Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (538)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (601)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2 3 ... 6
  ignore  |  Print  
  Incredibuilder  (Read 50774 times)
0 Members and 1 Guest are viewing this topic.
Offline TheAnalogKid

JGO Coder


Projects: 2



« Posted 2008-04-15 17:19:05 »

Hello all!

Today is the time for me to present you my current game project. I would have present it sooner but I was too busy with work. So, it's a puzzle-action game based on Tetris but is much different than that, so don't think it's just another Tetris clone  Wink. Anyway, here is the game context:

You're a builder and your job is to build the structure as shown
by the plan to your left. To succeed, you must put the falling
pieces using various tools with your mouse. Each piece cost you
money and that's why you have a budget, indicated to your right.

Keyboard Controls:
1: Select the stick tool.
2: Select the cutter tool.

Mouse Controls:
stick tool  : Push left or right the falling piece. Click left or right button to rotate the falling piece.
cutter tool: Click left button to select one or more piece blocks to move them elsewhere in the structure.
                 Click right button to cancel the block selection.
            
Other Keyboard Controls:
a: Drop the falling piece.
z: Accelerate the falling piece.


The game is supported only for windows for now but I'll support Linux and OS X too a bit later. Sorry for non-windows users, this is temporary. I made the graphics myself by modifying images with various Photoshop functions. Some of the images are totally made in Photoshop. There's no sound for now but it'll come some day.

What I'd like to know from you:
- is the game working correctly?
- how do you find the game, fun or not? What do you think?
- you're detailed hardware, OS version and Java version
- any bug you may encounter

The game is hosted on my gave development web site.

Here is the link of the game: http://freewebs.com/jeromeblouin/incredibuilder/game.jnlp

My web site: http://freewebs.com/jeromeblouin

There's also a development blog on the game progress, screenshots, and a page about the games I've developed. Feel free to add you're comments to the blog or write them here.

Thanks!


Offline gouessej
« Reply #1 - Posted 2008-04-15 18:50:00 »

Good evening

You use Slick and LWJGL, you have no good reason to make it work only under Windows. It is not respectful to create a non cross-platform game in Java, it is an insult to non-windows users and I hope you will change this as soon as possible to allow me to add your game in the Java Game Tome. Good luck.

Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #2 - Posted 2008-04-15 18:58:50 »

Hi gouessej,

as I said, the windows only version IS a temporary solution. Again, sorry for this. I'll provide an OS X and Linux version as soon as possible. Probably tonight. The issue though is that I'm not able to test it on these OSes. And please, don't take it as an insult. It was never intended that way. We, as casual game developers, have our lives right?

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

JGO Ninja


Medals: 55



« Reply #3 - Posted 2008-04-15 19:13:28 »

You might just replace your own lwjgl references in the jnlp with the extension provided by lwjgl.org. See this thread for details: http://www.java-gaming.org/forums/index.php?topic=18488.0

Mathias - I Know What [you] Did Last Summer!
Offline g666

Junior Devvie





« Reply #4 - Posted 2008-04-15 19:46:34 »

- is the game working correctly?
yep

- how do you find the game, fun or not? What do you think?
its pretty slow and boring right now, doesnt seem to be much of a challenge

- you're detailed hardware, OS version and Java version
winxp java 1.6 7600gt

- any bug you may encounter
any way to get back to the instructions? - i tryed esc but that quit it  Wink it seems you can place blocks on top of each other, is that a bug?

graphics are quite pretty Smiley

desperately seeking sanity
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #5 - Posted 2008-04-15 20:02:35 »

Thanks g666.

Quote
- how do you find the game, fun or not? What do you think?
its pretty slow and boring right now, doesnt seem to be much of a challenge

Yes it's slow if you don't use the A and Z keys. It's explained in the game instructions screen. The A drops the piece and the Z accelerate it. A question: do you like puzzle games? Is it boring for an action puzzle game?

Offline irreversible_kev

Junior Devvie





« Reply #6 - Posted 2008-04-15 22:44:00 »

Is the game working correctly? how do you find the game, fun or not? What do you think?

I didn't play much (I don't like puzzle games) but it seemed a very interesting take on Tetris. I liked the mouse pushing of blocks but had to use Z to push them down faster. How about you can push blocks down using mouse?

I think I should have won here but didn't:



- you're detailed hardware, OS version and Java version
Geforce 8800GTS, Intel Q6600, Windows XP, Java6 early access build 14
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #7 - Posted 2008-04-16 00:18:18 »

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
java.lang.reflect.InvocationTargetException
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:585)
   at com.sun.javaws.Launcher.executeApplication(Launcher.java:1187)
   at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1125)
   at com.sun.javaws.Launcher.continueLaunch(Launcher.java:968)
   at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:522)
   at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:218)
   at com.sun.javaws.Launcher.run(Launcher.java:165)
   at java.lang.Thread.run(Thread.java:613)
Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
   at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1753)
   at java.lang.Runtime.loadLibrary0(Runtime.java:822)
   at java.lang.System.loadLibrary(System.java:993)
   at org.lwjgl.Sys$1.run(Sys.java:75)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:68)
   at org.lwjgl.Sys.loadLibrary(Sys.java:84)
   at org.lwjgl.Sys.<clinit>(Sys.java:101)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:111)
   at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:38)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:35)
   at buildergame.BuilderGame.main(BuilderGame.java:76)
   ... 11 more


But, obviously the problem is that I am running on Mac OS X.

See my work:
OTC Software
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #8 - Posted 2008-04-16 02:00:07 »

OK, I've uploaded a new version that supports Windows, Mac OS X and Linux. I now use the slick java webstart extension. Please give it a try everybody.

I forgot to particularly thanks all the Slick contributors and particularly Kevin Glass for it's great dedication!

g666, I've changed the falling piece delay to make it faster. I hope it's going to be more challenging...

irreversible_kev, thanks for your comments and bug report. I agree with you that using the mouse the drop the falling piece would be great. It's just that I wasn't sure. I was more thinking about replacing the A and Z keys with icons that the player would click. These icons would be located just below the next piece windows. About the bug you reported, I've haven't been able to reproduce it tonight. Could you try to reproduce it and give me details about what happened please?

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #9 - Posted 2008-04-16 02:31:33 »

I can confirm that it works on Mac OS X.

Pretty fun concept, although I kept getting annoyed that I couldn't rotate the blocks.

See my work:
OTC Software
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #10 - Posted 2008-04-16 05:20:23 »

Ok for Mandriva Linux 2007. I will add it into the Java Game Tome as soon as possible.

But my desktop is often covered by small straight lines when I use a game in LWJGL. I think I already spoke about this in the past, princec and bleb know a workaround.

Offline princec

« JGO Spiffy Duke »


Medals: 429
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #11 - Posted 2008-04-16 08:51:26 »

Worked fine here, XP, etc. etc.

I have to say though - I don't think it's very casual. Something about the complex (!) controls... switching between knife and stick. The stick couldn't be used intuitively to bash the blocks downward either. And I was wondering, why bother with a switch at all, because when the blocks have settled at the bottom they can't be manipulated by the stick anyway? For casual I think you need to figure out a mechanism in the control scheme that basically allows complete manipulation with a single mouse button (NO right mouse button!!).

Somewhere in this game lurks an interesting concept, that is "building" and "copying"... I'm not so sure that Tetris is the best meme to try and wrap it up in either. People are kind of used to how Tetris and its friends work, and you're sort of bending the concept a bit too far. I was initially put off ("oh no another Tetris") and then baffled ("aarrgh what am I supposed to do now?") and then sort of... well, honestly a smidgen put off some how because it made me play Tetris and then didn't do what it was supposed to do.

Maybe a sort of radical redesign on that front? Keeping the basic concepts of pushing the blocks around, and cutting them, but without the falling and rotating, and all using just the mouse only and the left button.

Cas Smiley

Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #12 - Posted 2008-04-16 15:46:49 »

Quote
Pretty fun concept, although I kept getting annoyed that I couldn't rotate the blocks.

Thanks Demonpants! About rotating the blocks, do you mean when you have cut them with the cutter tool? Otherwise you can rotate the falling piece using right and left mouse button.

gouessej, I guess that's a good idea. Could you provide me the link to Java Game Tome because I don't know what that is. Thanks!

princec, first, thanks for you comments. Have you read the game instructions when the game started? This is really important to understand how to play the game. And I'm sure that aspect needs significant improvements. A kind of tutorial would improve a lot I guess. I'm convinced that if players take the time to learn how to play the game in an easy and fun way then I'll win the battle. The art of convincing people is really crucial in this type of game since it doesn't play at all like tetris but it seems to be tetris at first. About the control scheme I mostly agree with you. I know that there's too many keys to handle for a casual game. But the right mouse button? I think these days very most users are used to use it. It's so commonly used in Windows, applications and other OSes. Getting rid of the falling piece and rotation? Why? What's the problem with creating a game based on a popular one like tetris? Again, I'm pretty sure that it's all in the art of convincing people. A good real case about a radical tetris variation that had a big success is Tetris DS - there's a lot of new game modes never seen before. I read lots and lots of very positive reviews, both from professional and amateur reviews.

Offline kevglass

« JGO Spiffy Duke »


Medals: 212
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #13 - Posted 2008-04-16 15:53:27 »

I quite enjoyed it, though I'm a sucker for this sort of game. I do think you could get rid fo the two tools just by using the context of the mouse to decide what they're trying to do - clicking on a static block, well I'm trying to cut it, moving the mouse near a falling block - I'm trying to push it. I also love the idea of being to push the block down the screen.

However, having to read the instructions = not casual enough Smiley

I played for a bit before realising I could cut stuff up (didn't read the instructions at all).

Overall, like the concept, presentation is tidy though presumably this is just early days. Not sure it needs to run in such a big window though, if it's a little casual game run it small and polished I think.

Kev

Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #14 - Posted 2008-04-16 16:06:19 »

Thanks Kev!

Quote
I do think you could get rid of the two tools just by using the context of the mouse to decide what they're trying to do
Well, this is not really feasible simply because I plan to introduce other tools in the game like a hammer and a hand. The hammer would break one block at a time. The hand would be used to move an entire piece that's part of the construction.

Quote
I also love the idea of being to push the block down the screen.
Yes I agree that would be great. Do you mean pushing the block down the screen to drop it or accelerate it?

Quote
However, having to read the instructions = not casual enough
Yeah, I know. I'm designing it in my head and will significantly improve it sooner than later.  Smiley If you have any suggestion, I'm all open...

Quote
presentation is tidy though presumably this is just early days.
Yes, it's just early days. It's going to completely change with a complete presentation and menu screen.

Quote
Not sure it needs to run in such a big window though, if it's a little casual game run it small and polished I think.
I do need that screen size to allow other game play mechanics to come... Smiley

Offline princec

« JGO Spiffy Duke »


Medals: 429
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #15 - Posted 2008-04-16 16:50:57 »

Yeah, I did read the instructions (twice - they appear in game too!). Problem is... I just don't like the Tetris aspect of it at all. It's a bit like bacon and egg flavoured ice cream - you're expecting the taste of vanilla but instead get bacon and eggs in a creamy texture. It's all weird and maybe interesting but the large majority of people go, "Yeuch!" at the thought. That's what I think will happen here.

When you look at the game, it's about building using a set of blocks to copy another pattern, using a few tools. I think that the Tetris aspect of it adds pretty much nothing fun to the game here - the goal is trying to make the copy, and the fun is derived from the satisfaction of completing a copy, and secondarily from the fun of interacting with the blocks. But having the blocks falling from the ceiling just doesn't make any sense at all. Probably rotating them isn't much use either.

How about just having a big playing area with the blocks all scattered around to begin with, and then you have to drag and chop them up to get the copy you want? Maybe within a time limit?

And definitely - right mouse button is a no-no for casual players. Not to mention the burgeoning Mac crowd, many of whom still soldier on grimly with their single button mice for some reason.

Cas Smiley

Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #16 - Posted 2008-04-16 17:03:22 »

Interesting point of view. I understand what you say. The thing is that I want to express the idea of having tension to build the structure. Not taking your time. That's where comes the idea of reusing some tetris game mechanics. Yes, having a limited time is definitely a good idea. Actually that's what I planned to add to the game in the next version.

For the right mouse button issue, yes it's very unfortunate that I must not use it. I couldn't figure out why Apple doesn't like that  Huh Or maybe it's just a cultural thing?

Another point, do you like the idea of having a budget to build the structure?

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #17 - Posted 2008-04-16 18:52:00 »

I think you've got something great being cooked up here, just after reading some of these comments I definitely have realized what's a problem at this juncture.

One is definitely the fact that it's very frustrating (at least for me) trying to switch tools quickly. I want to be focusing on the mouse, not the keyboard, so I always get slowed down when I try to switch. I thought what might help is to add in gesture detection of some kind – if I slice the mouse upwards very quickly, I get the the pusher, whereas downwards gives me the cutter. This of course will require a bunch of tweaking so you don't switch tools by accident, but if you get it to work I think it will make the game way more fun.

And a tutorial would be great. I read the instructions, but I found myself not knowing what I was expecting and therefore didn't really understand any of it. As such, I forgot some of the core functionality, like rotate.

You should be able to push blocks downward with the mouse, once again eliminating all keyboard entries. If the mouse is above, the block should be pushed. Similarly if the mouse is below, maybe you slow the descent. It would be cool if you even had something like realistic physics in here that allow the block to "slide" down the angle of the pusher. Of course, deciding how to implement pusher rotation might just make things very difficult.

See my work:
OTC Software
Offline princec

« JGO Spiffy Duke »


Medals: 429
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #18 - Posted 2008-04-16 22:26:35 »

Personally I'm not a great fan of budgets that I'd have to keep track of in realtime. That is, spending money when there's a timer ticking down is basically "hard" - I find it impossible to make strategical decisions because I have to do a subtraction in my head while dealing with the other task at hand and my tiny brain can't cope. But budgets are extra good in shops, for buying special powers and upgrades that you might be able to click on to use...

Cas Smiley

Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #19 - Posted 2008-04-17 01:36:28 »

The idea of having both a budget and a limited time is that it forces the player to really try to put the pieces at the right locations and at the same time the time add a bit of tension to the game. Of course I have to carefully choose the time allowed to make sure the level difficulty is right.

Demonpants, thanks for your suggestions. I totally agree now with the keyboard control issues. People seem to have issues with the controls in the game. About your gesture suggestion, I don't really like the idea because to me it's not intuitive for the player. And I imagine how complicated it would be to implement. And this is without talking about detecting without error all the time. Here is how I see the controls:

Rotate the piece:
Click the left mouse button only. No more right button.

Accelerate the piece:
My idea is, like you and other suggested, to push downward the falling piece to accelerate it and double click anywhere to drop it.

Drop the piece:
You simply double click anywhere in the window. I've already thought about it but wasn't able to figure out how to implement it with Slick. I guess Kev or anybody would be helpful to me here. Anyway, I'm going to check the API again.

Tool selection:
I was thinking about having icons to the left of the structure area, just next to it. The small issue with that is that you have to move the mouse to the icon, but you lose time doing that. The other idea with tool icons would be to press space bar to display a translucent window containing the icons just over the mouse cursor. You would click the icon in that window. Once clicked, the window would disappear. My problem is that I don't know which solution I prefer.

Offline cylab

JGO Ninja


Medals: 55



« Reply #20 - Posted 2008-04-17 07:21:23 »

what about icons floating besides the tile?

Mathias - I Know What [you] Did Last Summer!
Offline nva225

Junior Devvie





« Reply #21 - Posted 2008-04-17 08:54:56 »

Only a brief comment for now. But anyway, cool game, definitely a new concept, interested to see how this final product will turn out. Very playable already (though I haven't tested it extensively) and pretty well implemented it seems.

As for the budget issue, that bothered me slightly as well. What if you just had a visual rectangle bar thing (or if you want to be fancy, a circle or something) that shows your proportionate amount of money from the beginning of the stage? Or, better yet, the bar somehow has a grid in it where each "unit" in the grid corresponds to one block moving point (or is this not a one-to-one transformation? sorry, lin alg joke  Tongue).

Experiment with that maybe? Also, apologize if someone already suggested this, I'm lazy and didn't read all the posts.
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #22 - Posted 2008-04-17 09:01:39 »

TheAnalogKid, those sound like good changes. How about for the other tools, if you hold the space bar (or maybe the mouse left click), a "pie chart" menu appears around your cursor, and you move the mouse to a nearby section and release for the appropriate tool. If you do that, it seems intuitive and I can't see it taking more than half a second or so to switch tools. As long as you're only using one keyboard button, that shouldn't be a big deal.

See my work:
OTC Software
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #23 - Posted 2008-04-18 16:41:11 »

Demonpants,

yes I'll implement the single key control to open the translucent popup window containing the tool icons to select. Considering your last post, I don't think that holding a key (like space bar) to maintain the popup open and selecting the tool is really intuitive. In my opinion, it's better to just hit a single time space bar and then click the icon. For me, it's a more common way of interacting with UIs for the majority of people. What do you think?

Offline irreversible_kev

Junior Devvie





« Reply #24 - Posted 2008-04-18 19:13:04 »

yes I'll implement the single key control to open the translucent popup window containing the tool icons to select.

Why not forget about clicking icons. Spacebar toggles tool. Simple, no ?
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #25 - Posted 2008-04-18 19:51:56 »

hum! well... Smiley

I'm not sure it will work that well when a level will allow 3 or 4 different tools to choose. Let say, the level is designed to alternate the tools from stick, hand and bombs. I'm not saying that I'll implement all of them but there's a high chance that multiple levels will imply alternating between 3 or 4 different tools. So, to pass from tool 1 to tool 4 the player would need to press space bar 3 times. It's the same mechanism as alt-tab in Windows right? It's not dramatic but is a bit cumbersome I guess.

Nevertheless, greate idea.  Smiley Thanks!

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #26 - Posted 2008-04-18 22:11:17 »

Demonpants,

yes I'll implement the single key control to open the translucent popup window containing the tool icons to select. Considering your last post, I don't think that holding a key (like space bar) to maintain the popup open and selecting the tool is really intuitive. In my opinion, it's better to just hit a single time space bar and then click the icon. For me, it's a more common way of interacting with UIs for the majority of people. What do you think?
Well it shouldn't be too hard to try both, should it?  Grin

I was thinking the holding option would be nice because it would allow you to release it immediately if you didn't mean to press it. If you must select a tool before it goes away, then that might create a moment of confusion.

See my work:
OTC Software
Offline nva225

Junior Devvie





« Reply #27 - Posted 2008-04-18 23:06:22 »

Well, isn't that essentially the same type of technique as used in Crysis for changing your armor mode? And I thought that worked fairly well.

The two advantages of this are, as someone said, hitting spacebar by mistake shouldn't cause any problems, and the selection will always be in a specific direction. That is, if you have 3-4 tools available and you have a toggle, you may have to hit it once or twice to select the correct thing, a process which might require you to stop and think for a second as to how to switch to what you want. With the spacebar thing it'll always be top left, bottom right, etc.

Also if you do implement this and end up putting like 3-4 tools on level 5+ but only 2 tools for level 1-5, I think you should grey out unused boxes rather than filling the entire thing and then changing the spacing as you add more.
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #28 - Posted 2008-04-28 17:16:57 »

Hello, I've uploaded a new version that contains improved controls. No more right mouse button, you use only the left button to rotate the falling piece and you hold space bar while selecting the tool you want. Once selected release space bar. Also, there's a new button to the left to drop the falling piece and you can accelerate the piece by pushing it down with the stick tool. I didn't implemented the double click to drop the piece as I wanted to do in the first place but the new double click feature in slick causes to many issues in my game. I'll see how it evolves in slick forums... Also, there's no more undo function on the cutter tool to deselect the selected blocks. If you made a mistake in your selection then you simply put the selected blocks at their initial place.

Some small graphics changes were done. I would have liked to implement a tutorial but I didn't have time and it takes a significant amount of time to implement.

Please play the game and tell me what you think.

Next planned step:
- Game presentation and menu.
- some sounds and maybe music
- tutorial, if I have enough time

Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #29 - Posted 2008-04-30 17:11:43 »

Hi,

there's a new game version:

- the tool selection window works differently now. When there's only 2 available tools in the level, pressing space bar only will switch to the other tool. In levels that have more than 2 tools the user will have to hold space bar, select the desired tool and release space bar. The 3 or more tools behavior works exactly as explained in my previous post.

- the money amount now displays a percentage of money left. This should help to figure out the proportion of available money to complete the level. Note that how it is displayed is temporary. I plan to display a gage with the money amount inside the gage.

- I updated the help text to reflect the control changes.

Please try and play the game. Any feedback is appreciated.

Thanks  Smiley

Pages: [1] 2 3 ... 6
  ignore  |  Print  
 
 

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (29 views)
2014-12-15 09:26:44

Mr.CodeIt (20 views)
2014-12-14 19:50:38

BurntPizza (42 views)
2014-12-09 22:41:13

BurntPizza (76 views)
2014-12-08 04:46:31

JscottyBieshaar (37 views)
2014-12-05 12:39:02

SHC (50 views)
2014-12-03 16:27:13

CopyableCougar4 (47 views)
2014-11-29 21:32:03

toopeicgaming1999 (114 views)
2014-11-26 15:22:04

toopeicgaming1999 (102 views)
2014-11-26 15:20:36

toopeicgaming1999 (30 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

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
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!