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31  Game Development / Newbie & Debugging Questions / Re: get cell in tiled map on: 2014-06-07 23:58:46
Here how you can get a tileset tile (doesn't related to the actual map) -
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TMXMapReader reader = new TMXMapReader();
Map map = reader.readMap("assets/map.tmx");
map.getTileSets().get(index).getTile(index);    // That's how you get a tile / cell


Didn't you answer your question yourself right there?
To be honest it is really difficult to understand what you are asking...
32  Games Center / Android Showcase / Re: Web Comic Reader on: 2014-06-03 17:33:47
Why did I decide to buy a Windows phone?  Emo
33  Game Development / Newbie & Debugging Questions / Re: Background image on: 2014-06-03 16:45:05

Just one thing, I understand you're talking by experience, but are by what i'm understanding is that the movement of the camera on a game like LoL works the same way it works on a basic platformer, since you handle the "camera movement" with two offset variables. Am I correct?
[/quote]

Erm actually I was assuming that you only wanted to move the camera in two directions Tongue
If you are going to do a 3D game with a completely free moving camera I think you need to learn how to use projection-matrices Smiley
And don't take me as an expert because I am actually not THAT experienced Smiley
34  Game Development / Newbie & Debugging Questions / Re: Background image on: 2014-06-03 14:42:35
When I say "camera" I mean it metaphorically Tongue

What I would do is to have an offsetX and offsetY variable and then just add that to everything being drawn on the screen.
This way you get the moving camera effect but in fact it is everything else that is moving Tongue
This is how I do it in my games.

It is a long time since I used java2D so I can't really help you much Tongue
The only thing I remember from it is that you use drawImage to draw an image Cheesy
35  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-05-31 00:57:42
@Cero
How do you know that OP is 15?
Also I don't think a 15 year old take any harm from playing a game with violence in it Tongue

Haven't played the game yet but I look forward to hear more about what people think about it, so I know if it is worth my money Smiley
36  Game Development / Newbie & Debugging Questions / Re: How to Create Turn-Based Games on: 2014-05-31 00:54:08
It's a bit difficult to answer your question with the little information that you provide.
Also I have never used a timer before.

But it seems as you are trying to keep a steady fps in your gameloop, so you could use this to your advantage.
Say if you are running 60 fps you could just have an int that counted up or down every tick, and then use that for timing. (Counting 60 for every second)
I personally would think that as simpler.

I have only made tick-tack-toe as an turn-based game, so I can't really help much more Smiley
37  Game Development / Newbie & Debugging Questions / Re: Background image on: 2014-05-31 00:45:46
If you are making a map the size of the one in Lol you do not have to worry much about memory.

Also depending on how big the whole map is you could make one big image and just move it as you move the camera.
If it's very big you could divide it into a grid of images and only draw the ones you know are visible.
You know take the camera position and the screen size and then calculate which images are on the screen.
This could save you some time in rendering.

Regarding the movement by mouse there are 2 possibilities:
1: Have the character move in a straight line from his position to the mouse. (Not very good)
2: Learn about A-star (A*) algorithms. http://www.policyalmanac.org/games/aStarTutorial.htm

The A* might be a little hard if you don't have that much experience, but it is really useful in most games.
Also you will learn a lot whilst making it.

Hope that helped Smiley
38  Games Center / WIP games, tools & toy projects / Re: Cool Ranch - Lonely farming sim on: 2014-05-31 00:33:12
I have only seen the video and I already love it! Cheesy

I am gonna play it tomorrow Smiley
39  Games Center / WIP games, tools & toy projects / Re: [Slick2D] JavaRA - Command&Conquer: Red Alert with taste of Java on: 2014-05-31 00:27:57
This looks really cool! Cheesy

Too bad I never played the original (yes I'm young), so I am not able to say whether it's a good port or not Tongue

But it's also nice to know that something like this is possible in Slick2D.
Not that I thought it wouldn't but it's nice to have confirmed that you can do awesome stuff with simple APIs Smiley
40  Java Game APIs & Engines / OpenGL Development / Re: Getting introduced to VBO on: 2014-05-30 08:46:15
The "OpenGL 3.2 and newer" tutorial on the lwjgl wiki is pretty good Smiley

http://www.lwjgl.org/wiki/index.php?title=Main_Page
41  Games Center / Showcase / Re: Panda City Jump on: 2014-05-29 12:38:09
Nice game Cheesy

As said before: The graphics look really nice Smiley

I kinda sucked at it and could not get above a score of 10 Tongue
42  Games Center / WIP games, tools & toy projects / Re: MoreTetris on: 2014-05-28 16:31:27
I sucked at this game but it is really fun Cheesy

A very special concept in my opinion Smiley
43  Games Center / WIP games, tools & toy projects / Re: MoreTetris on: 2014-05-25 20:57:03
I was so excited to see what this was, but it's not working Sad

"Invalid or corrupt jar file" - Stupid computer

I'm on win8, btw Tongue
44  Games Center / WIP games, tools & toy projects / Re: InputOutput (Alpha) on: 2014-05-25 20:36:50
Well... It's working so you got that going, but I think it is too early to give any feedback Smiley

Keep working on it!
45  Games Center / WIP games, tools & toy projects / Sound Board Maker on: 2014-05-08 21:13:30
Hey guys!

I made a sound board with recordings of me for my girlfriend abroad, and it was AWESOME! AND MANLY! AND NOT CHEESY!
Then I decided to expand the program to (instead of being hardwired) read an external text file to decide layout of buttons and which sounds to use.

It's pretty useless but I had some fun with it Cheesy

The download is a working demo, but it can easily be modified to your heart's content Cheesy

And please forgive me what happens at the 20 sec mark of the program (Teaser!)

Download link:
https://dl.dropboxusercontent.com/u/11529915/Sound%20Board%20Maker.zip



Oh and by the way, I used LWJGL  Pointing
46  Java Game APIs & Engines / OpenGL Development / Re: Spritesheets by dividing texture coordinates? on: 2014-05-04 09:46:04
My first guess is that you are using integers instead of floats.
When you divide an int with another int it will floor the result..

E.g.
5 / 2 = 2

5f / 2f = 2,5f

Hope that helps Smiley
47  Games Center / Featured Games / Re: Kitten Challenge on: 2014-04-27 02:08:38
That is really awesome! Cheesy

Very nice gameplay (but hard!)!

Very well done graphics and animations!

Annoying music but it fits the game style Tongue

The only big drawback is that I have a windows phone, and am only able to play it on my gf's phone...

5/5!

48  Game Development / Newbie & Debugging Questions / Re: [OpenGL] DrawElements - element array buffer object disabled? on: 2014-04-27 00:46:11
Hey that worked! Cheesy

Also I had to bind the vao before the index-buffer when rendering.
I did not do this when rendering with my spritebatcher, but I guess it becomes an issue when you have multiple vaos Tongue

Thank you very much!
I would never have figured that out  Smiley
49  Game Development / Newbie & Debugging Questions / Re: [OpenGL] DrawElements - element array buffer object disabled? on: 2014-04-26 14:54:36
Like this:

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private void setupBuffers()
{
   //Setup VAO and activate the first 2 attributes
   vaoID = glGenVertexArrays();
   glBindVertexArray(vaoID);
   glEnableVertexAttribArray(0);
   glEnableVertexAttribArray(1);
         
   //Setup vertex-VBO
   vboID = glGenBuffers();
   glBindBuffer(GL_ARRAY_BUFFER, vboID);
   
   //Setup VAO pointers
   int bytesPerFloat = 4;
   int numberOfVertecies = 2;
   int numberOfColors = 4;
         
   int bytesPerVertex = (numberOfVertecies + numberOfColors) * bytesPerFloat;
   
   //Giv VAO'en vertex-VBO'en på index 0
   glVertexAttribPointer(0, 2, GL_FLOAT, false, bytesPerVertex, 0);
         
   //Giv VAO'en color-VBO'en på index 1
   int colorOffset = numberOfVertecies * bytesPerFloat;
   glVertexAttribPointer(1, 4, GL_FLOAT, false, bytesPerVertex, colorOffset);
   
   //Setup index-VBO
   ivboID = glGenBuffers();
}


But as I said it worked fine with glDrawArrays Huh
50  Game Development / Newbie & Debugging Questions / [OpenGL] DrawElements - element array buffer object disabled? [SOLVED] on: 2014-04-26 14:47:57
Hi guys!

Yet again opengl is giving me a lot of attitude and I can't figure out why...

I am trying to draw a rectangle using 2 triangles drawn with glDrawElements.
No textures just color.
I am in the same program drawing a lot of rectangles with texturing and that is still working but a simple rectangle does not work...

When I use the code below I get the error below the code, saying that "element array buffer object is disabled".
If I try to use glDrawElements with a shortbuffer directly I get the exact opposite error: "Element array buffer object is enabled".

I have made sure that all the vbo-IDs are not -1. So they are there...

Also it worked when I used glDrawArrays, but it stopped working when I converted to glDrawElements.

This truly confuse me so i hope that someone else can spot the problem Smiley
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public void render()
{  
   //If there is nothing to render return
   if(numberOfVerticies == 0)
      return;
   
   glUseProgram(shaderProgramID);      
   
   //Send the data to the vertex-vbo
   buffer.flip();
   glBindBuffer(GL_ARRAY_BUFFER, vboID);
   glBufferData(GL_ARRAY_BUFFER, buffer, GL_DYNAMIC_DRAW);
   
   //Send the indecies to the index-vbo
   indexBuffer.flip();
   glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ivboID);
   glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_DYNAMIC_DRAW);
   
   //Bind the vao
   glBindVertexArray(vaoID);
   
   //Draw the triangles
   glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
   
   //Reset the batcher
   buffer.clear();
   indexBuffer.clear();
   numberOfVerticies = 0;
}


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org.lwjgl.opengl.OpenGLException: Cannot use offsets when Element Array Buffer Object is disabled
   at org.lwjgl.opengl.GLChecks.ensureElementVBOenabled(GLChecks.java:105)
   at org.lwjgl.opengl.GL11.glDrawElements(GL11.java:1117)
   at graphics.ShapeBatcher.render(ShapeBatcher.java:325)
   at graphics.SpriteBatcher.checkMode(SpriteBatcher.java:471)
   at graphics.SpriteBatcher.render(SpriteBatcher.java:428)
   at startMenu.StartMenu.render(StartMenu.java:106)
   at stateBasedGame.StateBasedGame.start(StateBasedGame.java:49)
   at Main.main(Main.java:53)
51  Games Center / WIP games, tools & toy projects / Re: Light TD (Open Source) on: 2014-04-23 02:38:47
Well... Maybe it's just me but getting down to negative 340 lives at wave 3 may point to the game being a bit unbalanced.... Tongue

Other than that I quite liked it! The changing colors of the title, the boingyness of the maps when you start a new game! That really brought a smile to my face Cheesy

Maybe a bigger screen size, and have the maps be zoomed out when a new game is started. I was all "Why are all my towers shooting outside the map?" Huh, and then I discovered that I could zoom out  Roll Eyes

Keep up the good work!
52  Game Development / Newbie & Debugging Questions / Re: [OpenGL] DrawArrays not working for me [Solved] on: 2014-04-17 10:01:05
It turned out that it was the resize function that didn't work Smiley

When you call glUniformMatrix4(matrixID, transpose, buffer) the buffer is being emptied. And the buffer I was passing had already been used by my spriebatcher, and was therefore empty Smiley

Thank you for the help!
53  Game Development / Newbie & Debugging Questions / Re: [OpenGL] DrawArrays not working for me on: 2014-04-16 17:46:02
Have you tried disabling texture?

How do you mean?
54  Game Development / Newbie & Debugging Questions / Re: [OpenGL] DrawArrays not working for me on: 2014-04-16 16:36:49
Sorry I uploaded the wrong shader code Tongue

The real one is up there now. Derp derp!

Thanks for pointing it out though Tongue
55  Game Development / Newbie & Debugging Questions / [OpenGL] DrawArrays not working for me [Solved] on: 2014-04-16 15:37:54
Hey guys!

I have made a 2D spritebatcher in LWJGL and it is working perfectly.
Now I am trying to make a shapeBatcher. Basicly it's a spriteBatcher but without the textures.
But when I test it I get nothing.. No errors, no shapes, nothing...
The only difference between my spritebatcher and my shapebatcher is that the shapebatcher does not use textures and it uses drawarrays instead of draw elements.

I am gonna paste the code for the shapebatcher below and if any of you can find the error I would be so happy! Been looking at it for hours..

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package graphics;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;

import java.awt.Color;
import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;


public class ShapeBatcher
{
   private final static int MAX_NUMBER_OF_VERTICIES = 500;
   
   private int numberOfVerticies;
   
   private int shaderProgramID;
   private int projMatrixID;
   
   private boolean active;
   
   private int mode;
   private static final int LINEMODE = 0;
   private static final int FILLMODE = 1;
   
   private int vaoID;
   private int vboID;
   
   private FloatBuffer buffer;
   
   private Color color;
   
   public ShapeBatcher()
   {
      active = false;
      mode = LINEMODE;
      numberOfVerticies = 0;
      color = Color.WHITE;
     
      buffer = BufferUtils.createFloatBuffer(MAX_NUMBER_OF_VERTICIES*2);
     
      setupShader();
     
      setupBuffers();
   }
   
   private void setupBuffers()
   {
      //Setup VAO og aktiver de første 2 attributes
      vaoID = glGenVertexArrays();
      glBindVertexArray(vaoID);
      glEnableVertexAttribArray(0);
      glEnableVertexAttribArray(1);
           
      //Setup vertex-VBO
      vboID = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vboID);
     
      //Setup VAO pointers
      int bytesPerFloat = 4;
      int numberOfVertecies = 2;
      int numberOfColors = 4;
           
      int bytesPerVertex = (numberOfVertecies + numberOfColors) * bytesPerFloat;
     
      //Giv VAO'en vertex-VBO'en på index 0
      glVertexAttribPointer(0, 2, GL_FLOAT, false, bytesPerVertex, 0);
           
      //Giv VAO'en color-VBO'en på index 1
      int colorOffset = numberOfVertecies * bytesPerFloat;
      glVertexAttribPointer(1, 4, GL_FLOAT, false, bytesPerVertex, colorOffset);
   }
   
   private void setupShader()
   {
      //Lav vertexShaderen
      int vertexShaderID = ShaderUtils.createShader(GL_VERTEX_SHADER, "/graphics/ShapeVertexShader.txt", this);
     
      //Lav fragmentShaderen
      int fragmentShaderID = ShaderUtils.createShader(GL_FRAGMENT_SHADER, "/graphics/ShapeFragmentShader.txt", this);
     
      //Lav shaderProgrammet
      shaderProgramID = glCreateProgram();
      glAttachShader(shaderProgramID, vertexShaderID);
      glAttachShader(shaderProgramID, fragmentShaderID);
     
      //Fortæl shaderen hvor dens attributes er
      glBindAttribLocation(shaderProgramID, 0, "position");
      glBindAttribLocation(shaderProgramID, 1, "color");
     
      //Link og valider shaderProgrammet
      glLinkProgram(shaderProgramID);
      glValidateProgram(shaderProgramID);
     
      //Skaf projMatrix'ens ID
      projMatrixID = glGetUniformLocation(shaderProgramID, "projMatrix");
      if(projMatrixID == -1)
         new Exception("Kunne ikke finde projMatrixID").printStackTrace();;
     
      //Slet de to shadere igen da de ikke skal bruges mere
      glDeleteShader(vertexShaderID);
      glDeleteShader(fragmentShaderID);
   }
   
   /**
    * Tegner en linie fra et punkt til et andet
    * @param startX
    * @param startY
    * @param endX
    * @param endY
    */

   public void drawLine(int startX, int startY, int endX, int endY)
   {
      checkMode(LINEMODE);
      checkRender(2);
     
      float[] fColor = color.getComponents(null);
     
      //Første punkt i linien
      buffer.put(startX).put(startY);
      buffer.put(fColor);
     
      //Anden punkt i linien
      buffer.put(endX).put(endY);
      buffer.put(fColor);
     
      numberOfVerticies += 2;
   }
   
   public void fillRect(int x, int y, int width, int height)
   {
      fillTriangle(x, y, x, y+height, x+width, y+height);
      fillTriangle(x, y, x+width, y+height, x+width, y);
   }
   
   public void fillTriangle(int x1, int y1, int x2, int y2, int x3, int y3)
   {
      checkMode(FILLMODE);
      checkRender(3);
     
      float[] c = color.getComponents(null);
     
      //Første hjørne
      buffer.put(x1).put(y1);
      buffer.put(c);
     
      //Andet hjørne
      buffer.put(x2).put(y2);
      buffer.put(c);
     
      //Tredje hjørne
      buffer.put(x3).put(y3);
      buffer.put(c);
     
      numberOfVerticies += 3;
   }
   
   /**
    * Sender den nye projMatrix til shapeBatcherens shader.
    * Den aktiverer dermed sin shader, så den er aktiv efter denne funktion er blevet kaldt.
    * @param matrix
    */

   public void resize(FloatBuffer matrix)
   {
      glUseProgram(shaderProgramID);
      matrix.flip();
      glUniformMatrix4(projMatrixID, true, matrix);
   }
   
   public void setColor(Color c)
   {
      color = c;
   }
   
   public void activate()
   {
      active = true;
      glUseProgram(shaderProgramID);
   }
   
   public void deactivate()
   {
      active = false;
   }
   
   public void render()
   {
      //Hvis shapeBatcheren ikke er aktiv, så smid en exception
      if(!active)
         new Exception("ShapeBatcher'en er ikke aktiveret rigtigt!").printStackTrace();
     
      //Hvis der ikke er noget at tegne, så return
      if(numberOfVerticies == 0)
         return;
     
      //Send data'en til vbo'en
      buffer.flip();
      glBindBuffer(GL_ARRAY_BUFFER, vboID);
      glBufferData(GL_ARRAY_BUFFER, buffer, GL_DYNAMIC_DRAW);
     
      //Bind vao'en
      glBindVertexArray(vaoID);
     
      if(mode == LINEMODE)
         glDrawArrays(GL_LINES, 0, numberOfVerticies*2);
      else if(mode == FILLMODE)
         glDrawArrays(GL_TRIANGLES, 0, numberOfVerticies*3);
     
      //Reset batcheren
      buffer.clear();
      numberOfVerticies = 0;
   }
   
   /**
    * Tjekker om der er plads til flere shapes i batcheren
    * @param verticies Det antal verticies der skal tilføjes til batcheren
    */

   private void checkRender(int verticies)
   {
      if(MAX_NUMBER_OF_VERTICIES < (numberOfVerticies + verticies))
         render();
   }
   
   /**
    * Tjekker om batcheren er i den rigtige mode
    * @param mode Den mode der skal tjekkes for
    */

   private void checkMode(int mode)
   {
      if(this.mode != mode)
      {
         render();
         this.mode = mode;
      }
   }
}


The vertex shader:
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uniform mat4 projMatrix;

in vec2 position;
in vec4 color;

out vec4 pass_color;

void main()
{  
   gl_Position = projMatrix * vec4(position, 0.0, 1.0);
   
   pass_color = color;
}


The fragment shader:
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in vec4 pass_color;

out vec4 out_color;

void main()
{  
   out_color = pass_color;
}


Potato!
56  Java Game APIs & Engines / Java 2D / Re: Java topics needed to learn game dev on: 2014-04-05 16:59:09
You should learn about gameloops since they are the backbone to every game Smiley
57  Game Development / Newbie & Debugging Questions / Re: Making texture tiles on: 2014-04-05 15:07:14
It sounds like you know what you want to do so I don't really get what you are asking...
But here is an example of a way to render a tiled map:

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for(int x = 0; x < map.length; x++)
   for(int y = 0; y < map[0].length; y++)
      {
           int id = map[x][y];
           Image img = texture[id];
           g.drawImage(img, x*16, y*16);
       }


This will iterate over all the values in your 2d array and draw the corresponding image..
Like you say yourself you should just have an unique id for each type of tile and then use that to draw with

Hope that helped Smiley
58  Games Center / WIP games, tools & toy projects / Re: Legend of the Secret - Text/GUI based RPG - My first game project on: 2014-04-04 03:52:09
It's really coming along nicely Cheesy

It is kinda boring without the combat though Wink

And is it meant to launch you 10 steps away when you walk north from the starting city?

Btw how are you rendering the map at the moment? A static image and then an X drawn on to it?
59  Discussions / General Discussions / Re: Should I learn LWJGL/OpenGL on: 2014-03-31 07:25:40
My pc is running 3.1, so it should be fine to follow the tutorial Smiley
60  Discussions / General Discussions / Re: Should I learn LWJGL/OpenGL on: 2014-03-31 02:55:17
I would recommend the "Opengl 3.2 and newer" tutorial on the lwjgl-wiki. I used that to write my own spritebatcher, inputHandler etc Smiley

I am now the happy creator of both a Snake- and Mastermind-copy Cheesy

Also if you want to see how my batcher works just pm me and I will send you the source Smiley
Don't expect it to be super fancy though Wink
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