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  Quantum - Free RTS  (Read 40243 times)
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Offline lightbringer

Senior Newbie




Lone Wolf


« Reply #30 - Posted 2009-02-12 03:24:13 »

Looks like an interesting game going by those screens, but I'm having problems running it on ubuntu 8.10 with GeForce 8600 GT and sun-java 6.10.

With both the webstart and non-webstart version, I get to the main screen. When I click on "singleplayer" or any of the other play options, I get "Error: GL.GL_FRAMEBUFFER_EXT" and I have to kill -9 the java process. By the way, clicking on "check for updates" gives "[StartMenu] couldn't load image 'quantum.png'". The exit button works though, if I click it before clicking on anything else Cheesy

So I'm thinking the problem could be my graphics card, but this card is relatively recent.

Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #31 - Posted 2009-02-12 08:24:13 »

Hi,

here's a couple of things to check:

-what drivers do you have installed? non-free from nvidia? your card supports framebuffers just fine normally.
- are you using a 64-bit vm? there were some problems with jogl in such vms
- it's very odd that you get the quantum.png error. especially as the same code is used to load the image for the main menu. maybe i screwed up something in the new version and missed it in my tests. willcheck that.

Thanks for the bug report!

http://www.badlogicgames.com - musings on Android and Java game development
Offline gouessej
« Reply #32 - Posted 2009-02-12 19:29:19 »

Thank you very much for the webstart link  Grin Your game is nice. I always lose but I will succeed one day lol.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline lightbringer

Senior Newbie




Lone Wolf


« Reply #33 - Posted 2009-02-12 20:05:29 »

Nice catch! After enabling nvidia's proprietary drivers (v177), everything works (even the update button -_-;). No 64bit anything on this system, btw.

Mouse zoom-in feels nice (like Sins of a Solar Empire) but zoom-out feels unnatural to me. I played against 3 AI on the first map, took out one and then it was 1vs1 against blue, kinda stalemate. Hard game Cheesy

Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #34 - Posted 2009-02-12 23:38:01 »

nice to hear! i wished all "bugs" were that simple to fix .)

i will give the user the option to set the ai difficulty viy a slider int the next release. Quantum really shines in multiplayer though. so populate the server!

http://www.badlogicgames.com - musings on Android and Java game development
Offline CommanderKeith
« Reply #35 - Posted 2009-02-13 00:32:41 »

Looks like a cool game. But unfortunately it didn't run on my computer. It gave some kind of openGL related exception in the Java console, but the game and console froze so I can't post it up.

This computer uses a crappy SiS integrated video card, so that probably explains it. (Mind you, Slick games work on this computer, and they use openGL)

Offline gouessej
« Reply #36 - Posted 2009-02-13 06:32:23 »

Looks like a cool game. But unfortunately it didn't run on my computer. It gave some kind of openGL related exception in the Java console, but the game and console froze so I can't post it up.

This computer uses a crappy SiS integrated video card, so that probably explains it. (Mind you, Slick games work on this computer, and they use openGL)
Lol TUER works on some (not all) SiS video cards and it does not use Slick Wink Activate the logging in the Java Webstart configuration so that it writes the traces into a file and let us know what is wrong.

Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #37 - Posted 2009-02-13 07:23:37 »

Looks like a cool game. But unfortunately it didn't run on my computer. It gave some kind of openGL related exception in the Java console, but the game and console froze so I can't post it up.

This computer uses a crappy SiS integrated video card, so that probably explains it. (Mind you, Slick games work on this computer, and they use openGL)

if you have the time could you download the zip version and start it via the command line? the command line will not freeze up so you can post the exception. i have a suspicion.

http://www.badlogicgames.com - musings on Android and Java game development
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #38 - Posted 2009-02-14 13:32:51 »

i just released a new update to version 1.22

I fixed a couple of things mainly related to the gui. You can now also save the recording any time during the game and have different snapshots. This comes in handy if you encounter a bug and game over never happens. I also added an option to control how long it takes before the planet status is shown when hovering over a planet. Apart from that i fixed a couple of bugs which are not really interesting Smiley

http://www.badlogicgames.com - musings on Android and Java game development
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #39 - Posted 2009-02-15 11:59:05 »

Update to version 1.24

  • Fixed a bug in the game server. Clients didn't get notified in the game lobby if the server closed
  • Added capability to save the game to file for later replay and analysis. This works in single as well as in multiplayer mode
  • Added an option to control the delay until a planets status gets shown
  • Added irc chat capabilities for easier match making and finding other players. We are hosted by apistudios so i also added their #idle channel as an optional channel to be used in quantum
  • Redid a few parts of the gui nobody will probably notice. The ingame menu is now a proper dialog
  • Added the ability to upload and download maps to and from the server. This should facilitate the exchange of maps
  • Some code refactoring in preparation for going open source ( which will not happen until march )
  • you now have to set an author a name and a description for new maps. name and author will be shown instead of filenames

Try out the new version, create and share maps and play some epic online battles with your friends. everything is in place now Smiley

http://www.badlogicgames.com - musings on Android and Java game development
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline CommanderKeith
« Reply #40 - Posted 2009-02-17 13:16:16 »

if you have the time could you download the zip version and start it via the command line? the command line will not freeze up so you can post the exception. i have a suspicion.

Hi,

I ran the jar and the same thing happened. The exception is one of these: GLException, method "glActiveTexture" not available. The first source of the problem in your code is in Quantum.display (line 269), then GUI line 130, then Container line 146.

Sorry I can't copy the complete stack trace, it's written in an MS-DOS style console window and I can't select the text. I hope that helps!


Offline h3ckboy

JGO Coder


Medals: 5



« Reply #41 - Posted 2009-02-17 15:24:26 »

when I pressed esc it froze.I tried to save recording but I dont know if it did. also how do you make new planets in the map editor. it does not say how.

keep up good work.
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #42 - Posted 2009-02-17 20:02:39 »

Hi,

I ran the jar and the same thing happened. The exception is one of these: GLException, method "glActiveTexture" not available. The first source of the problem in your code is in Quantum.display (line 269), then GUI line 130, then Container line 146.

Sorry I can't copy the complete stack trace, it's written in an MS-DOS style console window and I can't select the text. I hope that helps!



hi,

that missing method can mean 2 things: either your drivers are not up to date and you use the software gl rendere or you graphics card does not support multitexturing. i should have asked it after your first post but could you give me the exact specs of your graphics card? i can the research the feature set of your graphics card.

when I pressed esc it froze.I tried to save recording but I dont know if it did. also how do you make new planets in the map editor. it does not say how.

keep up good work.


in what menu did you press escape? saving the recording should pop up a dialog asking you to specify the file name of the recording. could you try to reproduce it and the send me the file log.txt or alternatively set the java console to be visible and send me what's written there? you can find the log file in the folder quantum in your home directory in case you are using windows. also, do you run vista? it could be that the write permissions for the quantum directory are not set which might result in null pointer mayhem.

thanks for all your feedback.

http://www.badlogicgames.com - musings on Android and Java game development
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #43 - Posted 2009-02-17 20:05:17 »

It was ingame. there is a recording in the folder but I am not sure if it is this one. I am XP.
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #44 - Posted 2009-02-18 00:35:26 »

hm i'm really sorry i have no idea why that would happen. if you can get your hands on the log file or post what the java console spits out while you run quantum i might be able to deduce what's wrong. i also just released version 1.26, try it maybe it helps.


This is mainly a bug fix update. The following stuff has been fixed:

  • gui transitions were wrong, e.g. clicking back in create will go back to main menu instead of join menu
  • fixed that creatures don't obey the chain in the tutorial. problem was in boid behaviour code
  • fixed resource regrowth bug. update order was not correct had to introduce another cycle
  • fixed creatures going to infinity bug. boid behaviour was incorrect geometrically. normalization was missing
  • added light path lines so one can immediatly grasp the whole path network of the map without getting to distracted
  • fixed bug in game menu related to escape and save dialog
  • fixed udp broadcast bug for lan network discovery, interval timer was not started due to new code in last release. note to self: do some regression testing from now on...

Still open is the occasional bug where clicking on a planet will not select it. i'm not yet sure why that happens.

http://www.badlogicgames.com - musings on Android and Java game development
Offline CommanderKeith
« Reply #45 - Posted 2009-02-18 00:40:47 »

Thanks marzec, but don't hassle yourself with it. Dxdiag.exe says it's name is "SiS 650/651/740/661FX/741/760 Series" and its chip type is "SiS 661".

Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #46 - Posted 2009-02-18 00:42:51 »

Thanks marzec, but don't hassle yourself with it. Dxdiag.exe says it's name is "SiS 650/651/740/661FX/741/760 Series" and its chip type is "SiS 661".
perfect info thanks a lot. i'm very interested in that kind of stuff as i want quantum to run on as many machines as possible, especially the low end. it will look like shit on such a configuration though :p

http://www.badlogicgames.com - musings on Android and Java game development
Offline zammbi

JGO Coder


Medals: 4



« Reply #47 - Posted 2009-02-18 01:28:33 »

Just shows a blank window for me.

Java 6 update 12
Windows 7 (x64)
Intel x3100 graphics

Current project - Rename and Sort
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #48 - Posted 2009-02-18 06:41:38 »

works great, thx for finally addding a pause function. cause I wiould sometimes need ot leave. I would jsut have to loose:(
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #49 - Posted 2009-02-18 08:55:17 »

Just shows a blank window for me.

Java 6 update 12
Windows 7 (x64)
Intel x3100 graphics

That's probably due to you using a 64-bit vm which jogl is not compiled for. i will try to get an apropriate version running soon. if you could post the output of the java console i could say more.sorry for the inconvenience.

http://www.badlogicgames.com - musings on Android and Java game development
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #50 - Posted 2009-02-20 18:43:54 »

i released version 1.27 today. this update includes sound effects and music. the next release will include some more polish of the ui as well as a mechanism to control the strength of the bots. feedback is very welcome!

http://www.badlogicgames.com - musings on Android and Java game development
Offline komadori

Senior Newbie





« Reply #51 - Posted 2009-02-22 13:00:29 »

I played an earlier version which worked correctly (1.24?), however 1.27 repeatably locks up. The main and Java console windows stop repainting.

Immediately starting a single player game:-


[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000
[Renderer] shaders supported
[Renderer] loaded textures
[Renderer] created display list
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/dat/scripts/'
[SinglePlayerMenu] listing bots files in '/export/home/komadori/quantum/dat/scripts/
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/dat/maps/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/tmp6114823322573.rec'
[GameSaver] opened file 'tmp6114823322573.rec' for output
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/tmp6114823322573.rec'
[Renderer] shaders supported
[Renderer] loaded textures
[Renderer] created display list
[SoundStream] stream disposed
[SoundStream] stream disposed


Part way through the tutorial:-


[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000
yockenthwaite% cat log1.txt
[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/tmp5266068885265.rec'
[GameSaver] opened file 'tmp5266068885265.rec' for output
[GameLoop] couldn't create recorder: null
quantum.utils.Log.getStackTrace(Log.java:81)
quantum.game.GameLoop.<init>(GameLoop.java:59)
quantum.forms.Tutorial.<init>(Tutorial.java:50)
quantum.forms.StartMenu$2.clicked(StartMenu.java:88)
quantum.gui.Button.mouseReleased(Button.java:84)
quantum.gui.Container.mouseReleased(Container.java:132)
quantum.gui.Container.mouseReleased(Container.java:132)
quantum.gui.Gui.mouseReleased(Gui.java:206)
java.awt.Component.processMouseEvent(Component.java:6134)
java.awt.Component.processEvent(Component.java:5899)
java.awt.Component.dispatchEventImpl(Component.java:4501)
java.awt.Component.dispatchEvent(Component.java:4331)
java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

[Renderer] shaders supported
[Renderer] loaded textures
[Renderer] created display list
[SoundStream] stream disposed
[SoundStream] stream disposed
[SoundStream] stream disposed
[SoundStream] stream disposed


On the main menu:-


[FileManager] path to quantum is '/export/home/komadori/quantum/'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/./'
[FileManager] path to quantum is '/export/home/komadori/quantum/', returning file '/export/home/komadori/quantum/config.dat'
[SoundManager] buffers size: 34000


System configuration:-


% uname -srvmpi       
SunOS 5.11 snv_101b i86pc i386 i86pc
% java -version       
java version "1.6.0_10"
Java(TM) Platform, Standard Edition for Business (build 1.6.0_10-b33)
Java HotSpot(TM) Server VM (build 11.0-b15, mixed mode)
% glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: Quadro FX 370/PCI/SSE2
OpenGL version string: 2.1.2 NVIDIA 177.80
OpenGL extensions:

Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #52 - Posted 2009-02-22 20:10:32 »

thanks for the extensive log and specs. i have no chance to try it on solaris atm so i really can't tell what's wrong. you might have downloaded it during a period where a wrong version was on the server. for now i can only recommend redownloading it as a zip or clearing it from the java cache and start the webstart version again. you could also try version 1.26 which is available as a zip from here. sorry for the inconveniance, multiplattform support is hell for a single person with only one pc Smiley

http://www.badlogicgames.com - musings on Android and Java game development
Offline komadori

Senior Newbie





« Reply #53 - Posted 2009-02-23 20:41:34 »

for now i can only recommend redownloading it as a zip or clearing it from the java cache and start the webstart version again.

Thanks, both of those worked*. It's strange that the jar/resource cache could get into an incoherent state like that.

I still get the exception in quantum.utils.Log.getStackTrace(Log.java:81) whenever the tutorial is started. That appears to be benign and unrelated to the freezing.

* Shared objects from jogl-1.1.1-solaris-i586.zip required for the downloadable version.

Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #54 - Posted 2009-02-24 00:26:34 »

Thanks, both of those worked*. It's strange that the jar/resource cache could get into an incoherent state like that.

I still get the exception in quantum.utils.Log.getStackTrace(Log.java:81) whenever the tutorial is started. That appears to be benign and unrelated to the freezing.

* Shared objects from jogl-1.1.1-solaris-i586.zip required for the downloadable version.

the exception is related to something that is not a bug and can, as you said, be neglected. I'll remove the stacktrace output for that in the next release. I'll also add the shared objects for solaris. i would not have been able to come up with that fix myself so thank you very much for that valuable information!

http://www.badlogicgames.com - musings on Android and Java game development
Offline zammbi

JGO Coder


Medals: 4



« Reply #55 - Posted 2009-02-24 05:21:17 »

That's probably due to you using a 64-bit vm which jogl is not compiled for. i will try to get an apropriate version running soon. if you could post the output of the java console i could say more.sorry for the inconvenience.


It took me a while to get the crash data. Since it also freeze Java too.
I never knew that was possible in webstart. This should help me a lot  Roll Eyes
Hope this helps.
Quote
SoundManager] buffers size: 34000
Exception in thread "Thread-19" javax.media.opengl.GLException: javax.media.opengl.GLException: Method "glActiveTexture" not available
   at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:410)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
   at com.sun.opengl.util.Animator.display(Animator.java:144)
   at com.sun.opengl.util.Animator$MainLoop.run(Animator.java:181)
   at java.lang.Thread.run(Unknown Source)
Caused by: javax.media.opengl.GLException: Method "glActiveTexture" not available
   at com.sun.opengl.impl.GLImpl.glActiveTexture(GLImpl.java:33)
   at quantum.gfx.Texture.bind(Texture.java:119)
   at quantum.gfx.Texture.bind(Texture.java:97)
   at quantum.gui.Image.render(Image.java:124)
   at quantum.gui.Container.render(Container.java:146)
   at quantum.gui.VerticalBoxContainer.render(VerticalBoxContainer.java:35)
   at quantum.gui.Container.render(Container.java:146)
   at quantum.gui.Gui.render(Gui.java:130)
   at quantum.Quantum.display(Quantum.java:267)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: Method "glActiveTexture" not available
   at com.sun.opengl.impl.GLImpl.glActiveTexture(GLImpl.java:33)
   at quantum.gfx.Texture.bind(Texture.java:119)
   at quantum.gfx.Texture.bind(Texture.java:97)
   at quantum.gui.Image.render(Image.java:124)
   at quantum.gui.Container.render(Container.java:146)
   at quantum.gui.VerticalBoxContainer.render(VerticalBoxContainer.java:35)
   at quantum.gui.Container.render(Container.java:146)
   at quantum.gui.Gui.render(Gui.java:130)
   at quantum.Quantum.display(Quantum.java:267)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:412)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
   at javax.media.opengl.GLCanvas.paint(GLCanvas.java:277)
   at sun.awt.RepaintArea.paintComponent(Unknown Source)
   at sun.awt.RepaintArea.paint(Unknown Source)
   at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

...repeats for 4 times

Current project - Rename and Sort
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #56 - Posted 2009-02-24 11:16:43 »

Can you update your graphics card drivers? glActiveTexture is an OpenGL command used to select a texture unit on your graphics card. Unless you have a graphics card that is older than 6 years you should be able to play Quantum with up to date drivers. This reminds me to put in the Renderer string for opengl in the next log. i suspect that you are running on the software renderer which is only opengl 1.1 compliant and thus does not support this command.

http://www.badlogicgames.com - musings on Android and Java game development
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #57 - Posted 2009-02-24 18:52:53 »

Again a minor update ( 1.28 ):

    * Fixed a bug in the sound module responsible for latency
    * Changed the start screen a little. Thanks to Thylian for the suggestion!
    * Fixed some other minor things like labels and so on

http://www.badlogicgames.com - musings on Android and Java game development
Offline zammbi

JGO Coder


Medals: 4



« Reply #58 - Posted 2009-02-26 01:11:55 »

Oh crap forgot that my window 7 driver currently hasn't got OpenGl support since its new. I'll just go sit in the corner...

Current project - Rename and Sort
Offline badlogicgames

« JGO Bitwise Duke »


Medals: 71
Projects: 2



« Reply #59 - Posted 2009-02-26 18:11:17 »

no biggie. good for me it wasn't yet another bug. you can come out of the corner now Smiley

http://www.badlogicgames.com - musings on Android and Java game development
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2014-07-31 16:26:06
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