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  FarSky  (Read 30750 times)
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Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #30 - Posted 2013-08-12 19:06:20 »

It worked fine but I wonder what the difference is with more power? I did 2 damage per shot in the beginning, and with 24 in power I still only did 2 in damage...? With so little damage I died from a lvl 2 mantra...

Mike

Tried it again and clicked the right mouse button! Wink It would be nice if there was a skill to upgrade the shots as well, but maybe that is done by weapon upgrades?

The right button skill makes the game a lot easier (especially the lvl 2 octopus) but the mantras are really difficult to hit with the stone.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Tim Spekler
« Reply #31 - Posted 2013-08-13 07:10:36 »

@Mickelukas: For the moment, you can only upgrade your life & energy. But soon you'll be able to get new skills and new powers. The stone power will not be a default power, you'll have to get it from the evolution map. For the weapon, upgrades will be hidden in the game. New weapons will also be hidden.
@Drenius: Sorry for the trouble. Do you have a screenshot or a java console info that can help me finding out what is your problem?
Offline Tim Spekler
« Reply #32 - Posted 2013-08-13 08:39:23 »

I just added currents. You are now able to go back from deepest levels and can not be stuck if you forgot to do things in higher levels.  Smiley

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

JGO Coder


Medals: 17
Projects: 1


hitar!


« Reply #33 - Posted 2013-08-13 09:22:58 »

skate fishes lvl 2 are op. No way in killing them. anyways Looks good so far! I like the suit evolution thing, might still be a bit too basic but i'm sure you'll work on that later.

My projects:
Tower Defence!]http://www.java-gaming.org/topics/iconified/25690/view.html]Tower Defence! [lll.......] 30%!
Lightsnakerider! [llllll....] 60%!
Offline Drenius
« Reply #34 - Posted 2013-08-13 17:04:44 »

It always looks like I'm looking straight up, but it changes the color when 'looking around'...
Offline deepthought
« Reply #35 - Posted 2013-08-13 17:29:48 »

those skate fish are WAAAY OP.

jocks rule the highschools. GEEKS RULE THE WORLD MWAHAHAHA!!
captain failure test game
Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #36 - Posted 2013-08-13 19:47:09 »

those skate fish are WAAAY OP.

The only thing that makes them op is the difficulty in hitting them with the throw stone skill. Once that is fixed they are okay.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Tim Spekler
« Reply #37 - Posted 2013-08-16 12:02:30 »

New update !! (alpha v02.01)
I think this update could be called "JGO update" as it mostly fixes all problems mention in your feedbacks.  Grin

Here are the new features:
- update: reduce underwater sound
- add: currents linking different levels
- add: max speed limit
- update: sound and display when enemy is touched
- update: black halo around the screen
- add: Shell enemy
- update: skatefish design and texture
- update: skatefish is now a harmless fish
- add: new harmless fish
- add: arrow speed generates bubbles
- update: in NO DEBUG mode, console displays all pieces of information
- fix: arrows hurt floor. A sound is played at collision point
- update: console log is written in file "farsky.log" in NO DEBUG mode 
As you can see on this picture, the skatefish has been redesign and is now harmless.



Enjoy !  Wink

@Drenius: In this update, I put all logs from the console in a file "farsky.log" that I can use for debugging. This file should appear in the folder where you put the launcher. Please copy/paste it so I can understand where your problem comes from. I can not do it otherwise as I tested the game on several computers without having any trouble ( I can not reproduce your bug..).
Offline Tim Spekler
« Reply #38 - Posted 2013-08-16 13:05:31 »

If you want some explanation on how the world is made, I posted a video with a pre-alpha video and some comments  Wink

<a href="http://www.youtube.com/v/aJCSzeiHfbk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/aJCSzeiHfbk?version=3&amp;hl=en_US&amp;start=</a>
Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #39 - Posted 2013-08-16 14:00:21 »

After upgrading the game crashes when I click "New game" (Java process stopped responding).

Log:
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New texture Id: 1, for: textures/gui/chillerFont.png
New texture Id: 2, for: textures/gui/chaparalFont.png
New texture Id: 3, for: textures/gui/eccentricFont.png
New texture Id: 4, for: textures/gui/title.png
New texture Id: 5, for: textures/white.png
New texture Id: 6, for: obj/alga/Talga.png
New texture Id: 7, for: obj/giantAlga/TgiantAlga.png
New texture Id: 8, for: obj/chest/Tchest.png
New texture Id: 9, for: obj/chestTop/TchestTop.png
New texture Id: 10, for: obj/rockWall/TrockWall.png
New texture Id: 11, for: obj/octopus/Toctopus.png
New texture Id: 12, for: obj/shell/Tshell.png
New texture Id: 13, for: obj/hand/Thand.png
New texture Id: 14, for: obj/harpoon/Tharpoon.png
New texture Id: 15, for: obj/arrow/Tarrow.png
Fri Aug 16 16:04:23 CEST 2013 INFO:Initialising sounds..
Fri Aug 16 16:04:23 CEST 2013 INFO:- Sound works
Fri Aug 16 16:04:23 CEST 2013 INFO:- 64 OpenAL source available
Fri Aug 16 16:04:23 CEST 2013 INFO:- Sounds source generated
SoundManger id: 65, for file: sounds/musics/background.ogg
SoundManger id: 66, for file: sounds/musics/tension.ogg
SoundManger id: 67, for file: sounds/musics/calm.ogg
SoundManger id: 68, for file: sounds/musics/underwater.ogg
SoundManger id: 69, for file: sounds/soundEffects/enemyScream.ogg
SoundManger id: 70, for file: sounds/soundEffects/jetpack.ogg
SoundManger id: 71, for file: sounds/soundEffects/click.ogg
SoundManger id: 72, for file: sounds/soundEffects/hover.ogg
SoundManger id: 73, for file: sounds/soundEffects/octopusNoise.ogg
SoundManger id: 74, for file: sounds/soundEffects/enemyScream.ogg
SoundManger id: 75, for file: sounds/soundEffects/groundExploder.ogg
SoundManger id: 76, for file: sounds/soundEffects/capaCharged.ogg
SoundManger id: 77, for file: sounds/soundEffects/bass.ogg
SoundManger id: 78, for file: sounds/soundEffects/floorExplosion.ogg
SoundManger id: 79, for file: sounds/soundEffects/heartBeat.ogg
SoundManger id: 80, for file: sounds/soundEffects/hurt.ogg
SoundManger id: 81, for file: sounds/soundEffects/harpoon.ogg
SoundManger id: 82, for file: sounds/soundEffects/chestOpening.ogg
SoundManger id: 83, for file: sounds/soundEffects/item.ogg
SoundManger id: 84, for file: sounds/soundEffects/wallFalling.ogg
SoundManger id: 85, for file: sounds/soundEffects/outFromGround.ogg
SoundManger id: 86, for file: sounds/soundEffects/touched.ogg
SoundManger id: 87, for file: sounds/soundEffects/spear.ogg
SoundManger id: 88, for file: sounds/soundEffects/air.ogg
SoundManger id: 89, for file: sounds/soundEffects/hurtFloor.ogg
****************************
** Shaders Loading Begins **
== Loading world Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading worldFloor Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading map Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading blur Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading bright-pass Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading bloomAdditive Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading hands Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading enemy Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading blackBorders Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading worldTest Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
== Loading worldFloorTest Shader ==
* VertShader log *
* FragShader log *
* Link Log *
* Validate Log *
****************************
******** Shaders Ids *******
world:   3
worldFloor:   6
map:   9
blur:   12
bright_pass:   15
bloomAdditive:   18
hands:   21
enemy:   24
blackBorders:   27
*** Shaders Loading Ends ***
****************************
World Manager Thread -> Run
New texture Id: 16, for: textures/Tsand.png
New texture Id: 17, for: textures/Nsand.png
New texture Id: 18, for: textures/particle.png
New texture Id: 19, for: textures/godRay.png
New texture Id: 20, for: textures/grass.png
New texture Id: 21, for: textures/eye.png
New texture Id: 22, for: textures/grad.png
New texture Id: 23, for: textures/pickCursor.png
New texture Id: 24, for: textures/disk.png
New texture Id: 25, for: textures/floorHole.png
New texture Id: 26, for: textures/sandParticle.png
New texture Id: 27, for: textures/Trock.png
New texture Id: 28, for: textures/lava.png
New texture Id: 29, for: textures/gui/bar.png
New texture Id: 30, for: textures/gui/evolutionMap/capaArmor.png
New texture Id: 31, for: textures/gui/evolutionMap/capaEnergy.png
New texture Id: 32, for: textures/gui/evolutionMap/hexaWhite.png
New texture Id: 33, for: textures/gui/evolutionMap/hexaBlue.png
New texture Id: 34, for: textures/gui/evolutionMap/hexaYellow.png
New texture Id: 35, for: textures/gui/evolutionMap/hexaLight.png
New texture Id: 36, for: textures/gui/evolutionMap/evolutionMapSmallHeader.png
New texture Id: 37, for: textures/gui/evolutionMap/newSource.png
New texture Id: 38, for: textures/gui/evolutionMap/newSwitcher.png
New texture Id: 39, for: textures/sight.png
New texture Id: 40, for: textures/gui/optionElement.png
New texture Id: 41, for: textures/gui/optionArrow.png
New texture Id: 42, for: textures/gui/mapCursor.png
New texture Id: 43, for: textures/gui/loading.png
New texture Id: 44, for: textures/gui/loadingLines.png
New texture Id: 45, for: textures/gui/ink.png
New texture Id: 46, for: textures/gui/avatarBlackBar.png
New texture Id: 47, for: textures/gui/avatarLifeBar.png
New texture Id: 48, for: textures/gui/avatarEnergyBar.png
New texture Id: 49, for: textures/elec.png
New texture Id: 50, for: textures/currentParticle.png
New texture Id: 51, for: textures/bubble.png
New texture Id: 52, for: obj/skatefish/Tskatefish.png
New texture Id: 53, for: obj/standardFish/TstandardFish.png
New World
World Manager Thread -> Run
Stage 0, Zone Position:   X:0.0   Y:-1000.0   Z:0.0
Stage 0, Zone Position:   X:0.53414726   Y:-1000.0   Z:-15.011372
Stage 1, Zone Position:   X:-7.5039687   Y:-3000.0   Z:-29.739416
Stage 1, Zone Position:   X:3.8020234   Y:-3000.0   Z:-31.07749
Stage 1, Zone Position:   X:-12.558139   Y:-3000.0   Z:-29.407213
NbOfCenters:4
NbOfEdges:3

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Tim Spekler
« Reply #40 - Posted 2013-08-16 14:17:10 »

Thanks Mickelukas for your feedback !
Does it happen all the time (did you try at least another time) ? Cause it seems that the game was running just fine with you before this update.
It seems to me that maybe the problem is that I write the log file in two different threads.  Clueless
Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #41 - Posted 2013-08-16 15:04:22 »

Tried it three times, happened each time. Played it 4-5 times before the update and worked each time.

A deadlock could indeed cause that behaviour. Smiley

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Tim Spekler
« Reply #42 - Posted 2013-08-16 15:42:21 »

Thanks again for your time Mickelukas, your feedback is precious Cheesy
I just realized that only  standard output stream was printed in the log file, and not standard error output stream. (I used System.setOut but not System.setErr when setting log file).
Now errors are printed in the log file.
I don't think it is a deadlock issue, but who knows. Please tell me if the log file looks any better Smiley
Offline Drenius
« Reply #43 - Posted 2013-08-16 16:12:54 »

It seems that your launcher's update function always choses the next instead of the newest version ./?

The screen is just black now instead blue, green and so on, but the GUI is still working.
The log is a little bit too long to post it here, but everything seems to be successfull except
1  
2  
* Validate Log *
Validation warning! - Sampler value colorTex has not been set. Validation successful.

for colorTex, normalTex, texture

I remember having a texture loading bug in Overbind too - are you using the same system?
Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #44 - Posted 2013-08-16 17:19:00 »

Thanks again for your time Mickelukas, your feedback is precious Cheesy
I just realized that only  standard output stream was printed in the log file, and not standard error output stream. (I used System.setOut but not System.setErr when setting log file).
Now errors are printed in the log file.
I don't think it is a deadlock issue, but who knows. Please tell me if the log file looks any better Smiley


Much better Smiley

Exception in thread "main" java.lang.NullPointerException
   at game.p.c.a(Unknown Source)
   at game.p.e.e(Unknown Source)
   at game.p.e.a(Unknown Source)
   at game.a.c.a(Unknown Source)
   at game.a.c.a(Unknown Source)
   at game.d.a.a.a(Unknown Source)
   at game.d.a.b.a(Unknown Source)
   at game.d.d.a(Unknown Source)
   at game.i.h.a(Unknown Source)
   at game.Main.c(Unknown Source)
   at game.Main.main(Unknown Source)

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Tim Spekler
« Reply #45 - Posted 2013-08-16 20:31:21 »

Great Mickelukas, the problem is now fixed. It was due to multi threading. Fishes asked for world coordinates but the world was not generated yet  Roll Eyes
Now I look at your problem Drenius  Wink. You're right, I used most of the texture part from Overbind game. Yet I'm glad to see that your graphic card sends back a clue.
Thanks again for the feedbacks !
This multi threading bug kept me awake, now I need some rest  Grin
Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #46 - Posted 2013-08-16 21:04:34 »

It works now Smiley

The shell fish was a lot of jumping once the energy was too low to throw stones.

Finally finished the game, on the first try. Looks good so far, looking forward to some updates with more content.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Tim Spekler
« Reply #47 - Posted 2013-08-19 07:42:13 »

@Drenius: after some research, it seems that this problem is related to your graphic card. Yet I'd rather be sure. Can you give me your graphic card specification please? (I expect it to be an ATI radeon, but the references would be useful to be sure if the game should work correctly or not).
Offline Drenius
« Reply #48 - Posted 2013-08-19 19:42:40 »

ATI Mobility Radeon HD 5650
You're right...
But whats the problem?
Offline Tim Spekler
« Reply #49 - Posted 2013-08-21 07:13:51 »

I'm not sure your graphic card is the problem. There is not a lot of information about this problem on the web, and most of them are ending up on a hardware issue. Yet I was not convice and kept searching, I found some interesting info today and I hope I found a solution. For shader linking, I'm using the ARB extension (as mentioned in LWJGL tutorial). But some of the most recent drivers could have some trouble to handle it. Plus I checked with AMD software and there is no problem within the shader code, so it must be a linking issue. Plus you had the problem with Overbind game, I used the ARB extension too and the shader code was not the same.
I'll change the linking function calls for next update (on Friday) and hope it will work for you  Smiley
Offline Drenius
« Reply #50 - Posted 2013-08-21 16:39:33 »

Looking towards!
Offline Tim Spekler
« Reply #51 - Posted 2013-08-23 12:19:05 »

New Update!!!  Grin

The main goal of this update is really to make the game more fun to play.
The gameplay has been improved and new features have been added. I hope you'll like it.

New features are:
- add: critical hit
- add: blood spatter
- add: synaps physically exist and need to be collected
- add: jellyfish enemy
- add: object interaction. Press action button to interact with it
- update: pieces of ship are always visible in the map
- update: piece of ship is now a fan
- update: a ray of light is pointing at the pieces of ship
- update: stage 0 piece of ship is protected by Shell enemy
- update: stage 1 piece of ship is protected by Octopus enemy
- update: Octopus tentacle crash attack can be skirted
- update: Octopus tentacle crash attack makes more damage
- update: Octopus spear attack is easier to avoid
- update: Shell behavior
- update: top light is reflected on fishes
- update: Shell enemy is not hurt the same way everywhere
- update: life and name appear only for bosses
- remove: power switching
- fix: shader manager does not use ARB extension anymore
- fix: error when going deeper than the expected level of stage 1

You can follow the dev on Twitter.








Your feedback would be really appreciated  Smiley
Offline Drenius
« Reply #52 - Posted 2013-08-23 13:17:25 »

Still black screen... (except GUI)
Offline bilznatch

Senior Member


Medals: 8
Projects: 2
Exp: 1 year


I'm bad, I'm bad, I'm really... really bad T_T


« Reply #53 - Posted 2013-08-23 16:01:04 »

If you do the power jump (I guess it's swimming?) as you win the game, the sound for it gets stuck on, and persists even through to the menu screen. Basically, the swim sound gets stuck on forever, and it's relatively annoying. But other than that it seemed really well done, I didn't experience any bugs that I could tell, other than that one right at the end.
Offline Mike

JGO Wizard


Medals: 74
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #54 - Posted 2013-08-23 17:00:25 »

It's too bad about the lack of random encounters, the game now takes like 5 minutes to finish, while it took longer before.

And the shell fish is way too easy, the random direction makes him quite boring.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Tim Spekler
« Reply #55 - Posted 2013-08-24 10:31:43 »

@Drenius: Well, that's some bad news. I wish I could find what your problem is. I did some more research and I must say I start to believe that it could be a problem with your graphic card. Some ATI drivers could have trouble when it comes to run GLSL (shaders on top of an openGL implementation). People are saying they have blackscreens or no textures. The only solution I see now would be to update your driver, if an update is available. I saw on forums that it fixed it for some people. I wish I could do more...
@bilznatch: Actually it is a jetpack, but for the moment there is no clue to guess it. I see what bug you are reffering to, I'll fix it. Thanks for the feedback  Smiley
@Mickelukas: I 'm keeping the idea that during your exploration, you see some random encounters. Of course for the moment there are only jellyfishes, but I'll add more dangerous enemies later on. I think this is really important as it keeps the game surprising and fun. I just need time to add enemies  Cheesy. About the fact that it's really fast to finish the game now, I agree. This will be fixed with more content in the near futur and difficulty adjustment.
Offline Tim Spekler
« Reply #56 - Posted 2013-08-30 10:26:13 »

New update!!! Alpha 04!! Grin

Again, I spent some time thinking about how to make the gameplay more fun and original and also less shooter. So this update is mainly focused on changing the weapon (you have a knife and a slower harpoon now) and also on bringing up a new feature: the energy slicer !
As the goal of the game is to go really really deep (you will be able to reach the dark abyss!), you now can split your suit energy to manage the water pressure and temperature. You will also have some other parameters to manage in the futur, such as lighting, oxygen (when you'll be able to use the vessel), ...

If you go too deep and the pressure is too high, your suit starts cracking and you will die after a certain amount of time:



And if you go too deep and the temperature is too low, your suit begins to freeze, and you can also die:



The energy slicer is looking like this. It replaces the previous suit evolution system which was... not so good on my opinion. But the energy slicer fits perfectly now  Grin



Link to the game

I hope you'll enjoy it  Wink
Offline elamre

JGO Coder


Medals: 17
Projects: 1


hitar!


« Reply #57 - Posted 2013-08-30 10:34:31 »

It looks really smexy! Except for the energy system on the suit. I actually liked that idea a lot persecutioncomplex.

My projects:
Tower Defence!]http://www.java-gaming.org/topics/iconified/25690/view.html]Tower Defence! [lll.......] 30%!
Lightsnakerider! [llllll....] 60%!
Offline Tim Spekler
« Reply #58 - Posted 2013-09-06 11:36:20 »

UPDATE!!!  Grin

This update is mainly focused on a new enemy... the shark!
There are also some other stuffs, such as more vegetation, quantum attracted by the player, a short get up animation at the beginning, and more.



Play here
Have fun!  Cheesy

@elamre: Thanks! I liked previous energy system too, but it really did not fit all futur features.
Offline Drenius
« Reply #59 - Posted 2013-09-06 14:16:14 »

There's a light on your website making a 'to' in the text invisible  Wink
Still can't see anything in the scene, but like the deepness bar!
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by dleskov
2014-07-08 01:59:08
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