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1  Games Center / Showcase / Re: 2D Action RPG and Platformer (Code named LeadCrystal) on: 2012-02-09 11:20:32
Looks pretty damn good so far mate, good luck!

I've been wanting to make dynamic shadows when I make a new lighting system.
Did you say you've been working on this 4 month?

Not exactly... I think I say that since our last tech video, it's been 4 months, and we've progressed a lot since then.  The project itself is much older than that, roughly a year and four months.  Although we took a 4 month hiatus at one point, and we didn't have openGL until last august, which blew open tons of doors in terms of what we could do.  When we started out we knew basically nothing so we used Java2D, which hindered our capabilities a lot.
2  Games Center / Showcase / Re: 2D Action RPG and Platformer (Code named LeadCrystal) on: 2012-02-08 22:44:00
I have modified the original post to include a link to our newest video.  It showcases our progress over the last four months, including multiplayer (online co-op support).  A lot of the screenshots are OLD!  We will be updating these soon.  Smiley
3  Game Development / Networking & Multiplayer / Re: [Kryonet] Serializing and transmitting a JOGL Texture object over Kryonet on: 2011-12-20 20:32:39
Why are you sending a texture in the first place? Either have it on each client from the start, or if it's computed, just send a seed or whatever data you need to reconstruct it on the client too.

To be clear we aren't sending the Texture, that's the point of making it transient.  We've decided to just re-obtain it the same way we would when building a new Image object, using the reference string, which is enough.  Needed Textures are loaded into memory when the level is loaded, so they exist on the client, it's just a matter of getting them.
4  Game Development / Networking & Multiplayer / Re: [Kryonet] Serializing and transmitting a JOGL Texture object over Kryonet on: 2011-12-20 15:51:14
Interesting, so only send the changes.  We can look into this option.  From valve's wiki:

Detect changes in the server-side object
Serialize (transform into a bit-stream) the changes
Send the bit-stream as a network packet
Unserialize the data on the client and update the corresponding client-side object.

It sounds like this is what you're saying; essentially the Image and Texture objects are already constructed/loaded clientside.  Our job is just to let the client know whether anything about the image has changed, rather than outright overwriting the object with an unpacked copy from the server.
5  Game Development / Networking & Multiplayer / [Kryonet] Serializing and transmitting a JOGL Texture object over Kryonet on: 2011-12-20 15:06:38
Posted in JOGL Devleopment as well.

We are currently implementing Kryo.  When trying to serialize things across the network, we would like to find the best way to send JOGL Texture object.  Since this object isn't serializable by Kryonet, we can't send it with our Image wrapper.  Is there a way to deconstruct/reconstruct the Image Data from the JOGL Texture object, in a form that we can serialize (i.e. a class or data structure that ends up just holding primitives)?  Instinct tells me there must be some way to get the raw pixel data from a Texture and rebuild the Texture using TextureIO, but I'm not sure.
6  Java Game APIs & Engines / JOGL Development / Serializing and sending a JOGL Texture over Kryonet on: 2011-12-20 15:06:10
Posted in networking as well.

We are currently implementing Kryo.  When trying to serialize things across the network, we would like to find the best way to send JOGL Texture object.  Since this object isn't serializable by Kryonet, we can't send it with our Image wrapper.  Is there a way to deconstruct/reconstruct the Image Data from the JOGL Texture object, in a form that we can serialize (i.e. a class or data structure that ends up just holding primitives)?  Instinct tells me there must be some way to get the raw pixel data from a Texture and rebuild the Texture using TextureIO, but I'm not sure.
7  Java Game APIs & Engines / JOGL Development / Re: Creating a JOGL Texture object from the contents of a FBO. on: 2011-11-18 17:14:01
Yeah, the above didn't work.  Is there some way to obtain a TextureData by using glReadPixels?
8  Java Game APIs & Engines / JOGL Development / Creating a JOGL Texture object from the contents of a FBO. on: 2011-11-17 17:22:57
Hello,

We are using a FBO to draw our minimap and would like to obtain a JOGL texture object from it.  Currently the only way I know of for creating JOGL textures is this line in our texture loader:

TextureIO.newTexture(url, false, "png");

Where url is a URL object to the resource.

If we have a JOGL FBO, what steps can we take to obtain a com.jogamp.opengl.util.texture.Texture?

EDIT: A quick Google turned up this.  Any caveats to using this method?
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TextureIO.newTexture(int target)
//Creates an OpenGL texture object associated with the given OpenGL texture target.
9  Games Center / Archived Projects / Re: HDR Fireworks + Particle Engine benchmark on: 2011-11-06 20:21:20
I5 2500k @ 4.3ghz, radeon 6950.

Roughly 575,000 particles, 103 fps.
10  Java Game APIs & Engines / JOGL Development / Re: JOGL curve based text renderer on: 2011-10-25 04:17:20
Thanks,

For now I can stick with AWT as we are working strictly in 2D and it already is set up nicely to do a black outline around the text.  Mainly the switch would be a convenience factor as now we need to maintain a map of TextRenderers for various fonts/sizes, along with an enum for each.
11  Java Game APIs & Engines / JOGL Development / JOGL curve based text renderer on: 2011-10-24 18:34:28
Hello,

Does anyone have experience with getting the new curve based text renderer to work?  We'd like to get around the limitations of the AWT renderer (the inability to change font/fontsize without using a separate TextRenderer instance, to name one).  There's almost no documentation and examples of the new system are sparse.  Wondering if anyone has any simple, working examples using this new system.
12  Java Game APIs & Engines / OpenGL Development / Re: using multitexture for lightmap in shaders - how to use common lightmap for all? on: 2011-10-19 20:43:33
http://www.java-gaming.org/topics/2d-lighting-tribulations-with-shaders/24683/view.html  Smiley
13  Games Center / Showcase / Re: 2D Action RPG and Platformer Engine (Code named LeadCrystal) on: 2011-10-19 02:33:27
Next update (Particle emitters and combat text) is up!
14  Java Game APIs & Engines / OpenGL Development / Re: [Solved] Coloring a gray image on: 2011-10-18 17:09:30
I worked in 2000 for a loooooong time before XP came out, but I've always been a fan of the next big thing... once I realized how easy it was to do custom systems with ruby instead of through painstakingly making common events, the door just blew wide open for me.  If you can find an archived copy of Shades by ccoa somewhere, I recommend it, it's a very artistic game that your idea reminds me of.  Keep up the good work
15  Java Game APIs & Engines / OpenGL Development / Re: [Solved] Coloring a gray image on: 2011-10-17 18:21:24
Are you the person who made "Shades" for RPG maker XP?
16  Games Center / Showcase / Re: 2D Action RPG and Platformer Engine (Code named LeadCrystal) on: 2011-10-04 20:40:51
A good counter example to this would be the new super mario brothers games for Wii, which are rendered in 3D but only permit 2D movement.  This could be attributed to generations of us getting used to seeing the red plumber in 3D, though. 

I agree with you though.  The level of graphics should be high enough for the game to exploit in gameplay and in user experience, but not so high that the genre drags it down by not inherently lending itself to those improved graphics.  Pacman is probably the best example, but at the same time the worst example because it's the franchise I grew up with.  I could make a super photorealistic pacman with a spherical character and spheres instead of circles and a psuedo-top down level where I could actually see depth, and ghosts that looked really cool, with the exact same gameplay.  But is it REALLY Pacman at that point?

We could discuss this for hours but I don't want that to be the focus of this thread ^^
17  Games Center / Showcase / Re: 2D Action RPG and Platformer Engine (Code named LeadCrystal) on: 2011-10-04 17:41:44
Agreed, for the most part; I'm in the school of thought that form follows function, and that there's only so much form you can apply to certain ideas.

If someone told me they were re-releasing pac-man with HDR lighting and fruit shaders and ghosts that had cloth physics when they moved, that's a case of crazy.  It's a pretty ridiculous example, but you get the idea.

I guess I'm not really for "form follows function".  I think that form CAN and SHOULD augment function.  If we can use our lighting to establish a mood and tell a story, or create interesting gameplay scenarios, while still looking great, that's something I want to get behind.  Not enough games do this; they either dump all their resources into graphics and release shitty but pretty games, or spend forever making a really innovative game and then realize that another studio had the same idea but hired an artist with more polish.

Finding the happy medium is what's so fun and challenging, and I'm hoping that our eventual style ends up striking a chord with someone.

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There is nothing hindering a game from having both good game play AND good graphics except for (console) hardware.
Companies that dump their resources into 3D modelers and texture artists and rush out as many high quality models as possible before the release date, that don't give half as much attention to design and gameplay.  That's the only scenario I can think of.
18  Games Center / Showcase / Re: 2D Action RPG and Platformer Engine (Code named LeadCrystal) on: 2011-10-04 13:27:17
Looks good! I like the shadow and lighting effect. I think in a metroid like indoor environment it would make it really atmospheric. An idea would be to make the demo video in that kind of style, using the lighting effect for lamps and flashlights etc. Hope to see more soon!

When we can find some better artwork for terrain and get the level editor a bit more polished, this is definitely on the to-do list ^^ keep an eye on the blog for updates.

Dang. If I had known my help with the lighting would be used in an RPG game, I would've stayed up 24/7 refreshing JGO. 2D side scrolling RPG games with dynamic HDR lighting and shadows has to be the best thing that has happened to this world in a long time. I will follow this closely, and if you ever need any help I'll be here (not claiming to be an expert or guru, I'll just do what I can xD). Because this is awesome. Just beware that you've created some expectations now! xD Hahaha...

Hence my thread regarding concern for non-HDR GPUs.  Which is why we're hoping that whenever this comes out, the "dated" technologies we are using in OpenGL (FBOs, HDR textures) have become more standard.  Or we can just turn it off for them and the game will look sad.  Our top priority is game play, but if we can make it look awesome in the mean time, sign me up.
19  Games Center / Showcase / 2D Action RPG and Platformer (Code named LeadCrystal) on: 2011-10-04 02:32:02
Alpha gameplay video including multiplayer is UP!  Please comment and don't be afraid to ask questions. silvergoblet.tumblr.com

[size=16pt]Silver Goblet Games (Flashy photoshopped banner pending!)[/size]

A bit of background on our project, code named LeadCrystal, that will hopefully provide a summary of where we're going.  We're a semi-official indie "company" called Silver Goblet Games, comprised at the moment of two experienced Java programmers and a designer.  We've spent the better part of the past year developing a 2D action RPG engine for the purpose of unleashing our creative needs in the form of a game that will mesh several well-liked genres.  As this thread evolves with our project, you'll see the typical RPG character biographies and menu screenshots, but since this forum caters to the overall project, we'll also use the thread to preview our engine features and game design concepts.

The following are our newest demo video, along with brief descriptions of the major paradigms that we are working towards with this project, as well as its current status.  Please try to appreciate the satire Smiley

http://www.youtube.com/watch?v=fTF3uYpEu3o&context=C39b7990ADOEgsToPDskIpdyszcfB0_lnrO8LszX-9
Sprite credit for our test sandbox level goes to: Cobalt, Maple Story, Metal Slug.  We claim no ownership of said materials, and are working on finding a full time artist.

[size=12pt]
Introduction
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Welcome to World of Metroidvaniablocraft (name tentative).  We’re working to combine elements from games like Super Metroid, Diablo II, and Borderlands to create a unique blend of 2D side scrollin’, loot whorin’, character buildin’ action.  Combat will have a heavy emphasis (since you’ll be doing a lot of it); we’re working towards engaging, satisfying combat that rewards skill and ingenuity.  Enemies are being built to be challenging, employing situational tactics and fighting together to bring you down.  By introducing artificial intelligence typically not seen in Platformer enemies, you'll have fighters shouting for a heal, enemies radioing one another for backup, and mob mentality.  Exploration will also play an important role, as trailblazing is rewarded with items and upgrades that you won’t find routing through the carcasses of your enemies.  There will be areas that can’t be accessed until you find the right skill or item, so you’ll want to make a mental note of suspicious-looking places.  And don’t forget about the loot.  Naturally, loot is randomly generated, and we’re working to include enough random properties to encourage interesting choices.

[size=12pt]Engine Progress![/size]
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Due to a lot of the systems requiring deep customizability and our desire to learn, we're writing what amounts to our own "engine" in Java, with the JOGL OpenGL bindings, and the phys2D engine for collision and physics.  We're also developing the level editor and script interpreter that we will use to govern game events.  Currently, the engine is more or less complete, sans some important game systems that we have recently decided to implement.  "Completed" aspects of the engine to date (Some more than others):

- Scenes, entity management
- Netcode, joining and leaving with a character on your local machine, uses UDP (Kryonet), includes client side prediction, UDP reliability/packet loss handling
- Map Editor
- Scripting system for "coding" entity behavior at run time
- API for images and graphical effects on images over time
- AI Finite State Machine framework for enemies
- Skills, inventory, and drop system
- Quests and story progression
- Combat effects on mobs and players over time

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Four Diverse Classes!
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We’ve not trying to reinvent the wheel, so we’ve gone ahead and covered all the bases - melee, ranged, caster, and lazy.  

   Justicar - The only people in the galaxy crazy enough to use swords, the Justicar thrive in melee combat where they can chain together combo attacks to unleash devastatingly powerful finishers.

    Bounty Hunter - Badass cowboy-meets-Boba Fett gunslinger who also uses plenty of explosives and crazy gadgets.  And yes: he has a jetpack.

    Psion - Built for those who prefer mass destruction, psions possess the means of controlling and obliterating many opponents at once.  Even better: the more frequently they unleash their psionic abilities, the more powerful, albeit more vulnerable, they become.

     Engineer - Specifically designed for lazy people who don’t feel like fighting (not really), the Engineer instead molds the battlefield as he sees fit; building and commanding robots, constructing turrets and sentries, and deploying other fantastically wacky devices.

[size=12pt]Actual Resource Systems![/size]
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Our game will feature a never-before-conceived method of resource management.  Each copy will ship with a USB foot pedal wired directly to your mana potion button for maximum mindless spamming and enhanced pointlessness.  This system wil- what?  Oh, sorry, I’ve just been informed that we cannot ship foot pedals to everyone who buys our game.  Instead, we’ll give each class a unique, compelling resource system that encourages experimenting with different playstyles and rewards smart play.  Sorry to disappoint.  

Speaking of potion spamming, sloshing down gallons of the red stuff isn’t going to bring you back from being impaled in the chest, either.  Health will be difficult to recover and recovery items are designed to be used sparingly.  However, we don’t want getting hit to feel so punishing that it creates a frustrating experience, so there will be a shield mechanic that recovers when you aren’t taking damage.

   Justicar - Energy and finishing moves. Use energy, a fast-refilling resource, to perform combo attacks and build Fury.  When your Fury is full, unleash devastation with your blade.

Bounty Hunter - Heat. Defensive abilities cool down the Omnicore, while offensive abilities heat it up.  Pushing the gauge too far to either side will have some negative (but some beneficial!) consequences.

    Psion - Focus.  Rather than mindlessly spamming fireball and depleting mana, a focus bar will fill slowly as you use abilities.  Get your focus up to high levels and experience boosts to your power as well as some detrimental effects.  Reach the sweet spot between 90 and 100% focus to add devastation to your next cast, but be careful not to reach 100!

   Engineer - Battery power. Creating turrets and robots costs battery power, as does maintaining them and using abilities to augment them.  Gives the player a choice between amassing a small army, or using most of his power to beef up a particularly tough minion.
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Meaningful Customization!
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Triumphantly you deliver the final deathblow and emerge victorious after a grueling marathon with a boss.  Suddenly, golden rays of light errupt from your body and you fist pump in almighty ecstasy as you realize the power of leveling up.  You drop another skill point into Spambolt and increase its damage by 1.6%.  Worth it.

Then you wake up in a cold sweat and realized you were having a horrible nightmare about games with customization options so pitiful that they make leveling up feel like finding an old pair of socks you could probably get away with wearing another day.

We think leveling up should be a big deal and we want investing those hard-earned talent points to feel meaningful.  Additionally, skill upgrades will be found through exploration and will change how the skill works in noticeable ways, providing new gameplay opportunities and opening up tremendous options for customization.

[size=12pt]Endgame Options![/size]
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Once you’ve tricked out your character just the way you want, the game ends.  Tireless hours of loot-whoring and build-planning and you only get to be a badass on the final boss.  Nay, says I, for we are planning on having a number of options for continuing your adventure once your character is nice and beefy.  New Game Plus, where the enemies actually have new abilities and tactics instead of an enhanced spreadsheet, side quests in randomly generated areas make grinding for loot a little less monotonous, and the Arena, where you are tasked with holding off waves and waves of enemies - these endgame options all provide ways to keep playing.

[size=12pt]Engine Screenshots (Warning: possibly severely outdated, read the captions!)[/size]
Disclaimer: We claim NO ownership rights to the images from Metal Slug, FFIII, etc. that we are using to test our engine.
Quote

Early version of the map editor.


Current version of the bloom effect (on the enemy under the light)


Trying out different forms of tone mapping.


A particle emitter.  This one does smoke!


First test of dynamic shadows (before we fixed penumbra shading)


Smoother edges on light cones and shadows.

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The Future...
[/size]

While this isn't a typical progression thread for a project, I hope you'll find the contents of the blog and youtube channel interesting and ripe for criticism.  We're developing this engine and game for a community of gamers like ourselves, and hopefully a lack of a convenient webstart demo doesn't dissuade you from posting or asking questions.  Sharing is caring.

As progress continues, we'll have updates available via our blog at http://silvergoblet.tumblr.com, which contains a link to our youtube channel, where I discuss our latest programming challenges and feebly attempt to guide our viewership away from some of the same troubles we found.
20  Java Game APIs & Engines / JOGL Development / Re: Game Development with JOGL on: 2011-09-29 12:32:19
There are definitely online versions of the OpenGL "bibles" essentially that will probably be of help to you.  Before you get into complex applications, I would work on making a short 2D demo project that can draw a textured shape to the screen.  There are basically two sets of tutorials that you'll find on the net, ones that cover the deprecated "fixed function" pipeline, and those that cover the programmable shader pipeline.

Essentially, for the simplest of the simple 2D games, they are interchangeable.  The more advanced things you want to do, the further into the programmable pipeline you'll delve.  Our game uses the fixed function system for drawing sprites, but we do use FBOs and GLSL shaders.  Familiarize yourself with what the differences are, what you'll need for YOUR application, and especially learn GLSL and what it's doing, because it really helps you understand how a GPU actually works.

Hopefully I'm not too innaccurate here ^^
21  Game Development / Game Mechanics / Re: best way of loading character(player) files? on: 2011-09-24 15:34:47
I agree with you completely that serialization looks to me like it was 100% designed for storing and reconstructing objects at run time, because there is no chance of the structure of your program changing.  I'm just extremely new to the technology and can't fathom any way that a file with some object data, XML or other wise, could somehow be okay if you make any changes to the class internally.  Have you ever used JSON personally, and is the API comparable to java serialization if all I'm trying to do is export and import some data?

Your intuition is mostly correct.  There is no silver bullet that will automatically handle serialization when you make changes to your classes.

This problem overlaps with API design.  If you only add to your API then that is the easiest case to handle and you should be able to read your old files with little or no modification to your code.

Once you start changing or removing stuff then it becomes tricker.  Either spend a lot of work on writing code that can upgrade your serialized data to the current version or decide that it's not worth the effort and break backwards compatibility.

Is this why java deprecates old functions in its API, instead of outright removing them?  Seems like a case of not wanting to break backwards compatibility. 

The problem with breaking backwards compatibility for game development is that it's inconceivable that every single class we're ever going to need to serialize with our level editor is going to be at its final revision when we go into it.  Just seems impossible. 

Serialization only attempts to preserve data in serializable fields, correct?  Is there a list somewhere of what changes made to a class will "Break" old binary versions of objects?
22  Game Development / Game Mechanics / Re: best way of loading character(player) files? on: 2011-09-24 14:15:49
If you use XML and reflection for a level storage mechanism, and then decide to change the constructor arguments of the class you're trying to instantiate, isn't this just as brittle? 

That is far from the only way you serialize to and from XML or JSON, and in fact it isn't even a typical method for doing it.  I've never used constructor-based initialization for my serialized objects, and not reflection either.

I'm pretty sure this is just be being ignorant, I need to do more research on JSON and such things.  Do you have an example or a description of how it actually works and how it avoids the maintenance problem of java serialization?

I agree with you completely that serialization looks to me like it was 100% designed for storing and reconstructing objects at run time, because there is no chance of the structure of your program changing.  I'm just extremely new to the technology and can't fathom any way that a file with some object data, XML or other wise, could somehow be okay if you make any changes to the class internally.  Have you ever used JSON personally, and is the API comparable to java serialization if all I'm trying to do is export and import some data?
23  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2011-09-24 14:02:18
FadeOutIn only requires the new source name and sample name, if I recall, so I think this would be a bit more elegant.
24  Game Development / Game Mechanics / Re: best way of loading character(player) files? on: 2011-09-24 00:10:32
Double post
25  Game Development / Game Mechanics / Re: best way of loading character(player) files? on: 2011-09-24 00:09:03
Serialization is fast, but it's awesomely brittle.  Any change to the class, and you can no longer deserialize it without littering your class with weird schema evolution code that you can't put anywhere else.  It's good for short-term caching and shoving objects over the wire, but it's highly inappropriate as a long term persistence format.


If you use XML and reflection for a level storage mechanism, and then decide to change the constructor arguments of the class you're trying to instantiate, isn't this just as brittle? 
26  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2011-09-23 23:54:41
Hey, paul.  So far everything is working great!

Question though.  I like how I can name my BGM source, and then fade it out.  My question though.  I have a bunch of Scene objects that are the different "states" the game can be in (main menu, map editor, game), and we want them to have different background music.  Scenes have an "entered" and a "exited" method, and currently it looks like this (example shown is gamescene)

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public void sceneEntered() {
    OpenGLGameWindow.getInstance().setCursor(OpenGLGameWindow.CursorType.RETICULE);
    Game.sound.backgroundMusic("GameBGM", "gameBGM.ogg", true);
}

public void sceneExited() {
    Game.sound.fadeOut("GameBGM", null, "gameBGM.ogg", 1000);
}


This results in a clipping though when we start the new Game.sound.background music in the main menu (using a different source name.  The disadvantage though is that if we were to use Game.sound.fadeOutIn() in sceneExited, we'd have to know the scene we are switching to (probably a useful feature we'll eventually have anyway).  But for now, is there a way you know of that we'd be able to fade IN the background music source, short of some weird hack?
27  Game Development / Game Mechanics / Re: best way of loading character(player) files? on: 2011-09-23 23:49:02
I'd actually love to see this since we're going to be using serialization for our level editor.  Would be really cool to see another approach, and we'll post ours when it's done as well.
28  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-09-23 19:48:12
I guess that's just my youth and hopeful naievity shining  Smiley
29  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-09-23 12:25:04
Aye, this is more or less because it's impossible to see the future, and it's the fault of neither side.  X years ago when these projects began, no one had any idea that we'd be on this forum in 2011 discussing this issue.

Based on your posts as well as Cas', we're probably just going to stick with JOGL.  The one constant between both services is that this amazing community exists to help us make our dreams come true regardless of which one we happened to hit first on a google search for Java OpenGL.  For future projects we have a much better idea of what to expect.
30  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2011-09-23 02:20:43
We now enable vsync and run in full screen which produces the optimal results with our fixed timestep - no screen tearing, and no stuttering, looks like a knife through butter.
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