, which would be a waste of space, and would make the code much messier. How would I make it possible for a character to split stacks, or even have stacks in the first place?

I'm not sure about your idea with the slots_<number> in the inventory table, since I'm going to have furniture with a lot more inventory space, so I would need slot_1 to slot_50, which is way too much in my opinion. So I think it's better to have a size number instead.

What you said about the inventory table made me think, if I made it something like; inventory_id, item_id, amount_id, slot and then I stored the last created id inside whatever have the inventory. That way I could move around items much easier. Sure the item have no idea where they are, but the right bag/furniture/character/location would have a much easier time to locate them, and maybe I could have a inventory_layout table to have specific layouts and sizes.
15  Discussions / Miscellaneous Topics / Re: Inventory system in MySQL on: 2014-09-14 17:01:28
Could you explain what the point of this table is? What is its average use case.

It is to create items. The table "item" contains most of the data of the items, like name, tooltip, icon, witch inventory it have. While this table "item_stack" is used to keep track where the item is, who owns it, and the amount/uses of the item.
16  Discussions / Miscellaneous Topics / Inventory system in MySQL on: 2014-09-14 16:04:19
This is for a game I'm working on, but it have nothing to do with java, so I need to post it here. So far I have set up the database like this

This is the character table, inventory_id is meant to get the slots where the player can put the equipment
Quote
account_id | name   | race            | health | mana | exp | created                      | sex | character_id | world_id | inventory_id
2              | Yemto  | Humanoid    | 100    | 100    | 0    | 2014-06-10 20:44:28  | 1     | 7                | 0           | 1
2              | Fire      | Spirit           | 100    | 100    | 0    | 2014-06-11 03:00:43  | 0     | 7                | 0           | 2
2              | Test     | undead        | 100    | 100    | 0    | 2014-06-18 10:44:43  | 1     | 7                | 0           | 3

This is what the item table looks like, it's meant to hold most of the date of an item   
Quote
item_id | name     | info     | icon   | stack_size | untradable | inventory_id
1          | bag       | NULL    | NULL  | 10           | 0               | 2
2          | cheese   | NULL   | NULL  | 100          | 0               | NULL
5          | tea        | NULL   | NULL  | 100          | 0               | NULL
6          | Big bag  | NULL   | NULL  | 100          | 0               | NULL

The inventory table is so far only used to set how many slots and what type of slots a inventory have.
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inventory_id | normal_slots | weapon_slots | bag_slots
1                 | 0                  | 2                  | 1
2                 | 6                  | 0                  | 0

This is the item_stack table, when someone buys an item an entry in this table is created to create the item.
Quote
item_stack_id | item_id | amount | recursive_id | slot | owner | recursive_table
1                   | 3          | 1          | 5                 | 0    | 7        | character
2                   | 5          | 2          | 1                 | 0    | 7        | item_stack
3                   | 6          | 5          | 1                 | 1    | 7        | item_stack
4                   | 5          | 6          | 1                 | 2    | 7        | item_stack
5                   | 3          | 1          | 7                 | 0    | NULL   | city

To get something usable from item and item_stack I'm using this
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$item = $conn -> prepare("SELECT * FROM `item_stack` LEFT JOIN `item` USING (`item_id`) WHERE `item_stack_id`=:id");
$item -> bindParam(":id",$this->id);
$item -> execute();
$this -> item = $item -> fetch();


But this is where I encountered a problem. recursive_id and recursive_table in the item_stack table is to keep track of who holds the item, which works. But if I want to back track to see if the inventory size is valid, I can't. Lets say a player find a way to put something in slot 8 in a bag, and as you probably can see, the bag don't have that many slots. I had the idea of using the recursive_table and recursive_id to see which inventory the item have.

This is the code I began coding, until I realized that it doesn't work.
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$inventory = $conn -> prepare("SELECT `inventory_id` FROM `{$recursive_table}` WHERE `{$recursive_table}_id`=:rid");
$inventory -> bindParam(":rid",$recursive_id);


The code works for characters, but not for item_stack since that will just get another entry to another item_stack which don't contain inventory_id. I thought of doing something like this.

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if($recursive_table == "item_stack"){
$recursive_table = "item";
$recursive_id = $stack["item_id"];
}

$inventory = $conn -> prepare("SELECT `inventory_id` FROM `{$recursive_table}` WHERE `{$recursive_table}_id`=:rid");
$inventory -> bindParam(":rid",$recursive_id);


But I don't know, it don't seem to be the best say to me, so I was wondering is anyone here had a better solution.

This is a good example of what kind of inventory system I'm going for
http://mmohuts.com/wp-content/gallery/runes-of-magic/runes-of-magic-inventory.jpg?bb7a3b
17  Discussions / Miscellaneous Topics / Re: Problem with patterns in java on: 2014-09-12 03:17:45
Thanks so much, It works flawlessly. I had no idea ? could be used with groups.
18  Discussions / Miscellaneous Topics / Problem with patterns in java on: 2014-09-09 10:41:03
This is not related to any game I'm developing, so that's why I don't post it here.

Here is my pattern code
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Matcher m = Pattern.compile("\\[((.*?),|)(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2})(,(.*?)|)\\]").matcher(text);


The problem I have with it that I want to be able to write things like this
[text,2014-09-09 19:00:00]
[text,2014-09-09 19:00:00,text]
[2014-09-09 19:00:00,text]
[2014-09-09 19:00:00]

What I want to happen is.
((.*?),|) = Return any text without the "," or null
(,(.*?)|) = Return any text without the "," or null
(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) = Returns time and date in, yyyy-mm-dd hour:min:sec format

When I test with this [2014-09-09 19:00:00] I get these group
0: [2014-09-09 19:00:00]
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2: null
3: 2014-09-09 19:00:00
4:

and I can't understand why group 4 isn't null like group 2
19  Game Development / Newbie & Debugging Questions / Re: KeyEventDispatcher stops working on: 2014-09-05 13:51:38
You said that your Listener no longer listen to your keyboard, by function
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removeKeyEventDispatcher()
you remove the listner, so in your main function, maybe in constructor, you should have
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KeyboardFocusManager.getCurrentKeyboardFocusManager().addKeyEventDispatcher(scannerEngine.getKeyEventDispatcher());
, and maybe wherever you want to stop the listener, you will use what you write,
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KeyboardFocusManager.getCurrentKeyboardFocusManager().removeKeyEventDispatcher(scannerEngine.getKeyEventDispatcher());


I can't believe that I missed that one "addKeyEventDispatcher" was a "removeKeyEventDispatcher"... Now I just feel dumb.
20  Game Development / Newbie & Debugging Questions / Re: KeyEventDispatcher stops working on: 2014-09-05 13:17:39
I used to have a Keyboard class which implements KeyListener, like in example below:

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public class Keyboard implements KeyListener{

   private boolean[] keys = new boolean[256];
   public boolean up, down, left, right, esc;
   
   public void update(){
      up = keys[KeyEvent.VK_UP] || keys[KeyEvent.VK_W];
      down = keys[KeyEvent.VK_DOWN] || keys[KeyEvent.VK_S];
      left = keys[KeyEvent.VK_LEFT] || keys[KeyEvent.VK_A];
      right = keys[KeyEvent.VK_RIGHT] || keys[KeyEvent.VK_D];
      esc = keys[KeyEvent.VK_ESCAPE];
   }
   
   public void keyPressed(KeyEvent e) {
      keys[e.getKeyCode()] = true;
   }

   public void keyReleased(KeyEvent e) {  
      keys[e.getKeyCode()] = false;
   }

   public void keyTyped(KeyEvent e) {
   }
}


And in the Main class I had an istance for Keyboard, attributed as parameter for function "addKeyListener(MY KEYBOARD ISTANCE)". I hope that helps you.

Sadly that doesn't work for me.

Here is my code I made, it's my own little Listener, and it works fine for a while, and then it suddenly stops working.
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private final KeyEventDispatcher toScanner = new KeyEventDispatcher(){
        @Override
        public boolean dispatchKeyEvent(KeyEvent event){
            if(event.getID() != KeyEvent.KEY_RELEASED)
                return false;
           
            if(event.getKeyCode() == 10){
                if(System.currentTimeMillis() - scanTime < 1000){
                    for(ScanListener l : listeners)
                        l.onScanComplete(createScanEvent(null));
                    scan = null;
                }
               
                event.consume();
                return true;
            }
           
            if(scan == null){
                scan = new StringBuilder();
                scanTime = System.currentTimeMillis();
                for(ScanListener l : listeners)
                    l.onScanBeing(createScanEvent(event.getKeyChar()));
            }
           
            if(scan != null){
                for(ScanListener l : listeners)
                    l.onScanInProgress(createScanEvent(event.getKeyChar()));
                scan.append(event.getKeyChar());
            }
           
            event.consume();
            return false;
        }
    };


The scannerEngine.getKeyEventDispatcher returns toScanner.
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KeyboardFocusManager.getCurrentKeyboardFocusManager().removeKeyEventDispatcher(scannerEngine.getKeyEventDispatcher());
21  Game Development / Newbie & Debugging Questions / KeyEventDispatcher stops working on: 2014-09-05 13:00:21
So I have been working on a program in java for a while now, but I have yet to solve a annoying problem, the JFrame seems to stop listen to the keyboard, I have tried with KeyListener and KeyEventDispatcher. But not matter which one I use, it still happens. I need to program to listen to the keyboard without fail, no matter where the focus are, well it's okay if it doesn't when the program is minimized.
22  Game Development / Newbie & Debugging Questions / Re: Sending data with ServerSocket on: 2014-07-31 05:36:59
it seems your client (or server) are shutting down immediately, but with flush it should as good as with close.

I don't understand, I have tested with both flush and/or close, but either I get "data 1", or I get nothing.
23  Game Development / Newbie & Debugging Questions / Re: Sending data with ServerSocket on: 2014-07-31 04:55:46
Well, you dont need to close it?!

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OutputStream out = socket.getOutputStream();
            out.write(message.getBytes());
            out.close();


Just open the outputStream after the initialisation of the connection and keep it open. If your Client got no data, try to flush() after writing.

Sadly that doesn't work, here is the results.

with close()
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Server: Running
Client: attempt to connect
Client: Data 1
java.net.SocketException: Socket is closed
   at java.net.Socket.getOutputStream(Socket.java:943)
   at Pokemon.Server.Server.sendMessage(Server.java:60)
   at Pokemon.Server.Server.sendMessage(Server.java:70)
   at Pokemon.Game.Test.main(Test.java:26)
BUILD SUCCESSFUL (total time: 1 second)


with Flush()
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Server: Running
Client: attempt to connect
BUILD SUCCESSFUL (total time: 1 second)


As you can see, only when I close do the client receive the message, and  it only receive the first one.
24  Game Development / Newbie & Debugging Questions / Sending data with ServerSocket on: 2014-07-31 04:42:46
So I have began with doing a turn based rpg game, which going to have multiplayer, but I have run into a problem. I don't know how to send data to a socket without closing it, sure I could make the clients re-connect to the ServerSocket to receive new data, but that seems wrong to me, or is it?

Some code I tested with
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public void sendMessage(Socket socket, String message){
        try{
            OutputStream out = socket.getOutputStream();
            out.write(message.getBytes());
            out.close();
        }catch(IOException e){
            e.printStackTrace();
        }
    }
   
    public void sendMessage(String message){
        for(Socket s : players)
            sendMessage(s, message);
    }


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public class Test {    
    public static void main(String[] args) throws Exception{
        Server server =  new Server(1233);;
        Client client = new Client("127.0.0.1", 1233);
       
        server.sendMessage("Data 1");
        server.sendMessage("Data 2");
       
        Thread.sleep(1000);
        System.exit(0);
    }
}
25  Discussions / Miscellaneous Topics / Re: Can I use the word "perk" in my game? on: 2014-06-01 21:32:02
*facepalm* I think I have been trying to find an unnecessary fancy word
26  Discussions / Miscellaneous Topics / Can I use the word "perk" in my game? on: 2014-06-01 21:07:42
I'm making a game where at the start the player have taken a potion which is still in the experimental stage, which is a part of the level up mechanic. When a player level up they can spend one point in the potion's tree to unlock a side effect. I have been thinking of calling them perks, but the thing is not everything in that tree is good, so I'm not sure perk suits those negative effects.
27  Discussions / Miscellaneous Topics / Re: [html/php] Create anything from the a character creation page on: 2014-05-28 11:45:30
Sorry Sad
28  Discussions / Miscellaneous Topics / [html/php] Create anything from the a character creation page on: 2014-05-28 11:36:36
I'm posting this here since it's not about java. I'm currently working on remaking a website I made 5 years ago, while I had a backup on the site I hadn't a backup on the database, so I have lost everything. Anyway, what I wanted for the game is that the player could be literally anything. Since it was text based I didn't need to worry about sprites or animations.

I turned off the online check for the character creation page so people can access it without needing to create an account. http://213.65.196.41/Creature_Controller/user/create_charater.php how it works it simple, to create a farity I could take; Humanoid, Tiny, then magic and flying, or if I want to be a dragon I could take; Beast, big, then flying, tough, and strong.

The problem I have is comming up with perks, and more things that a character could be classified as, and was hoping people could help me.
29  Discussions / General Discussions / Re: [Non-game] Some questions about making a program on: 2014-05-19 20:56:00
Thanks, that was the answer it was looking for.
30  Discussions / General Discussions / Re: [Non-game] Some questions about making a program on: 2014-05-19 20:50:37
So I just need to use System.out.print to pass the string into a variable in php?
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