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1  Discussions / Business and Project Management Discussions / Re: Recruitment for Team Technic on: 2014-12-25 04:18:30
I don't know what you consider cheap, but I pay $600 a year for my hosting, while that sounds like a lot it's really only $50/month. When you start thinking about making serious Steam-worthy quality games, $50/month shouldn't even make you blink, and you can get hosting for much cheaper. I just wanted my server to house multiple websites, and have enough bandwidth to survive a high traffic hit. (I have the VPS-2000S)

You'll have many costs a head of you to do this all right, your expenses vary depending on what you're doing though. Like BP said, you can fetch a GitHub Pro account dirt cheap if you're students. But even full price, GitHub isn't that bad. Like I said, it all depends on you and what you need to get the job done. I don't even use Git so I don't have that expense at all. I work alone, and just manage my own source control in-house between my VPS, Creative Cloud and backup drives.

If you want an idea of what my personal expenses ended up being before I made a single dime; I already shelled out $600 for web hosting (for the year, but to be fair I would of paid almost that anyway since I had a VPS already), $60~ for a domain (5 years registration for 2 domains), IP.Board and the Apps I needed for it for $300 (Plus $50/year to renew), Steam Greenlight Fee of $100, Making a contract with my music guy that will eventually cost me $1,500, and my Creative Cloud subscription for $20/month (Student discount, normally it's $50/month). Along with a few other hidden fees here and there I'm sure I forgot about.

Web hosting is cheap compared to how much you may end up paying for other things you need down the road. Obviously you can do it without most of these, but you greatly increase your chances of making money if you spend what you need, where you need to get the professional image you'll have to have to be taken seriously by developers and gamers alike. Wink

I guess all I'm trying to say, is go big or go home! So you should ask yourself if you're serious enough to be willing to pay for these things when you need to pay them even if your game hasn't turned a profit yet, if you're willing to do this you might have a chance. Cheesy

but still, like I said, you need to at least get a professional website and some more media up proving to us (Developers) you're serious and worth our time, or we'll just assume you're another guy who's dreams are more grandiose than their abilities.
2  Discussions / Business and Project Management Discussions / Re: Recruitment for Team Technic on: 2014-12-25 02:56:47
Well, I am hoping to add some sort of survival aspect to it like Minecraft. BEFORE anyone says I am copying Minecraft, let me establish one thing, I look up to Notch and I don't want to try to clone or copy his success. I am inspired by his work and I wanted to make a game with voxels. Just because I am making a voxel based game doesn't mean I am copying Minecraft. Now that that's out of the way, I will finish answering Pizza's question. It will be an open world survival sandbox game. There will be reactions like Powder Toy (A falling sand science game) but in a 3D world like Minecraft.

ah, see, now that's more like it. It doesn't sound like a Minecraft clone anymore, but you still need to work on it some more before recruiting people. You need to prove your team is capable of the task alone and you just need more help to accelerate the process. No one wants to come into a new team and be "the backbone", they could just work on their own.
3  Discussions / Business and Project Management Discussions / Re: Recruitment for Team Technic on: 2014-12-25 02:53:19
You're going to have a hard time picking up the higher quality programmers on this forum without a little more meat to show us. Personally, I would never give you a chance based on your OP. You need to step up your game about ten fold to even have a chance at peaking anyone's interest who is worth having.

- No website
This is a big deal, this alone is a complete killer. How can I trust you if you don't even have the resources to put together a website?

- No media
All we see is a short video of you rotating a rectangle around, the 12-13 year old programmers here can do that. We need to see something more impressive.

- Your main "coder" goes by a username and not his real name
Redflag you're not remotely as serious as you need to be. I want real names, real job titles, portfolios, work examples.

- "It's not a Minecraft clone!" Minecraft clone.
It takes a *lot* to prove you're not just making Minecraft 2.0, while there's nothing wrong with making a Minecraft clone I raise an eye brow when people say something like this. It shows signs of no original creative thought, and that's pretty much a company-killer for indie studios. You have to attempt to be original to even survive.

My advice is to work on your own for a while, prove to us *you* have what it takes to make this game, and then hire more people to help you. No newcomer is going to want to come into a new "studio" (random people on the internet) and help when you can't even prove you're capable of the task. Why waste our time? We could make our own games. Tongue
4  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-24 02:27:51
... another thing is pre rendered backgrounds. so much pre rendered.

For some reason I really like the graphics from the first Alone In The Dark, although I guess those are way too primitive for the OP (No lighting, software rendering).

Offtopic: Man, I remember when Alone In The Dark was released, it was so groundbreaking and revolutionary.. Tongue
5  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-24 02:25:32
I haven't even started, I make the prototype, run into a wall, stop and restart...

And that is why you fail. Make a damn game already.

Unequivocally this.

If you give up every time you hit a wall, you never learn. You're just doing the "easy parts" over and over again and again. That's why some programmers make amazing games with less than 2-3 years experience, and some have 10+ years of experience and still can't get collision detection right or make a tile map that runs more than 5FPS. It's not because the former is smarter than the ladder, the former just broke through barriers instead of giving up.
6  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-12-23 23:02:58
Click here for help on accessing the Unstable branch!

InDev 12 Unstable 1 has been released, although this is technically classified as unstable release, this build is actually very stable since the only addition programming wise was the settings menu and that has very little impact on the game mechanics.

This build also features two new maps! One of the maps is simply a test map, but the other is a fun fan-service to Starcraft fans everywhere, and I think you'll all enjoy it. Even if you're not fans, it's still a great new map. Smiley

Presenting "Hunted", a fun full sized map based on Blizzard's popular Starcraft map, Big Game Hunter.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. Smiley

InDev 12 Unstable 1 Change Log
- New Map, "Hunted"
- New Map, "Tiny Test Map"
- Settings Menu added, allowing you to adjust volume, change the interface scaling, toggle full screen, toggle v-sync and bind keys.
- Along with the new key bindings, many new hot keys have been added, including brush size adjustments, brush shape cycling and tab controls.
- Days cycle twice as fast. (5,000 ticks instead of 10,000 per full day cycle)
- Tweaked memory settings for windows machines.
7  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-23 21:38:50
If only I could finish my current project by the end of December. Cheesy

... Maybe December.. 2015
A little side project wouldn't hurt.  Grin Don't you need some breaks from RPC?

When you get a large enough project going, a side project/break can end up being another part of the same game. Win-win, gives you a break from whatever you're doing and you're still contributing to the main game/goal. Cheesy
8  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-23 20:42:34
If only I could finish my current project by the end of December. Cheesy

... Maybe December.. 2015
9  Discussions / General Discussions / Re: Bring back 1HGJ? on: 2014-12-23 20:01:43
While the idea of a 1 hour game jam sounds fun, I really think it's kinda pointless. It just motivates people to memorize a set code pattern and crank it out as fast as humanly possible.

I don't think I could even program anything functional in an hour from scratch, even my silly settings menu I'm working on right now has taken 3 days. I couldn't imagine making anything that wasn't a poorly coded pong/breakout clone in only one hour. Even less if I'm not allowed to use existing code I can copy/paste in. It's just not realistic.

If you wanted to go for a ultra-short game jam, I'd suggest an absolute bare minimum of 16~ hours. That's enough to make a half-ass'ed Atari quality game of some kind, and still have enough time to make it a little different than a generic copy-paste clone. Of course, if you allowed people to use existing code from other projects, or libraries, it would go a lot faster. But then you just favor the entire jam leaning to whoever has the most code pre-written they can plug-and-play.

Ludam Dare is about right, 48 or 72 hours (depending on if it's the Jam or Compo) is just enough time for people to really hammer out an entire game, with unique concepts if they work their butt off. But 1 hour? We'd all just be making poorly written pong.
10  Discussions / General Discussions / Re: Hi guys on: 2014-12-22 23:54:38
Just don't forget those other minor elements to success, like hard work and dedication. Wink
11  Discussions / General Discussions / Re: How do you feel about selling out? on: 2014-12-22 09:53:31
Personally, if someone offered me millions for RPC there's a very high chance that it's already worth (or has made) millions.

Well, obviously, if somebody offers you millions, by definition it's worth millions (to the buyer).

On another note: if you get offered X, then your company's *potential* is worth that much. Minecraft didn't make billions, yet it was worth billions to Microsoft. When you get a multi million dollar offer for your game, it might have earned you 200k. But whatever it grossed it not really that important. It's about potential for whoever invests in it.

Long story short, you should take those millions and run. Smiley

Oh of course, no arguing that at all. I completely agree.

I just meant if in this wild theory RPC was somehow worth millions to someone else, it probably has or had a pretty large chunk of change in profits already. I figure that selling a company, game, or asset of any kind for exactly what you could get out of it on your own (and still get to own it) would be foolish. So any buyer would have to offer you more than what your profit potential is in hopes they have the resources to make it worth more than you're capable of and maximize profits. But really though, if someone were to offer me millions for RPC, there's a good chance it already made quite a large chunk of change, and if RPC ever made millions I probably wouldn't sell it simply because by that point I don't need the money. I would just take my X millions I made already, buy a dozen houses and live off the rental income. Then, play around making more games.

Would I have less money overall? Sure.. But there's a point where ownership of my intellectual property is worth more to me if I'm already financially set for life. Not to say if someone didn't offer me a million for RPC right now I wouldn't seriously consider it. It has a lot of profit potential, but it's just potential right now. If it'll be realized is an entirely different story.

Of course, that's all crazy talk, I somehow doubt RPC will be worth millions. I can dream though. Smiley
12  Discussions / General Discussions / Re: How do you feel about selling out? on: 2014-12-22 05:43:04
Depends on your definition of "sell out" and why you did it.

Personally, if someone offered me millions for RPC there's a very high chance that it's already worth (or has made) millions. So I would turn them down and use my already existing wealth to just work on my next title and live out my life happy and financially secure. But I'm not motivated by greed and I don't need a bazillion dollars. The most I would ever want is enough to never have to worry.

So, bottom line, I wouldn't sell out. There's just no logical reason for me to because in any situation where someone could offer me enough money to make me consider it (millions) I would probably have already have made more than I ever would need for the rest of my life anyway, else that offer never would have existed in the first place.

I believe Notch simply just wanted to exit the entire industry, it has nothing to do with the actual money. He was just done, and said screw it and sold the company instead of handing it off to the Mojang team. This goes back to my old rant about how 2 billion dollars is a meaningless number when you have hundreds of millions already. Wink
13  Game Development / Newbie & Debugging Questions / Re: Polygon Collision Detection!!!! on: 2014-12-22 04:59:29
You have to rotate the polygon points when testing collision. when you rotate Graphics is only effects the render orientation.

^ This right here. Wink

You're basically saying "I want you to render a polygon with these points in this specific location, now I want you to take what you're rendering and rotate the entire render job by N degrees"  (because you're rotating Graphics2D itself, not the Polygon), so what you're doing is changing where the polygon is being rendered, but not actually moving it. What you'll have to do is move the entire Polygon and not touch Graphics2D.rotate().
14  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 04:02:17
While I'm not an expert on it, I think most of the old PSOne quality graphics were a side effect of extremely low polygon textures and complicated render culling to improve performance that didn't always work very well, but was still pretty much required to get a decent frame rate.

As for the blurriness, that's just simply really low resolution blurry textures rendered on SD resolution displays, either with or without interlacing depending on if it was a console game on an old CRT TV or a PC with a (usually) higher quality CRT.
15  Games Center / Featured Games / Re: Minecraft on: 2014-12-22 03:48:49
Whoa, this is a cool game. Never heard of it before. Who is this Markus dude anyway? Wink

Anyways, can't wait for this game to be released, looks like a blast!
16  Discussions / Miscellaneous Topics / Re: Markus bought a new house on: 2014-12-20 04:09:32
There's a good chance Notch is giving plenty of money to charity considering his past history of insta-funding kickstarters and doing other indie-related charity before he became super-rich, and absolutely none of you here have any right to tell him what to do with the rest of it.

While I would probably never buy a 70 million dollar house, we don't have the right to be offended he did. He has 2 *billion* dollars, 70 million is only a fraction of his net worth. There's also a very likely chance he bought this house as an investment property, and has no intention on living there. If so, bugger off. He's just trying to be smart with his money, and yes, a 70 million dollar home you plan to rent out or sit on until the U.S. market recovers is a good investment.

"He has all this money he should save Africa with it!" or some other similar argument is ridiculous, by that definition none of you deserve to have any nice things what so ever, including the PC you're on right now, you could of spent that money feeding the homeless.

Bottom line; Be a good person, do good things. Give where you can, help where you can. But you shouldn't feel guilty, or be judged, for living within your means.
17  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 12:16:56
then i need to start over i have over 80 videos there xD

                        - IndieDeveloper

hm... well that can work ^

Well now it looks silly, because it sounds more like your signing all your posts with a job title. Wink
18  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 12:13:41
 My personal opinion though is the name "IndieDeveloper" is a bit silly, you should change your YouTube account. Wink
19  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 12:08:33
my youtube name is IndieDeveloper xD so i want it to be here to =D

This may be a real challenge, and I don't think anyone ever in the history of the internet has done this.

.. But have you considered just registering a new account?
20  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 12:06:48
i don't use both i just wanted to make sure nobody stole the name xD

Sorry, I got you confused with this guy:

But still, why would you want the ever-so-original name "IndieDeveloper"?
21  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 12:03:41
i i own the account that is called "IndieDeveloper"

i would like to change my name from VirtueeL to IndieDeveloper is it possible???

You own that account? Why in the heck do you use both at the same time?  Huh
22  Game Development / Game Play & Game Design / Re: 2.5D effect in 2D game on: 2014-12-18 00:01:44
Isn't isometric 2.5d?

The classic isometric style is still 2D. It's just 2D drawn to give the optical illusion of 3D.

(EDIT: Well, not so much of 3D, but of depth in general.)
23  Game Development / Game Play & Game Design / Re: 2.5D effect in 2D game on: 2014-12-18 00:01:10
Thats why it says 2.5D effect :p

Well, keep in mind in almost all cases 2.5D is actually 3D rendered to look 2D but under the hood it's actually more like a 3D game.

What you're doing is 2D, you're just getting into multi-layer maps. If your definition of 2.5D was correct, that would mean any game dating all the way back to the first video games you could walk behind objects would be 2.5D.

Now, your original post is still valid, it does show a concept for how to have multiple layers on a 2D map so you can walk behind them. It's spot-on with the concept/idea, but the concept just isn't 2.5D. Smiley
24  Game Development / Game Play & Game Design / Re: 2.5D effect in 2D game on: 2014-12-17 21:14:40
This really isn't 2.5D, this is 2D with multiple map layers, allowing you to walk behind objects. Smiley

This is 2.5D:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
25  Games Center / WIP games, tools & toy projects / Re: TritonForge on: 2014-12-17 20:09:32
i know people have to pay for greenlight for a reason. and steam games mean business, nothing as undevelopped as this can make it super far. before it can get posted, performance needs to be perfect, gameplay needs to be awesome, gui needs to be pleasing to the eye, storyline has to make sense etc. and on top of that, people need to LIKE the game.

^ This Smiley

Congratulations on your retro-pixel castles game. I was wondering who made it and are planning to check it out, i'm happy you made it in. Being in direct contract with you is pretty awesome.

Thanks Tongue How did you find it originally? I'm still trying to figure out how much actual exposure I have now a days.
26  Discussions / Miscellaneous Topics / Re: What is with version 3? on: 2014-12-17 10:23:29

Excuses. I've ran a Minecraft server for four years, and I used to text before you youngin' kids had full QWERTY smartphones. I never once used "u", "r", "any1" or "l8r", even when I was a teen using a brickphone/flipphone. There's no excuse what so ever that's valid, it's simply laziness. Wink
27  Discussions / Miscellaneous Topics / Re: What is with version 3? on: 2014-12-17 10:18:11
Common sense tells me version 1 is their first try, version 2 is their attempt to do the first try correctly and version 3 is their realization the first try was a terrible idea and they need to start over.
28  Games Center / WIP games, tools & toy projects / Re: WIP 2d sandbox platformer TritonForge on: 2014-12-17 08:04:50
Yeah here in Canada its 100$ flat. O wouldn't mind saving up and paying that. But I still have to add things like collecting btoken blocks and enemies so that its fully playable. Gotta change this from a "shit project" to a decent one first Tongue

Be sure to download the new update, I'm playing around with parralax scrolling now and its pretty cool

Absolutely do not do this. Your game is not ready for Greenlight, you'll just be throwing your money away. Even my game was a bit of a gamble going in, and it was a lot further along and much more polished that yours currently is.

You should keep working on your project, but most certainly DO NOT put it up on Greenlight yet. The first week of exposure is critical, and is one of the major determining factors of getting greenlit. I got 60% of my total votes for Retro-Pixel Castles in that first week, the rest came from serious marketing between my Kickstarter, sending about 20+ emails a day to news sites, and of course the awesome people here on JGO.

Don't go to Greenlight until your project's quality rivals Terraria or Starbound. If you can't reach that level, then just forget Greenlight all together. As cliche as it sounds; Playing in the big leagues is a whole different ball game, you have to compete with the big boys. So, unless you really think you're just as good or better than the proven titles in similar genres, you won't get anywhere. Smiley

I know that sounds harsh and I don't mean to be. I'm just trying to give you the blunt truth now before you toss out 100 CAD. You have to completely change your entire perspective when you start considering Greenlight. You must compare yourself with the leaders of the genre, the real, proven games by actual professionals. No one, and I mean absolutely no one will care if you're just a hobbyist who wants people to play his "kool game". They just want something that's a blast to play, and something as good or better than the games they already can get.

Just my 2 cents. Keep at it, consider Greenlight later. Smiley
29  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-12-15 21:18:46
Hey everyone! I'm going to be updating the store front for the release of InDev 11, and I need your help!

Rather than doing what most developers do and making my own screenshots, I thought I'd have some fun and get the community involved! To enter the mini-event you must post screenshots from InDev 11 Unstable 6 or later. The best screenshots will be stolen pulled from the community hub and used on the game's store front with your names printed on them.

An ideal screenshot should be somewhere around 1920x1080 resolution, it can be higher or lower. 1920x1080 is just the best fit. Mainly I'm looking for a variety of very active high quality shots showing off some of the major features of the game like the particles, monsters, building, combat, map editor, etc.

To enter, simply take screenshots in game by hitting F12 then, upload them to the Steam Community Hub with "InDev 11 Screenshot Event" somewhere in the description. If you do not want me to use your Steam account name, please put an alternative name you'd like used in the description somewhere.

For information on how to use Steam's screenshot system, and how to upload it to the community hub, visit this link:

I look forward to seeing your beautiful screenshots! Smiley
30  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-12-15 08:47:07
Click here for help on accessing the Unstable branch!

InDev 11 Unstable 6 has been released, this a release candidate build, meaning a full InDev 11 stable release is just around the corner! All of the planned content for InDev 11 has been added, and all of the known the bugs game been patched. Please thoroughly bug test this build, and try to report as many issues as you can. You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. Smiley

InDev 11 Unstable 6 Change Log
- Fire Bolt Tower now has proper range detection, and will stop firing if a mob goes out of range.
- Towers now have energy levels, and when completely depleted they stop firing.
- New time of day system, now there are 6 times of day that are transitioned though; Midnight, Dawn, Morning, Midday, Evening and Dusk.
- Spawning rates reduced, but slowly increases each day.
- Torches no longer think they're Fire Towers.
- Monsters no longer pop up on the villager population list.
- Dead villagers are no longer counted on the total population.
- Dead mobs no longer show up on the minimap.
- Fixed a bug that was stopping villagers from partnering up unless they're dead (Necrophilia much?)
- Monster selection box is now red.
- "Essence" is now dropped when a mob dies.
- New "Essence Collector" building that collects essence and uses it to charge other buildings that use energy.
- Rewrote and spruced up the disclaimer page.
- Monsters can now have "pack animal" behavior, grouping up into small packs that will sometimes attack you all at once.
- Changed stats on level up to generally give you more stat points, and higher hit points.
- When villagers are in their house, the are still visible in the GUI.
- Fixed hovering name bug with mobs.
- Fixed numerous path finding glitches causing mobs to overlap buildings and other blocked tiles.
- Fixed a crash when attempting to path find to a recently completely blocked off area of the map.
- Improved the map "Survival Island".

(Previous Unstable Change Logs)

InDev 11 Unstable 5 Change Log
- Optimized the emitter system, fixing a performance hit from Unstable 4 that was preventing lower end machines from playing the game.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Added more particle effects here and there.
- Temporary fix for the lighting being too dim.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.

InDev 11 Unstable 4 Change Log
- "Emergency" icon when a mob is startled.
- Fixed a bug where monsters wouldn't spawn if the void was right on the edge of the map.
- Added tons of new animations for all mobs where applicable, including; Get hit, attack, sleep, death, flee, hold and face(stand/idle).
- Re-added starvation to the game (Has been disabled since Unstable 1)
- Slimes can now split in to two, or even three slimes when killed.
- Completely brand spanking new particle system, with blood, water, fire, smoke and more.
- Improved fleeing AI.
- Mobs get stunned for a moment when hit.

InDev 11 Unstable 3 Change Log
- New monster, Slime (Missing most of it's animations still)
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- Fight of Flight and other combat AI added, mobs now decide based on their stats, and how many friends or foes are around them if they should fight or run away.
- New GUI auto scaling, now displays will have their interface automatically adjust between 1x and 4x scaling instead of the default 2x. This should make the game playable from resolutions of 800x600 all the way up to 4096 x 2160 without any tweaking.
- In addition to the GUI auto scaling, a world scaling doubler has been added, if you're on an UltraHD display, the entire world scaling will lock into using between 3x -> 10x scaling instead of the default 1x -> 8x, making the game feel a lot less "microscopic" on high resolution displays.
- Added health bars, and removed many of the floating status icons.

InDev 11 Unstable 2 Change Log
- Completed the new modular AI system.
- Children work again.
- Increased the build/harvesting speed across the board.

InDev 11 Unstable 1 Change Log
- Completely new modular AI system for villagers and all the future mobs.
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