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1  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-19 11:06:54
Hi

I advise you to run your JAR in command line first (java -jar GTA4K.jar). Check that you created a manifest file with the Main-Class attribute as I said earlier and ensure that you added it into the JAR. My method works, I succeeded in playing with GTA4K and it has the advantage of being future-proof (there was an error in SHC's code, he wrote setPositionRelativeTo instead of setLocationRelativeTo).

I don't see how compilejava.net helps. It works with Procyon. I gave you all the necessary steps.
2  Games Center / Showcase / Re: Break-It: an old school Breakout clone! on: 2016-09-17 21:26:14
It's between 400 and 600 in the title screen. Your game is simple but it looks really polished, I really hope that you'll fix this bug. I'll give it a try under Windows later.
3  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 19:53:55
Even the fresh source code(not replace anything) i got this error:
Use an editor that supports UTF-8 or use "Save" in JD-GUI.

Personally, I still get tons of compile errors but not the same than Bogart. Both Java Decompiler and CFR produce wrong source code.

Im keep getting erorr and error while compile...post full code please.
I won't post the full source code without the prior consent of the copyright owner but I'll do my best to help you out. SHC's suggestion works if you use the unmodified .class file and write another class with a main method except if you use a version of Java without applet support which will be the case of Java 1.10 in a far future.

P.S: It works with Procyon!!!!
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java -jar procyon-decompiler-0.5.30.jar -jar GTA4K.jar


My changes in the source code:
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12c12,15
< import java.applet.Applet;
---
> import java.awt.Panel;
> import java.awt.Dimension;
> import javax.swing.JFrame;
> import java.awt.BorderLayout;
18c21
< public class A extends Applet implements Runnable
---
> public class A extends Panel implements Runnable
719,721c722,724
<             if (!this.isActive()) {
<                 break;
<             }
---
>             //if (!this.isActive()) {
>             //    break;
>             //}
729a733,750
>    
>     public static void main(String[] args) {
>     JFrame frame = new JFrame("GTA-4K");
>
> frame.setResizable(false);
> frame.setLocationRelativeTo(null);
> frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
>
> A panel = new A(); // Assuming this is the class name, haven't checked
> panel.setSize(new Dimension(800, 600));
> panel.setPreferredSize(new Dimension(800, 600));
> frame.setLayout(new BorderLayout());
> frame.add(panel, BorderLayout.CENTER);
> frame.setVisible(true);
> frame.pack();
>
> panel.start();
> }
4  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 11:17:45
Use Java Decompiler to open the JAR and get the source code of the class A. Copy the source code into a file named A.java.

Replace
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import java.applet.Applet;

by
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import java.awt.Panel;


Replace
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public class A
  extends Applet
  implements Runnable

by
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public class A
  extends Panel
  implements Runnable


At the end of the class before the last closed bracket '}', insert this:
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public static void main(String[] args) {
    JFrame frame = new JFrame("GTA-4K");

frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

A panel = new A(); // Assuming this is the class name, haven't checked
panel.setSize(800, 600);

frame.add(panel);
frame.pack();

frame.setVisible(true);

panel.start();
}


Enter
Quote
javac A.java
java A
and you're done. If you want to make a JAR, don't forget to add a manifest file MANIFEST.MF containing at least:
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Main-Class: A

use this to create the new JAR:
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jar cmf MANIFEST.MF GTA4K.jar A.class


Do NOT republish the whole source code without the prior consent of the author, SimonH.
5  Games Center / Showcase / Re: Break-It: an old school Breakout clone! on: 2016-09-16 23:21:44
Hi

The sound works without any trouble under Mageia Linux 5, I hear the music and the effects. I get about 60 UPS and 600 FPS but the game seems to be very jerky, it drives it almost unplayable. It's like tons of frames are missing when the ball moves, it makes it hard to follow.
6  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-16 23:11:14
Use SHC's source code + replace java.awt.Applet with java.awt.Panel or javax.swing.JPanel both in GTA4K and in SHC's source code. You can use jd-gui to decompile GTA4K. I've looked at its source code, the class extends Applet and implements Runnable. N.B: Rather use setSize(800, 600); as it is the expected hardcoded size.

If you use SHC's suggestion without mine, it will work with Java >= 1.9 but not with Java 1.10. Keep in mind that you cannot reupload the class files elsewhere without the prior consent of the copyright owner. If you do something with the code, keep it for you. Some developers explicitly forbids republishing modified versions of their games even though they release their code, it's the case of "notch" alias Markus Persson for his game "Breaking the tower" and maybe Miners4K too.

Maybe we should contact SimonH, the author of GTA4K.
7  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-16 12:55:07
@Bogart You're welcome. You can post the HTML source code if you want to help the newbies Wink Actually, as long as I don't have the authorization of the authors, I won't start implementing another launcher, I respect the authors' rights. If you need some help to make GTA4K work without applet support, let me know (this might help).
8  Games Center / WIP games, tools & toy projects / Re: Defend the caves on: 2016-09-16 08:59:49
Hi

the game does not run on windows 10?
I've just tested, it crashes under Microsoft Windows 10 when I click on "Play" with the Nvidia driver n°353.30, I have the same stack trace than VaTTeRGeR. By the way, Simn, please put everything into the JAR to avoid such exceptions when double-clicking on the JAR:
Quote
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: assets/spritesheet.png
        at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:148)
        at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(TextureData.java:98)
        at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:100)
        at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:92)
        at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:88)
        at io.github.simengangstad.defendthecaves.Game.init(Game.java:86)
        at io.github.simengangstad.defendthecaves.Game.create(Game.java:74)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:147)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: assets\spritesheet.png (Internal)
        at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:136)
        at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:222)
        at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:145)
        ... 8 more

VIrtueeL, maybe you could run the game in command line to confirm whether you have the same problem, "the game does not run" isn't very accurate, is it?
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Starting game development, need guidance? on: 2016-09-15 22:50:23
graphics3d
Really?  persecutioncomplex There is no such class in any famous 3D Java framework.
10  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-15 22:30:11
Hi

Use this link to get the pack.gz file of GTA4K:
http://www.java4k.com/applet.php?gid=280

Decompress this archive:
Quote
gunzip GTA4K.pack.gz

Use unpack200 on the .pack file to obtain the JAR:
Quote
unpack200 GTA4K.pack GTA4K.jar

Make a small HTML web page containing an applet using GTA4K.jar and use its URL with the applet viewer, it should work.

If I could, I would wrap the applet into a software and package it with JNDT so that you would just have to get the executable and run it. Maybe it would be a nice project to help people to go on playing these games. appel, would it be legal?

P.S: There is already the Java4k launcher. The prior authorization of the authors is required to (re)publish or (re)upload the games elsewhere.
11  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-09-13 11:20:07
Well there is a difference between having a viewpoint and shoving it into every discussion you possibly can.
I'm sure you met some really political people or vegans like that. Tongue
Using an IDE whose full edition is entirely open source is important for me and was very useful for example when I tried to understand some bugs and limitations of SWT and Eclipse RCP (I used them in a software at work). It gives me a chance to fix the bugs by myself without having to resort to reverse engineering and to contribute, which I have done several times for Netbeans and Eclipse.

I rarely post on JGO, especially this year. My comments aren't off topic. Please respect my freedom of speech. Your accusation is unfair and I think that the problem isn't "having a viewpoint and showing it in every discussion" but rather the fact that you disagree with me. Lots of people don't realize that what they express show their political opinions maybe because they mostly agree with the current economic system, I don't blame them for showing them and imperialists can loudly express their viewpoints everywhere. Why should I refrain myself from showing my viewpoint in every discussion? I explained my thinking about Netbeans and Eclipse and why I don't use IntelliJ IDEA. I compare things that can be compared, i.e Eclipse & Netbeans with IntelliJ IDEA "Ultimate Edition". I remind that I program a bit in HTML, JavaScript, CSS and PHP too which is possible in Netbeans, Eclipse and IntelliJ IDEA but only in its commercial edition as far as I know. There is the same limitation for JavaEE:
http://www.jetbrains.com/idea/features/editions_comparison_matrix.html
12  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-09 19:26:08
The URL looks like this for GTA4K:
http://www.java4k.com/applet.php?gid=280

but something prevents you from downloading the JAR. I can reinstall IcedTea Web OpenJDK plugin and try to look for the downloaded JAR. Maybe Appel can tell us how to work around this problem.
13  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-09 12:12:32
Hi

They are packaged as applets, you cannot run them as softwares or applications, you have to use an applet viewer. You can download them by analysing the source code to get the URL of the JAR. I don't think that you break the rules except if you don't respect their terms of use. I tried to find a solution but something prevented me from using "applet.php" with the game identifier.
14  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-08 09:00:10
Hi

Building it from scratch
Not totally from scratch. As far as I remember, he used the source code of the latest MD3 importer I wrote, he found a bug and he contributed back Smiley

Good job orange451  Grin Where do your models come from?
15  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-31 11:28:09
To be honest, on newest Ubuntu (16.04) Eclipse is so unstable that it is almost impossible to use it, and not possible at all without switching back to old GTK 2... While NetBeans and IntelliJ are still working perfectly good. Smiley
I'm under Mageia Linux 5 and I use KDE. I hope that I'll get rid of those problems.

Biggest project I took part in so far was +/- 7m LOC split into 16 projects - both Eclipse and NetBeans are able to handle that, but Eclipse seems to often have problems with layout and stability (especially when navigating to new class), while NetBeans takes considerable amount of time to start (2-3 minutes on PC with HDD only and 32 gb RAM) and still processes things in a background for few more minutes.
Both are able to handle that but I find Eclipse more responsive than Netbeans on my least capable machines (bought between 2004 and 2008).

I said that!  Wink  All three have a liberal open-source license that allows for commercial extension.  There are commercial products built on top of all three.  It doesn't make the community edition any less open-source!  It does make it a little less well featured.  Grin
Sorry, maybe I misunderstood your comment. I have the impression that the community edition of IntelliJ IDEA has less features than the free of charge versions of Netbeans and Eclipse according to some comments above and actually, I'm happy enough with Eclipse despite its flaws.

I would accept to pay for a commercial edition if it gave access to its full source code.
16  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-31 11:08:13
I fail to see how it (community edition) is any less open source than the other two.
It's only the community edition.
17  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-31 11:06:50
Hi

SwampChicken, Java3D remained almost frozen (a few community fixes) for years when Sun abandoned it until Harvey tried to resurrect it and I ported it to JOGL 2. I understand philjord's position, he was reluctant to switch to another engine or scenegraph API, he didn't want to ruin his efforts and I know that porting some code to another engine can take a long time. There are a very few APIs similar to Java3D, the last commit for Xith3D was done in December 2014, ...

Hopefully if I can get my work back into the core of Java3D I might be able to give it a new breath of life for other developers.
There is no need to use a conditional instruction Wink In my humble opinion, you should split your contributions into several smaller and more manageable pieces. I suggest you to make a pull request with the changes about the OpenGL ES pipeline. Then, we can solve your problems with the drawable based on NEWT. After that, we can fix the Android specific aspects and finally, we can push the first pre-version of Java3D 1.7.0 with all your changes. There is no shame in asking for help. However, things have changed a lot in the latest ten years, there is no room for another challenger in the 3D Java area, what we have done for Java3D just extends its life (or postpones its death, depending on the viewpoint), Android support will be a very appealing feature but it won't be enough to compete with other famous engines and the problem is a bit the same for some other frameworks and engines supporting JogAmp except JMonkeyEngine and LibGDX. I expect a consolidation with few competitors rather than a diversification. It's up to us to choose how it will happen so that you'll be able to go on working on Morrowind on Android without having to rewrite everything.
18  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-30 22:08:28
Be the change you want to see
Excellent citation of the Mahatma Gandhi:
https://www.goodreads.com/quotes/24499-be-the-change-that-you-wish-to-see-in-the
19  Discussions / General Discussions / Re: Gamedev group chat on Skype cloud, meet other game devs for networking on: 2016-08-30 20:17:45
Hi

I don't want to use Skype, sorry Microsoft Grin

Long life to free software... and I don't use the softwares provided by a corporation that dares to disparage (some) developers! I don't like software patents, G+ no thanks  Tongue
20  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-30 20:13:21
Hi

NetBeans
Handles very large projects well
I have used Eclipse and Netbeans on projects composed of between 1 and 3 millions lines of code for more than ten years, I find Eclipse more scalable but when things go wrong, Netbeans seems to behave more smartly, it tells me "lengthy operation in progress..." instead of freezing and crashing. I find Netbeans generally more stable even though it's not my favourite IDE whereas I think that Eclipse has become less and less stable under GNU Linux since its fourth version, I have some nasty drawing problems sometimes, the error lines are reported on the wrong tab, the same for the todo and fixme notices, some parts of the code become invisible whereas the most important and basic features in Netbeans just go on working. I prefer Eclipse project layout because it's simpler, the files ".project" and ".classpath" are often enough for my needs. WindowBuilder (Eclipse) and Matisse (Netbeans) are both good.

I will never use IntelliJ IDEA because it's not open source. It's not a matter of price as I consider that work must pay and I have done some donations the last ten years.
21  Game Development / Newbie & Debugging Questions / Re: How to handle transitions between game states on: 2016-08-28 00:10:05
Hi

Maybe my schema and my short explanation can help you:
https://gouessej.wordpress.com/2013/10/22/tuer-7-ans-deja-tuer-already-7-years/#themanagementofapplicativestates

I use the Fettle API, it's used in Candy Crush too.
22  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-24 23:52:49
Yes, it exists thanks to philjord and thanks to JOGL 2 (Java3D >= 1.6.0 exclusively relies on JOGL). Java3D 1.7.0 will include his OpenGL ES pipeline. As philjord said, Java3D is tightly bound to AWT, making it work with NEWT requires some deep redesign but it allows to share a lot of source code on mobile and desktop environments, the OpenGL ES pipeline will probably be usable not only under Android. This is the fulfilment of our vision in the JogAmp community, a single set of tools to target all major operating systems in mobile and desktop environments, and that's the main reason why JOGL has its own windowing toolkit.

philjord's stuff is impressive  Grin
23  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-24 00:56:24
You're not forced to undergo those reviews. I prefer staying away from Google Play and Google Chrome Web Store, I even removed my game from numerous websites because I disagreed with the moderation. I understand that tons of end users don't even imagine that they can download and install softwares on their smartphones without those centralized "app stores" but this is what I'd like to change. Moreover, I don't see the interest of selling a game at the very reasonable price or giving it for free when you receive non-constructive bad reviews.

I agree with Catharsis. The "competition" is flawed when some games sell their users to advertisers because those users perceive those games as "free" whereas they aren't.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-18 21:45:33
I'm concerned now about Vecmath libraries, as a lot of those libraries use a proprietary vecmath solution...
Proprietary? It's under GPL v2 with Classpath exception (i.e non viral):
https://github.com/gouessej/vecmath/blob/master/LICENSE.txt

What did you mean exactly?
25  Game Development / Newbie & Debugging Questions / Re: Getting null pointer trying to load texture with LWJGL 3 w/ runnable jar on: 2016-08-18 21:34:26
Seems like distribution is better suited for packaging everything into one executable file.
Do you plan to distribute your game as a single JAR despite the known limitations?
26  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 21:22:41
Gouessej, I think you see me as a guy who wants to sell something using copyrighted elements, but it's not the case at all,
my goal as i said is just to improve my development skills
That's why i posted it on a Java forum,  I just wanted to have feedbacks from experimented developers, discussions about patterns used to develop a 2D game ...

In addition if someone wants to adapt its sprites to the clone, why not Smiley

No I don't see you as a guy who wants to sell something, I respect the fact that you want to improve your development skills, I just claim that either a developer agrees with the licensing terms of an artwork or some code and (s)he can use it, or (s)he mustn't use it (even though I'd prefer everyone including big corporations to release their artworks under free sharing licenses), it's very simple, isn't it? It has nothing to do with commercial projects, selling anything, ... You can simply rename your game "Maryo" to avoid trademark infringement and you can release the source code of your game under an open source / free software license without the copyrighted content so that someone else can reuse your stuff, it's an excellent idea.
27  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 11:53:04
Links to downloads that contain copyright material arent illegal mr gouessej, only the content is illegal.
Quote from: gouessej
post aren't giant walls of text
Come on, they're practically essays.
TheMeatMan, numerous forums used mainly to share illegally copyrighted contents have been closed (in France too) whereas they didn't host the contents but only links to download them. I cannot explain and give numerous examples because you would accuse me of writing essays, this one (in French) is a pertinent example. DPStream and at least 16 forums used to share links to pirated contents were blocked and closed in 2013. You go on making false peremptory claims and please try avoiding to misspell my pseudonym.

Springrbua, I think that an artist who puts her/his artworks under a free sharing license might be happy to learn that someone uses them in a kind of Mario if the terms of the license are respected, this is what I suggested. Cloning a copyrighted game while insisting on cloning its copyrighted contents too is a bad idea to me.

ziozio, it's not only a personal risk as it involves JGO. Where is the limit concerning the authors and the copyright owners? If you don't want to respect the licensing terms of a content, don't use it, it's simple, do I need to write an essay for that?
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-18 00:13:25
What formats are used?
PLY, OFF, STL, Mathematica Graphics 3D, VTK, ...

Actually, if you separated the geometry storages used during the parsing (pure Java, no NIO at this stage) from the creation of meshes and nodes containing the data for OpenGL (typically the NIO buffers) and if you chose a math library widely used by several engines (for example Vecmath, used as is in Java3D, a variant used in Xith3D, another variant used in JogAmp's Ardor3D Continuation), those engines could use your stuff, maybe with a Maven plugin to adapt the imports, and you could use most of their loaders. However, it's up to you and I understand that you prefer using jAssimp.
29  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-17 23:56:10
I disagree with Springrbua, his project is public, he shouldn't use copyrighted materials and I suggested him some alternative solutions. Considering than some free art isn't "real art" is an insult to those artists who put their contents under free sharing licenses. I don't criticize his ability to program a game, I criticized his ability to respect the artworks' terms of use.

orange451, you don't respect me, my post aren't giant text of walls, I expose my arguments but ignoring them is easier for you. Don't be surprised if you don't understand what I mean.

I think that some artists refuse to help or work for developers who lack of respect for licensing terms in general. "People have been doing it for years" doesn't mean that it's right or fair, people can be doing something wrong for years. Using similar artworks under Creative Commons isn't the end of the world, come on.

In my humble opinion, no illegal content should appear on JGO but as I'm neither a moderator nor a person liable for this forum, it's not up to me to decide but I don't plan to give up.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-17 12:55:27
LibGDX, JMonkeyEngine, and all the others are mainly game-engines, there's plenty of use for high-preformance java graphics outside of games (computer simulation is what I made it for, but it can also be used in, for example, data-visualization) JGLOOm is fairly lightweight compaired to the other graphics solutions.
Half of the scenegraph APIs I quoted aren't mainly for games. If the main "advantage" of your library is its light weight, you'll aim a tiny niche containing those who need more than just a set of bindings for OpenGL & OpenGL ES APIs and those who need less than a middle-level framework like LibGDX. This niche is already occupied by jReality and jzy3D. You talk about computer simulation and data visualization but I don't see numerous formats used in scientific visualization in your lists and unfortunately, as time goes by, there are fewer of them supported in major 3D editors like Blender (especially since its version 2.50). PLY and STL models can be converted into OBJ, it shouldn't be a problem. I see neither U3D nor Collada in your list.
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