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1  Discussions / Chitchat Monster / Re: The True Story About Minecraft. on: 2015-03-05 06:35:35
I think there is a bit too much protesting about originality here. I'm all for being original--prefer to follow that strategy, but you have to admit there is a long list of examples of items in the market that are imitations or slight variations, in just about every field of human endeavor. "Imitation is the sincerest form of flattery." What was the last high budget film that was truly original, for example? They are mostly sequels or slight variations of films that were previously successful.

The idea of taking a successful game as a model is not irrational if your goal is to make a modest amount of money. Though, even that strategy to hedge one's bets is not likely to improve one's odds by much, it seems to me.

The formula for success remains elusive. Well established fact of human nature: those who do succeed are susceptible to attributing more than is deserved to their efforts than to luck and those who do not succeed tend to attribute more to lack of luck or external circumstances than to their efforts being weak or misdirected. Possibly this is a feature, not a bug, as it encourages additional attempts to succeed.
2  Game Development / Game Mechanics / Re: Making GUIs on: 2015-03-05 02:56:00
I wonder if it's easier to use JavaFX that way?

This isn't really an answer to KevinWorkman's question, I don't think. But it does involve using JavaFX on Android, and I thought it looked interesting. Has anyone else sized up this strategy for running JavaFX on Android?

Maybe this isn't a total hijack. The subject line of this thread is "Making GUIs" after all.
3  Discussions / Chitchat Monster / Re: The True Story About Minecraft. on: 2015-03-02 21:51:22
Ugh, Reptilians! I lost an inlaw to D. Icke. Another to Holocaust denial (which is a rather tense chapter in the Storr book as his infiltration into the Irving death camp tour group is subject to being exposed).

I have to admit, I almost lost it myself after seeing "Loose Change". For about 48 hours I was seriously doubting my sanity as the film seemed to make sense. I had to do a lot of additional research to regain my footing. John Farmer's "The Ground Truth" was the antidote to 9/11 Trutherism for me. The FAA transcripts showed that the inconsistent "spin" put forth by the Bush administration PR after that debacle was mostly to protect their behinds for basic ineptitude, not to hide some monstrously diabolical and complicated plot.

The fourth chapter of the Storr book was fascinating. Perception is a lot closer to the philosophical "Platonic" ideal (we project what we know out into the world), than I previously gave credit for. It makes computational sense: handling all the sensory input in real time is very demanding, so the brain fills in, matching the incoming signals with known information. One of the implications: if you don't already know something exists and have an internal concept or model, it will probably be "invisible" (lumped in with background noise), even if it bites you in the butt. Ever notice, for example, when you learn about a new thing, suddenly it seems pops up everywhere? It was there all along.
4  Discussions / Chitchat Monster / Re: The True Story About Minecraft. on: 2015-03-02 18:55:00
No one cares about number of registered accounts,  I bet even on this website, a lot of people have registered that has not posted anything.

Easy to take a look at the Members tab above.

50 members per page, 274 pages -- over 10,000 members, and I'm guesstimating that only a small percentage over 10% have posted in the double digits. 1 or 0 seems to be the most common number of posts per member.

I would very much like to recommend the book "The Unpersuadables: Adventures with the Enemies of Science" by Will Storr, easily the best book about conspiracy theories I've read to date (I've read about a half dozen).
5  Discussions / General Discussions / Re: where can i get better at java? on: 2015-02-27 19:30:46
I'm reading the Oracle Press book: "Java, A Beginner's Guide" Sixth Edition, by Herbert Schildt. I'm finding it very well written, and there are quizzes at the end of each chapter and lots of example code. The book covers new features in Java 8 as well as intros to both Swing and JavaFX. You might find it a bit pricey. My copy is from the local library.

The Java Tutorials are an underrated resource for learning the language, are actually quite good. And they are free. Some expensive texts seem to duplicate a lot of the lessons taught here.

There are good texts available online, either through a library (if they subscribe to Safari), as well as some free books. I remember thinking the Eckels was pretty helpful:

There's a lot to coding even a simple 2D game: with much to learn about graphics, keyboard/mouse control, animation (often not taught in beginning courses), as well as core Java OOP.

Hey, I just noticed a 3rd Edition of Bloch's "Effective Java" is out! (That is a tough nut to crack. Save it for later.)
6  Game Development / Newbie & Debugging Questions / Re: Java 'this' syntax on: 2015-02-27 19:11:16
Neat solution from ClaasJG!

What I've done in the past was this:

class MyClass implements MyInterface {

    private final MyClass thisInstance = this;

    private Runnable runnable = new Runnable() {
        public void run() {
            SecondClass klass = new SecondClass(thisInstance);

class SecondClass {
    SecondClass(MyInterface i) {

It seems to me that the possible benefit is that it's the specific instance that is now passed. But if there are problems with what I'm doing, I'd be happy to hear about them! Off the top of my head, I can't remember if the "final" modifier was requirered or not.
7  Game Development / Newbie & Debugging Questions / Re: Java Swing / AWT Sounsd on: 2015-02-20 01:22:37
The suggestions from both KevinWorkman and nsigma are good.

Many posts on TinySound can be found here on JGO (via a local search).

For a javax.sound.sampled.Clip, to expand on what KW wrote: the data for the Clip should be loaded only once, and well before the calling of the play command. After the play command, you can use setFramePosition or setMicrosecondPosition to get the Clip ready for an additional playback. As your code stands, you are unnecessarily reloading the complete file into memory before commencing the play start.

If sounds are too large to hold in memory, playing back via a SourceDataLine is better than a Clip. The SourceDataLine will start processing the file data as soon as it gets the data rather than waiting for the entire file to load to memory before being able to play. It is very responsive but uses a slightly larger amount of cpu than Clip playback.
8  Game Development / Game Play & Game Design / Re: How to be a more creative writer? on: 2015-02-10 06:17:58
My top recommendation is to liberate and feed your curiosity. No matter how weird or "boring" (boring to others, that is) something might seem as a topic, it you feel the slightest tweak of interest, check it out. It may well become a useful resource or reference down the road.

Of books on creativity, one of my favorites is called "Impro" by Keith Johnstone. It is about improvisational acting, but I think there are interesting observations pertinent to other artistic endeavour. The second-to-last chapter has some really interesting thoughts on creativity, including shooting down lame attempts to achieve creativity by being affectedly quirky. The last chapter on mask/trance work is scary-neat, and may help uncover some inner resources you might not have expected to be there.
9  Game Development / Newbie & Debugging Questions / Re: I want to make a bullet hell game on: 2015-02-04 23:35:27
I still wouldn't use LWJGL alone for game development. I believe Libgdx is based on LWJGL but makes game development a lot easier as you don't have to focus on many low-level details. The Libgdx tutorials seem more beginner friendly and easy to follow in my opinion.

Libgdx is based on LWJGL, as are several other libraries, as far as I know. princec's work is outstanding.
10  Game Development / Newbie & Debugging Questions / Re: I want to make a bullet hell game on: 2015-02-03 19:07:18
Would a series of tutorials that go from pure Java (using Java2D) to Libgdx , all recreating the classic Space Invaders be of interest? I don't know if Space Invaders counts as bullet hell, but when the bombs are raining down, it can feel like that. If so, you might check out CokeAndCode's tutorials, by jgo's kevglass.
Are these still considered up-do-date?
11  Discussions / Miscellaneous Topics / Re: Java Certificates on: 2015-02-02 20:31:49
@ags1: did you learn anything new?

I learnt loads of stuff, but forgot most of it immediately after passing the exam. The certifications remind me of driving theory tests - masses of fiddly details, but no substitute for practical experience. I studied english literature at uni, so I'm happy to take anything that gives my a little credibility in programming.

I can appreciate that. I have a degree in music. At least, I did manage to take a few programming courses "for depth" (logic & design, assembly programming, Pascal--wanted to hit it at each tier). In terms of learning things, I had only a loose understanding of the rules for overriding & subclassing and such and how they affected class and variable scopes. It was enough to get my programs to work. The test study forced me to clarify this, get a more precise understanding of these relationships, and has contributed to better program design and a slightly smaller window for "floundering about" errors.

I'm thinking about trying my hand at some Java tutoring to fill in some "down" hours and am pondering once again whether or not to go ahead and take it, in order to add to the resume. Maybe showing off some programs will be enough, and mentioning how "awesome" I'm rated at JGO.
12  Discussions / Miscellaneous Topics / Re: Java Certificates on: 2015-02-01 07:54:30
I did when studying for them. Practise tests are helpful that way. But I didn't follow through and pay to get the cert.
13  Game Development / Newbie & Debugging Questions / Re: Collision and movement in Java2D on: 2015-01-30 19:40:28
Still, graphic libraries like awt and java2d can be helpful for collision detection. For example, one might use a shape for its contains or intersects function, or a point for it distance function.
14  Game Development / Newbie & Debugging Questions / Re: Experienced game developers opinions needed! on: 2015-01-23 21:54:37
By all means, jump in and create a game!

If you consider yourself a rookie, it might make sense to copy a vintage 2D game. If you have ideas on a variant or a new game, by all means go for it.

My thinking is that it is good to have some passion and fun in the process. This is most likely to be the case if you are working on a game that excites you.

No single game is going to require every game-programming technique. Might as well wait to come to those bridges before crossing them.

For hurdles along the way, this forum is pretty great for addressing challenges. Also, with a book like "Killer Game Programming" or "Developing Games in Java" by David Brackeen, one can consult IF they are relevant to your game. Yes, a lot of the code is obsolete, but not all of the concepts.
15  Discussions / Miscellaneous Topics / Re: Ian Allen, my good friend and top "tester" died and is becoming famous! on: 2015-01-23 18:07:25
Thank you!  Cry

As soon as I can get it together, I will post a few of the music/sound pieces he made or that we collaborated on. I'm also trying to locate the first image I have of him, an awesome/scary self-portrait he made that I have filed away somewhere--making very creative use of a photocopier.

It is so weird seeing this publicity now, after so many years of struggle and obscurity. If only there was some way to have harnessed this while he was alive. I wish he (and his mother, who died this last summer) could see this. I feel like there are any number of lessons to be learned here, but I am feeling kind of dense.
16  Discussions / Miscellaneous Topics / Ian Allen, my good friend and top "tester" died and is becoming famous! on: 2015-01-23 01:31:43
On the 17th, my long time friend Ian Allen died, after complications to a heart valve surgery at Stanford Hospital. He was only 56 years old. My last visit was in the early hours of the 17th--it seemed like he could have fought on, but the odds had just kept mounting: a treatment resistant hospital bacteria, internal bleeding (it had finally scabbed, though), organ failure.

Over the last few years, he had been my best "tester," always willing to check out and comment the projects I was working on, whether musical or programming. He tried to learn Java, then Python, then other languages but despite having been top of his class in first year Physics at UC Berkeley, and successfully game programming with FORTH at Unison Kyocera with me back in the 1980's, his current state of health (cancer survivor, dealing with bipolar, other issues) left him in a state where I think it was just too fatiguing to hold everything in his head all at once.

Regardless, he still had a great perspective, with sharp, honest and unique insights that made him a valuable source of feedback as well as a true friend willing to give me his time like that.

Before he went in for the operation, he was talking about aiming for projects with a time line of about a week to complete. Many of his sound-compositions that were most successful were accomplished in this sort of time frame. We were optimistic, though I was also preparing myself for the worst as a possibility. Am so sad/angry/disappointed that he wasn't able to get through this!

I am really proud that he is getting some recognition in the press. I wish he could have seen this! Rolling Stone, Billboard, Pitchfork, lots of other news feeds! This tribute from negativland (Ian always insisted the proper spelling was lowercase) has been picked up by the press at large. He really was big on the culture jamming concept, right from the start, and as far as I know, introducing those ideas to members of negativland.
17  Discussions / General Discussions / RESOLVED: am thinking of getting this PC, for both gaming and developing on: 2015-01-22 14:33:01
New computer built from parts is up and running!

I'm using an AMD FX 6300 CPU (6 cores). There is an 8-core available for a future upgrade.

I'm using a Saphire Radeon R7 260X GPU. It was listed as a good low-cost option for gaming PCs in a Toms article. (Ah, Phased recommended this GPU in an earlier post.) Upgrading to a 750 Ti can wait for a bit.

I found the process stressful and time consuming. Worst point: I case I bought (from Antec) came in with the back panel kind of misshapen, with the slots slightly skewed. Ended up forcing things in, and am hoping the angled video card doesn't get damaged connections as a result. Was too impatient to send it back for another. Overall I like the model I got. Rookie mistake: bought the DVD drive after having installed everything else, and there was not enough clearance to put it in. Had to take out the MOBO to put in the DVD drive. Annoying. (I was hoping to use my existing DVD/CD drives, but they were not compatible.) Also, the CPU came with a fan, so the separate fan I purchased is going back.

Still, it is pretty cool having it actually up and running now. There is still the process of moving my software and files over, as well as setting up the Linux/Windows dual boot. So far, have downloaded Java and Eclipse but haven't installed them yet. Much to do still.

I should try installing one of the games I have that wouldn't run on the old PC. Also, have a coupon for two games from AMD according to a coupon that was sent with the Radeon GPU.

High on the agenda--figuring out how to kill all the ads that are popping up on the new browser.

Thanks, everyone!
18  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2015-01-21 01:14:06
Besides there's a bigger picture too, it's not like someone will get more medals by accident than someone else, in general everyone will get the same amount of accidental medals compared to everyone else based on the ratios of their posts. Meaning in the end, generally speaking, no one gets a "leg up" on anyone else really.

Actually, some people do get a "leg up" (aka random outliers).  Wink

But I think we should just leave it as is. I've given a couple by accident as well. I've probably received a few that way, too. Not a big deal.
19  Discussions / Suggestions / Re: Font for code blocks on: 2015-01-21 01:07:05
Mine is monospaced. Seems like it always has been. Did you mean that serifs were recently added? I hadn't noticed.
20  Java Game APIs & Engines / Tools Discussion / Re: Eclipse - Export jar with including libraries on: 2015-01-04 22:26:12
I don't know the best answer. Ant is quite cool, but I've only made use of it in a limited way, kind of cook-book plugging into existing examples. It seems like a very useful tool, and have only been held back by the learning curve and my tendency to forget how to work with things I don't use often, and the Eclipse tools work for 98% of what I need to do (so far).

Here are two additional suggestions:
(1) Eclipse has a responsive forum for questions.
I've always had good luck at the Newcomers area. Please do post the answer here if you get it solved at that site!

(2) JarSplice is quick to download and easy to use and can very likely handle your issue.
I was initially resisting going here, but was very pleasantly surprised when I finally gave it a try.
21  Game Development / Newbie & Debugging Questions / Re: Multiple Threads and their interaction on: 2015-01-04 04:27:54
Hi guys, a complete n00b in game dev here. I just tried making a simple game using swing. I made the game loop (the one that iterates over pressed buttons) in a separate thread. But I have a serious problem, I really lack skills in multithread programming. In the end of the loop I used Thread.currentThread().wait(20) so the picture would have time to get repainted.. but something tells me that it is not a good way at all. Could you guys tell me how to make it the right way or how to improve my knowledge in multithread programming?

Having a game loop that takes the same amount of time every iteration is probably more valuable than having the fastest possible throughput.

A common practice is the following: at the start of the game loop, store the current time in a long. Then, at the end of the game loop, read the time again and calculate the delta. Then, sleep as much as is needed to reach your chosen target loop time.

For 60fps, you will want a loop that consumes about 16 millis. That seems to be a good practical target, as there are quite a few screens that refresh at 60 fps, so going faster than that can be kind of pointless. You are currently consuming the elapsed time for the code + 20 millis, so you can probably expect to see some improvement if you implement this plan.

Re Swing and multi-threading: I try to avoid the EDT for the game loop, as it is already going to be busy with the repaint calls (rendering). There are numerous strategies for preventing multi-threading related crashes, including using synchronization. But it is also possible to do quite a lot, without problems, if you make sure you store changes to game state in a "model" layer, and not in the Swing control itself (which would be considered part of the "presentation" layer). For example, if you have a button that is part of your game, store the state of the button in a separate volatile variable, and if you need to consult the button state, do it by consulting that variable, not the button itself.

"Loose coupling" goes a long way to circumventing potential multi-threading problems.
22  Discussions / General Discussions / Re: Game Sound effects? on: 2014-12-31 06:01:55
If a free effect is "too long," you should still be able to trim it to size with a tool such as Audacity. I think it's possible to apply a lot of effects: filtering, compression, maybe even pitch shifting. Take one of your long explosions and put a volume taper on it to cut it down to size.

Another possibility for explosions: take a bullet, and slow it down. It is a little muffled (process loses the top octaves of high end), but that is okay for explosions in the distance. I did this on an applet I posted once here, building automatic gunfire, rifle fire, various mortars and bombs all from a single clip played at different speeds. I wonder if it still is around and runs!
You will probably get a hundred warning messages if you try and run it. The file should be safe, though.

I think I got the gunshot from, but had to trim the file to isolate a single shot.
23  Discussions / Miscellaneous Topics / Re: How alive is the forum? on: 2014-12-29 23:12:19
So True, i have looked for other good java related fourms but this seems to be the biggest and most active Smiley

IMHO, one of the best general Java forums is

Their section for game programming is weak, though. For questions on Java usage, they are very good. But it is not the sort of place where you get to know people that well, except for maybe a few of the Sheriffs, or the Cattle Drive nit pickers.
24  Game Development / Newbie & Debugging Questions / Re: GradientTexture problem on: 2014-12-29 05:21:39
My eye was caught by the same thing that Kefwar points out.  You'll only see the change from 125 to 150 (1/4th of the gradient change). It should look mostly like your second color.

By the way, you can post a screen shot jpg at MYFILES and link it, in order to show us exactly what the results are.
25  Discussions / Miscellaneous Topics / Re: My Pixel Theme Song! on: 2014-12-24 21:48:14
Needs more cowbell.  Wink

I don't know what you are using to generate this. The positives that I hear:

* rhythm is steady (depending on api, that can be difficult to achieve!)
* able to keep a clear drum pattern going
* nice "retro" synth (assuming you are going for that) (is synth from a library or did you program it?)
* some good, cheerful game music melodic material in there

Things that I'm not so keen on:
* steady repetition of pulse, rather than using notes of different time lengths
(if pulse-unit must be maintained, there are ways in the composing to try and compensate, such as grouping notes in certain chords or repeating notes or mini-patterns)
* wondering if the pace were a little faster it would be add excitement
* the synth used is a bit on the buzzy side, so it all gets kind of fuzzy-textured (can be okay if the goal is retro)
* some of the melodic fragments are a bit "awkward"--with leaps where one might expect steps and vice versa, or turning "left" where one expects a turn to the "right".

I think a little polishing of the melody would help. The music theory of melody gets kind of complicated (dealing chord tones and special treatment for weak and strong beats and when to hit consonances and dissonances and how to resolve the latter, etc etc). As an alternate approach, I'd suggest thinking of the melody as a flowing object, with mass, moving in a space that has a certain gravity, and with a certain momentum to it. Listening to it and moving with it should help reveal where the "metaphor" of a unique time and space created by a good melodic line breaks down or not. (A strong beat can be like walls that the "melody" bounces off of, back and forth.)

The following is still to come, yes?
* integration with sound effects
26  Java Game APIs & Engines / Java 2D / Re: Strange stuttering on moving objects on: 2014-12-24 21:22:01
My prejudice has been to prefer the Util timer to the Swing timer. I find actions on the Event Dispatch Thread (EDT) to sometimes be rather mysterious--I don't understand the mechanics of this thread well enough to be able to predict when consolidation of EDT events will occur or not.

Since that is a "dark area" for me, my guess is that there is some EDT consolidation happening only when you are not pressing a key. This is a process where if the EDT gets a series of "similar" calls, it drops all but the last in the series. Thus, it jumps ahead rather than executing each in series, creating stuttering.

A proper game loop can be made with either a util.Timer or made in as a separate class. They are functionally equivalent, if the separate class is running in its own thread (as it should be). IMHO, the "update" portion of either form of the game loop should only set flags, not actively alter Swing objects, and the "render" portion can consult those flags when rendering the Swing objects. This avoids the problem of engaging an unsafe Swing object concurrently (the main motivation for using a Swing Timer) and helps prevent the EDT from getting clogged.

5 millis seems rather short for a game loop. That translates to 200 fps if it executes as asserted, which is overkill if monitors are only updating 60fps. 60fps is more like a loop of 16 millis. Not clear to me how that might effect your stuttering or the lack of it when executing a key press. Perhaps the keypresses are enforcing a certain pace, slowing the loop (AnimationListener) execution to a speed where there is no consolidation on the EDT, or are otherwise given some sort of "do not consolidate" priority. As I said, I find this under-the-engine stuff kind of mystifying.
27  Discussions / Miscellaneous Topics / Can't get enough keyboard? on: 2014-12-24 03:22:23
Thought there'd be certain individuals at JGO that would get a kick out of this Kickstarter: The Keyboard Waffle Iron.

The Keyboard Waffle Iron IS HERE! By popular demand, the internet's dream of keyboard-shaped waffles is now a reality.
28  Java Game APIs & Engines / Java Sound & OpenAL / Re: Can't create sound second time? on: 2014-12-18 23:02:35
I haven't worked with OpenAL, but I am curious about one aspect of your question, and it might lead to a solution.

With Clip (in javax.sound.sampled), a common newbie practice is to reload the sound anew from the source file with each playback. They don't realize that the Clip was designed to only be loaded once, and that there are methods to reposition the "playback head" of the sound back to the start, and replay it.

Is this possible with the sounds you are trying to play? It seems really inefficient to me to have to destroy and reload a sound for the simple task of playing it more than once. Chances are, once it is in memory, there is a way to reset it to the beginning and restart.
29  Discussions / General Discussions / Re: am thinking of getting this PC, for both gaming and developing on: 2014-12-10 06:46:50
@Catharsis -- Thanks for the plans you put together at PartPicker. My friend who is helping out with the purchase has some good reasoning about how much computing power is needed for the tasks that I have in front of me. But I also like the fact that with building one's own there are definite benefits, such as knowing you what you will end up in terms of the supporting gear, and not leave the choice of mobo, power supply, etc., in the hands of companies that seem mostly interested in maximizing their short term profit over selling high-quality products. Fine points, like having matched RAM, are easier to accomplish when building one's own.

I'm going to hit the reviews concentrating more on the supporting gear this time, and try putting something together that is solid, but looking forward to eventually getting the desired CPU and GPU, and see if I can bring this into budget. The lack of specs on the first computer I referenced, it could be a bit dicy planning on upgrading CPU & GPU sometime in the future when the other components could be weak.

@Catharsis, can you send me a link to the graphics Kickstarter project you mentioned? That sounded interesting, and I'd like to send it out via Facebook, etc., to various people I know who might be interested in checking it out.

@Riven -- The funds have to be spent on upgrading.
30  Discussions / General Discussions / Re: am thinking of getting this PC, for both gaming and developing on: 2014-12-09 21:26:15
@Catharsis - Yes, am interested. I sent a PM.

Here's a question.

Suppose we start with the purchase of the computer I listed earlier, and add another 4MB RAM for 8 total (16 possible):

CyberpowerPC Gamer Ultra 2203 Desktop PC AMD FX-Series FX-6300 (3.50GHz) 4GB DDR3 500GB HDD Windows 8.1 64-bit

How do I find out if it is possible to upgrade the graphics card to the recommended GT750Ti? (I'm thinking this should be no problem.)

How do I find out if it is possible to upgrade the CPU to the recommended  FX 8320 CPU (3.2ghz 8 core)? (I know much less about how interchangeable CPU's might be.)

I'm tempted to try and build, but I think my "angel" may be more comfortable with going with the existing pre-built unit.
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How to: JGO Wiki
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2D Dynamic Lighting
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How do I start Java Game Development?
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2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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