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  The JGO Bar!!: SixtyGig - Open World Retro RPG.  (Read 14447 times)
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Online BurntPizza
« Reply #90 - Posted 2014-04-04 00:39:00 »

Caught you with your pants down! (your avatar)
Offline Rayvolution

JGO Kernel


Medals: 217
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Resident Crazyman


« Reply #91 - Posted 2014-04-04 00:47:47 »

Caught you with your pants down! (your avatar)

Guess it's better than pants off, at least I could put them back on in time and play damage control.  persecutioncomplex

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

JGO Kernel


Medals: 217
Projects: 2
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Resident Crazyman


« Reply #92 - Posted 2014-04-07 04:14:17 »

..our hero had decided to, uh.. "relax" a bit with his newly drawn pool tables!






- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline wessles

JGO Wizard


Medals: 67
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Profile picture isn't relevant.


« Reply #93 - Posted 2014-04-07 21:47:51 »

 Shocked

Is that shadow on the player dynamic?

If so, kudos to you! That is AWESOME. How did you do it?

Offline Rayvolution

JGO Kernel


Medals: 217
Projects: 2
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Resident Crazyman


« Reply #94 - Posted 2014-04-07 22:03:15 »

Shocked

Is that shadow on the player dynamic?

If so, kudos to you! That is AWESOME. How did you do it?

No, the shadows aren't dynamic. I drew all the game shadows carefully by hand. Tongue

As cool as dynamic shadows would be, I'm not sure if it'll be worth the effort. Honestly I'm not even 100% sure how I'd do true dynamic lighting in a 2D game without breaking the feel. Sad

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline wessles

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Medals: 67
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Profile picture isn't relevant.


« Reply #95 - Posted 2014-04-07 22:08:11 »

Well, if I were to go about it (which I wouldn't), I would first just get a general image where all pixels of the sprite that have an alpha value of more than 0, it is black. Then you draw the shadow at a skewed angle, relative to a light source close to you.

All hypothetical of course  persecutioncomplex.

Offline Rayvolution

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« Reply #96 - Posted 2014-04-07 22:20:26 »

Well, if I were to go about it (which I wouldn't), I would first just get a general image where all pixels of the sprite that have an alpha value of more than 0, it is black. Then you draw the shadow at a skewed angle, relative to a light source close to you.

All hypothetical of course  persecutioncomplex.

That's a good idea if I hypothetically wanted to add it. Tongue

My idea was to make rough 3D models of everything, place them over the objects that cast shadows but NOT render them, then have the lighting cast against them and where ever the shadow falls, draw the pixels there. The idea behind that was it would allow me to cast realistic shadows because things that are out of view (like the framework under a bar stool) could still be "captured" and shadowed.

*but* that's a huge amount of work. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Slyth2727
« Reply #97 - Posted 2014-04-07 23:27:02 »

I'd ask the creator of Daedalus. I forget his username, however he made some really nice dynamic shadows on his players, and it's a 2D topdown game. The shadowmapping part really isn't that hard, it's working out all the problems like shadow acne and the like from it that's actually a little difficult. But then you'd have to do it for point lights instead of a directional light which is significantly more stressful (both on the brain and performance).

Normal/Bump mapping adds alot of depth to a game like yours.

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline Rayvolution

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« Reply #98 - Posted 2014-04-13 23:07:41 »

Experimenting with screenshake! Cheesy

Click to Play

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Drenius
« Reply #99 - Posted 2014-04-13 23:20:36 »

Watching it for too long hurts!
Games published by our own members! Check 'em out!
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Offline Rayvolution

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« Reply #100 - Posted 2014-04-13 23:25:16 »

Watching it for too long hurts!

Imagine how I felt while coding it. >_>

Really it's practical purpose will be short shake bursts less than a second when say, an explosion goes off or the player gets hit. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Gibbo3771
« Reply #101 - Posted 2014-04-14 10:22:42 »

Heh camera shake/rumble is awesome.

I use this in my game:

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   private final void processShake(float delta) {
      /*
       * If the current shake time is less than the desired shake time, shake
       * away
       */

      if (currentShakeTime <= shakeTime) {
         /*
          * We take the current shake power and give it the value of
          * shakepower - current shake time and divide it by a blend factor,
          * then divide by shake time
          */

         currentShakePower = shakePower
               * ((shakeTime - currentShakeTime / 1.15f) / shakeTime);

         /*
          * Randomly increase/decrease the position on x by a random factor
          * multiplied by the shakepower
          */

         shakeX = (MathUtils.random(-0.5f, 0.5f) * MathUtils.random(1.25f,
               1.5f)) * currentShakePower;
         /*
          * Randomly increase/decrease the position on y by a random factor
          * multiplied by the shakepower
          */

         shakeY = (MathUtils.random(-0.5f, 0.5f) * MathUtils.random(1.25f,
               1.5f)) * currentShakePower;

         /* Move the camera to the new values */
         translate(-shakeX, -shakeY);
         /* increase our current shake time */
         currentShakeTime += delta;
      } else {
         /*
          * The current shake time has exceeded the desired shake time, lets
          * stop the shaking process
          */

         shaking = false;
      }

   }


I am using LibGDX and and my own camera that extends from the normal ortho cam. It works pretty well, however the LibGDX Ortho cam does make it much better because it interpolates between the 2 positions and moves smoothly back into place.

Do you have something similar? Yours looks really good for arcade shoot em' ups!

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline loom_weaver

JGO Coder


Medals: 17



« Reply #102 - Posted 2014-04-14 13:53:36 »

Those pool balls must be stuck to the table.   Wink
Offline matheus23

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« Reply #103 - Posted 2014-04-14 14:05:02 »

Those pool balls must be stuck to the table.   Wink
"Those poor balls must be stuck in the table.  Wink" I have no Idea why I read it like that  persecutioncomplex

See my:
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Offline Rayvolution

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« Reply #104 - Posted 2014-04-14 16:16:36 »

Heh camera shake/rumble is awesome.

I am using LibGDX and and my own camera that extends from the normal ortho cam. It works pretty well, however the LibGDX Ortho cam does make it much better because it interpolates between the 2 positions and moves smoothly back into place.

Do you have something similar? Yours looks really good for arcade shoot em' ups!

Actually my screenshake code is really rough right now. I put it together more as a concept than anything else, I still need to flesh it out. I plan to have a "ScreenShake" class that allows you to input all kinds of variables, like how long and what amplitude the shaking will be. Right now it's just really rough code that cycles up and down. I just liked the results so much I posted them anyway. Tongue

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   public void screenShakeTest() throws SlickException{
      screenShake += 1;
      if ((screenShake >= 1) && (screenShakeStep == 0)){
         mapX += shakeAmount;
         mapY += shakeAmount;
         screenShake = 0;
         screenShakeStep = 1;
      }
      if ((screenShake >= 1) && (screenShakeStep == 1)){
         mapX -= shakeAmount;
         mapY -= shakeAmount;
         screenShake = 0;
         screenShakeStep = 2;
      }
      if ((screenShake >= 1) && (screenShakeStep == 2)){
         mapX -= shakeAmount;
         mapY -= shakeAmount;
         screenShake = 0;
         screenShakeStep = 3;
      }
      if ((screenShake >= 1) && (screenShakeStep == 3)){
         mapX += shakeAmount;
         mapY += shakeAmount;
         screenShake = 0;
         screenShakeStep = 0;
         if (shakeDirection){
            shakeAmount += 1;
         }else{
            shakeAmount -= 1;
         }
      }
      if (shakeAmount >= 4){shakeDirection = false;}
      if (shakeAmount <= 0){shakeDirection = true;}
   }


In it's current state, all you really can do with it is change the second to last line, if (shakeAmount >= 4){shakeDirection = false;}, up or down to increase the shake amplitude and duration or change the screenShake >= 1 in all the if statements to slow down the speed of the shakes.

It's really not any code to be proud of, it's just a lot of booleans and ints being used to step. Cheesy I have much better way to rewrite it I'm going to use once I actually implement the screen shake in my game in a proper manner. Wink

Those pool balls must be stuck to the table.   Wink
"Those poor balls must be stuck in the table.  Wink" I have no Idea why I read it like that  persecutioncomplex
persecutioncomplex

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline RobinB

JGO Ninja


Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #105 - Posted 2014-04-14 19:42:17 »

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public void screenShakeTest() throws SlickException{


What would generate a SlickException then?

And why dont you use something like this: (not tested)
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   public void screenShakeTest(){
        screenShake += 1;
     
         mapX += screenShake <= 4 ? shakeAmount : -shakeAmount;
         mapY += screenShake <= 4 ? shakeAmount : -shakeAmount;

         if(screenShake %8 == 0){
             screenShake  = 0;

             if (shakeDirection){
                shakeAmount += 1;
             }else{
                shakeAmount -= 1;
             }
         }

      if (shakeAmount >= 4){shakeDirection = false;}
      if (shakeAmount <= 0){shakeDirection = true;}
   }
Offline Coldstream24
« Reply #106 - Posted 2014-04-14 22:19:12 »

Lol pretty epic, had a similar problem yesterday when implementing guns into my game, messed up bullet direction and everything was coming out his rear, nny fitabout 10 seconds
Just reading through, reminded me of a time when I was adding particles to my game and it looked like you were spewing little green chunks everywhere.

Yes, I am that same incredibly famous Internet musician.
Offline Rayvolution

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Medals: 217
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Resident Crazyman


« Reply #107 - Posted 2014-04-14 22:43:18 »

What would generate a SlickException then?

Nothing what so ever now, I just forgot to remove it. d'oh!

And why dont you use something like this: (not tested)

That is definitely a much cleaner way to write it. Wink

The final product will have a ton of settings though, I'm planing on amplitude, direction (diagonal, left/right or up/down), shake speed, shake time, etc since I plan to use it for all sorts of things like getting hit, firing heavy weapons, earthquakes(?), explosions and what not.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Online BurntPizza
« Reply #108 - Posted 2014-04-14 23:09:31 »

Cool idea, probably impractical: shake the screen according to audio data.

A little easier, would still likely produce interesting results: use the function of a musical chord:


(via Desmos)

Looks pretty rumble-y, no? Also would be easier than pretty much anything else for adjusting amplitude / frequency.
Certain other intervals would also likely produce interesting shake patterns.
Offline Rayvolution

JGO Kernel


Medals: 217
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #109 - Posted 2014-04-14 23:55:03 »

Cool idea, probably impractical: shake the screen according to audio data.

A little easier, would still likely produce interesting results: use the function of a musical chord:


(via Desmos)

Looks pretty rumble-y, no? Also would be easier than pretty much anything else for adjusting amplitude / frequency.
Certain other intervals would also likely produce interesting shake patterns.

huh, that's a really neat idea. I never though to use actual sound waves. In theory once you wrote the class to handle one audio file it could handle anything you throw at it, be really easy after the code is written to add more rumble effects. Just add more "rumble" sounds!

EDIT:
That gives me a cool idea; Use images to make rumbles. Take a VERY small image (16x64?) and use black/white dots, the location of the dots determines the shake pattern. Maybe a sine/square wave pattern, have it translated through the image buffer and boom, custom/flexible rumble patterns that can be "written" outside the code. Since I'm planning for Coding-free mod support, that could turn into an interesting feature.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Drenius
« Reply #110 - Posted 2014-04-15 00:20:18 »

Quote
EDIT:
That gives me a cool idea; Use images to make rumbles. Take a VERY small image (16x64?) and use black/white dots, the location of the dots determines the shake pattern. Maybe a sine/square wave pattern, have it translated through the image buffer and boom, custom/flexible rumble patterns that can be "written" outside the code. Since I'm planning for Coding-free mod support, that could turn into an interesting feature.

Well, you could just use a random number array...
Offline Rayvolution

JGO Kernel


Medals: 217
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #111 - Posted 2014-04-15 00:34:51 »

Quote
EDIT:
That gives me a cool idea; Use images to make rumbles. Take a VERY small image (16x64?) and use black/white dots, the location of the dots determines the shake pattern. Maybe a sine/square wave pattern, have it translated through the image buffer and boom, custom/flexible rumble patterns that can be "written" outside the code. Since I'm planning for Coding-free mod support, that could turn into an interesting feature.

Well, you could just use a random number array...

Yeah, I could just stick them all in a screenshake.properties file, and people can simply configure it however they want. Just give each shake type a name, and assign variables to it, then call up that property in game to load the shake.

A lot of my engine uses .properties files for that sort of data, because I'm trying to design the game to be 100% code-free plain English modding. It can already handle adding new NPCs (partially), maps, items, dialog, item colors, containers and much more with absolutely zero programming. Cheesy

The "big plan" is to make the game engine flexible enough people can add entire new/complete sections to the game without actually having to code anything. So allowing them to customize or add more screen shakes would just be another random thing they can change. Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Coldstream24
« Reply #112 - Posted 2014-04-15 00:40:13 »

That's a great idea. Custom content can really enhance a game far beyond anything you ever imagined and making it easy to implement is one step further. I tried to do something similar with my game and it actually worked pretty well, but 100% plain-English modding would be much better and more appealing to people.

Yes, I am that same incredibly famous Internet musician.
Offline Rayvolution

JGO Kernel


Medals: 217
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #113 - Posted 2014-04-15 01:20:20 »

That's a great idea. Custom content can really enhance a game far beyond anything you ever imagined and making it easy to implement is one step further. I tried to do something similar with my game and it actually worked pretty well, but 100% plain-English modding would be much better and more appealing to people.

Yeah, that's what I am going for. Once I push into Alpha I am going to setup a professional-looking website, and have very detailed step by step tutorials on how the engine works and how to add content, but really aside from the more advanced topics (Like adding entire new maps) most of it is pretty straight forward.

For example, currently if you wanted to add a new item to the game:

1. Make some art for your item (16x16), or just repurpose something already drawn
2. Make a sameNameasImage.properties file, only with the information you want to not = 0. For example, here is a super simple item. Just a "bottle". Serves no purpose, it's just junk loot.
bottle0.properties
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type=junk
name=bottle0
nameProper=A Glass Bottle!
color=cyan
value=5
weight=1
description=Just a ordinary glass bottle, why are you lugging this around with you again?

3. put both the image and the .properties file in /res/items/
4. Add the item to a loot table for an NPC, a container type, or a store.
4a. For this example, let's assume a container, open up res/items/container_containerName.properties and add it to the list:
Example of container_trashCan.properties: (No, the final product trashcans wont be full of clothes, lol)
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type=trashCan
nameProper=Trash Can
size=3
fill=5
item0=bottle0
item0_chance=10
item0_color=indigo

item1=shirt_tshirt
item1_chance=1
item1_color=pink

item2=face_aviatorSunglasses
item2_chance=1
item2_color=blue

item3=gloves_woolGloves
item3_chance=1

item4=shoes_shoes
item4_chance=1

item5=belt_leatherBelt
item5_chance=1
item5_color=maroon

item6=pants_jeans
item6_chance=1
item6_color=chestnut

item7=shirt_tshirt
item7_chance=1
item7_color=dodgerBlue

item8=face_aviatorSunglasses
item8_chance=1
item8_color=purple

item9=gloves_woolGloves
item9_chance=1
item9_color=cyan

item10=belt_leatherBelt
item10_chance=1
item10_color=slateGray


Boom done, you've just added an indigo colored glass bottle to my game, that will now spawn in all trashcans randomly.

Should also be noted that there will be "color sets" you can pick instead of specific colors,so if you wanted the trashcan to spawn say, a bunch of different color bottles you wouldn't have to make an entry for every single color you wanted, you could do something like item_color=random (for all 144 color options) or a collection of colors, like item_color=reds (for all 20-something reddish tones).

..and on the note of adding colors, adding a entire color to my game takes 2 whole lines, just open up colors.properties and add something like this:
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darkOrchid_name=Dark Orchid
darkOrchid_hex=0xFF9932CC


The hex code is in ARGB format, and all you have to do to use darkOrchid is assign it to an items default color, or in the case of the example above, make it the item_color= assignment.


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Coldstream24
« Reply #114 - Posted 2014-04-15 01:40:14 »

Sounds like you've put a lot of thought into it.

Yes, I am that same incredibly famous Internet musician.
Online BurntPizza
« Reply #115 - Posted 2014-04-15 01:51:41 »

I made a quick demo of the chord-shake: Rumble.jar
Click anywhere to shake. I hope you don't mind me using your screenshot Tongue

Source here: http://pastebin.java-gaming.org/bc7e396908f

That's using the minor chord I posted earlier.
Works OK, but could definitely be "tuned" (pun intended) to look better.
Offline Rayvolution

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« Reply #116 - Posted 2014-04-15 01:56:41 »

I made a quick demo of the chord-shake: Rumble.jar
Click anywhere to shake. I hope you don't mind me using your screenshot Tongue

Source here: http://pastebin.java-gaming.org/bc7e396908f

That's using the minor chord I posted earlier.
Works OK, but could definitely be "tuned" (pun intended) to look better.

[sarcasm]
WHAT?! How DARE you use MY intellectual property!!?  Angry
[/sarcasm]

Only problem I see is right as the shake stops it kind of "jolts" back in place awkwardly. But, like you said, it needs tuned a bit, I imagine the jolt is coming from the start and finish of the waveform not being at the same spot.

Still very cool regardless though. I like it! Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Online BurntPizza
« Reply #117 - Posted 2014-04-15 02:08:13 »

Only problem I see is right as the shake stops it kind of "jolts" back in place awkwardly. But, like you said, it needs tuned a bit, I imagine the jolt is coming from the start and finish of the waveform not being at the same spot.

You are exactly right, and it is also because I was too lazy to have it smoothly interpolate back into position when the wave finished. Head over to the "Mathematical curves" or whatever thread for all your easing function needs!
Offline Rayvolution

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« Reply #118 - Posted 2014-04-18 07:11:12 »

The duke has been spotted in the city! Shocked


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline LiquidNitrogen
« Reply #119 - Posted 2014-04-18 07:23:52 »

Quote
Boom done, you've just added an indigo colored glass bottle to my game, that will now spawn in all trashcans randomly.

Will you add a method so that people can release "mod packs"? ie: a single file that other users can download, stick in their game directory, turn on/off in options menu. And when it loads up it will slot entries into what ever parts of the game that it needs to. having to directly edit a variety of individual files will make it difficult for people to share their modifications.

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DarkCart (41 views)
2014-10-26 19:37:11

Luminem (22 views)
2014-10-26 10:17:50

Luminem (27 views)
2014-10-26 10:14:04

theagentd (33 views)
2014-10-25 15:46:29

Longarmx (61 views)
2014-10-17 03:59:02

Norakomi (58 views)
2014-10-16 15:22:06

Norakomi (47 views)
2014-10-16 15:20:20

lcass (43 views)
2014-10-15 16:18:58
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
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