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Interview With Taxed a Graphics Designer

by Djkanna in February 8th, 2010 
No Comment
Hello everybody,
Today we have a great interview with the multi talented Taxed.
Devtek-Solutions
Q. Hello Taxed, how about letting the readers know a little bit about yourself and what you do?

“ Well, I’m Taxed. My real name being Mark Hamilton and I am a web developer and graphic artist for Devtek-solutions. I have been an artist for many years now and a programmer nearly as long. We’re currently finishing our second game Godfathers United and starting production on a third. We offer a lot of services such as graphic design, website design and game development. ”

Q. How and why did you get yourself into Graphic Design?

“ I got into art a long time ago to be honest. It has been a fascination since I was a school boy. I had a brilliant teacher in school, but I left and studied as an IT professional, since then I have been developing my skills through self teaching. I watch a lot of tutorials and learn from the work of other artists and use the world to shape my ideas. One of the most amazing artists I have ever seen is Mikael Lugnegárd who’s tutorials are fantastic and can be found at www.lugnegarddesign.com. ”

Q. That’s great, now your a Graphics Designer do you stick around just one area of Graphics Design or do you like to explore other areas?

“ Art to me is about exploring the possibilities, recording your perception and your feelings. I have taken on contracts in t-shirt design, advertisement design, furniture and interior design, web design, game art, 3d modelling and I am sure there are plenty more things aswell. ”

Q. We’ve all seen your work and the majority of us are impressed I always wonder where you get your insperation for you designs do you mind sharing a little bit about that with us?

“ There’s no big secret to it. It comes down to a few simple things. Mood, Mind and Nature. Firstly, I get myself in a good mood by listening to some upbeat music, sing in the shower, that kind of thing. Once I feel good about myself, it’s time to feel good about my surroundings. It’s a similar procedure, to be grateful for everything around you. Then, you can move on to creating an art piece that really speaks to your state of mind. ”

Q. What would you say is your most achieving design, which one are you most proud of?

“ As an artist I try not to rate my own designs. I find that if I get too attached it hinders my productivity. But I will slip you a little secret to keep an eye out for an Absolute Fallout preview coming soon at Devtek-solutions.com. The graphics we have been working on is looking pretty awesome. ”

Q. What’s your perfered work method, do you like to work on your own with a cup of Coffee or are you more of a team player and don’t mind sitting down with a group of designers?

“ When it comes to freelancing I tend to handle most of the graphic design personally allowing my partner to work on in house projects. But Yeah sometimes we all sit down, listen to music and bounce ideas around but I personally like some privacy and quite to help me picture my thoughts clearly. ”

Q. Do you have any helpfull hints or advice to people out there that are just starting to get a feel for Graphic Design?

“ Soon I will be releasing some video tutorials myself on Devtek-solutions.com but I would look around for some good tutorials such as www.lugnegarddesign.com. Teach yourself how to use the tools you need to master art design then and then portray your perspective and feelings into designs and make improvements as you go. Ill finish with don’t hesitate and be patient. ”

Q. Are you currently employed to do your designs or are you more of a freelancer?

“ I currently run my own business along with two partners Jamie Smith and Liam Howard. We do freelance work in graphics design and web design. But we are mostly a game development company. ”

Q. Any big plans for 2010?

“ We are due to be releasing Godfathers United in the next few weeks, reveal Absolute Fallout to the public and start work on some smaller side projects. ”

Q. Thank you for your time Taxed it’s been a pleasure, any last thoughts you’d like to share with PHPGameSpace readers?

“ I want to thank you for offering me this chance to talk to you, I hope you found my talk insightful. ”

Well there you have it an interview with the multi talented designer Taxed,
I’d like to thank you for reading and as always please leave your comments below.

Thanks again

Djkanna.

Topics: Interviews
Tags: game art, game artist, game design, game developer, game development, Graphical Artist, php game programming, Web Design, web designer, Web Graphics
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DMCA mail template

by mdshare in January 29th, 2010 
No Comment

Following mail template can be used as DMCA notice, adjust to your needs.

Subject: DMCA/Copyright Infringement Notice

Dear Sir or Madam:

A website hosted by your company on publishing system having the host name ?OFFENDING SITES HOSTNAME (eg. vps.sh.servebyte.com)? and the IP address OFFENDING WEBSITE IP ADDRESS, infringes upon our exclusive rights in a number of copyrighted works. The copyrighted work at issue are the scripts that appear where you publish and have been published without authorization at the URL and IP address indicated.

OFFENDING WEBSITE URL

The above referenced URLs provide, without authorization, the ability to download copyrighted works produced and owned by me, YOUR NAME. Below, please find details regarding the infringing URL, and original URL for each of these copyrighted works.

Offending URLs:
Put URLS of where your mods are available here

Owner?s (my) URLs:
Put URLS of where your mods are available for sale by you here in order respective to offending URLS

All of the listed infringements were observed on May 24, 2009, 15:09:10

Please remove the referenced material from your service at once, and take other appropriate action against the account holder to prevent future infringement.

Pursuant to the Digital Millennium Copyright Act, this letter serves as actual notice of infringement in the event of legal proceedings. I have a good faith belief that use of the copyrighted material described above on the allegedly infringing web pages is not authorized by the copyright owner, its agent, or the law I swear, under penalty of perjury, that the information in the notification is accurate and that I am the copyright owner or am authorized to act on behalf of the owner of an exclusive right that is allegedly infringed.

Please contact me promptly to confirm the action you have taken.

Regards,
Your Name
Your Email Address
Your Street Address
Your City, State Zip
Your Daytime Phone #

Topics: FAQ
Tags: Digital millenium act, DMCA, DMCA notice, DMCA Template, game developer, game engine, mmorpg, pbbg, php game programming, rpg
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wsIRC

by mdshare in January 28th, 2010 
No Comment

We are pleased to show the first public version of our latest project:

http://www.wsirc.com

wsIrc is a web IRC client (like mibbit), and is free to integrate within any website. You may use it as you want, and connect to any IRC server / network.

The main advantage of wsIrc over mibbit:
- You may fully customize the color scheme used by wsIrc (to reflect at best your own website)
- We offer a mobile interface to be able to chat from an IPhone or a windows smartphone for example (http://www.wsirc.mobi).
- We integrate all the channel operation needed for a channel operator, like ban, kick, channel settings, and much more.

Also, as we are developing this, we are also open to your wishes, bug reports, comments.

Topics: Developer Tools
Tags: free irc, free irc chat, game design, game developer, game development, irc, irc client, mibbit, webchat, wsirc
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Non Disclosure Agreement Template

by mdshare in January 27th, 2010 
No Comment

You should modify this NDA to fit your own needs.

NON DISCLOSURE AGREEMENT

This Non-Disclosure Agreement (hereinafter “Agreement”) by and between ____________________________residing at___________________________________________ (hereinafter_________) and _____________________________ residing at _________________________ ________________________________________(hereinafter_________), is entered into to provide for the confidentiality, protection and handling of Proprietary Information related to a browser game to be known as _______________________________________ for the purpose of examination, printing, reproduction, editing, playtesting, or consideration for publication (hereinafter “Purpose”).

_______________and ______________are also hereinafter individually referred to as the “Party” or “the disclosing party” or the “recipient” or collectively as the “Parties”.

1. The term “Proprietary Information” means any and all information, in any form, whether of a technical or commercial nature, relating to the Purpose which is disclosed prior or subsequent to the date of this Agreement by the disclosing party to the recipient and identified by the disclosing party at the time of disclosure as being proprietary. Information disclosed in a form other than writing shall be confirmed in writing by the disclosing party as being proprietary within thirty (30) days of disclosure.

2. Proprietary Information shall not include information which, at the date of signature hereof, or thereafter becomes public domain, is known to the recipient prior to being disclosed by the disclosing party, in which case the recipient will notify to the disclosing party within 7 days that the information was already known prior to disclosure, is developed independently by the recipient, or is legally obtained by the recipient at any time from other sources who are not subject to proprietary restrictions. The recipient shall have the burden of proof in establishing any of the above mentioned exceptions.

3. The recipient agrees to use the Proprietary Information solely for the mutual benefit of parties in furtherance of the above stated Purpose, as specifically approved by the disclosing party, and agrees not to disclose the Proprietary Information to any third party or to any of its affiliates, employees or agents except as may be required to conduct the above mentioned Purpose. Any such disclosure to third parties shall be subject to the prior written consent of the disclosing party and shall be conditioned upon obtaining in advance a non-disclosure Agreement substantially in the form of this Agreement.

4. The recipient agrees to retain the Proprietary Information of the disclosing party in confidence and to exercise towards it at least the same degree of care and protection that it takes to safeguard its own Proprietary Information.

5. The Proprietary Information of each party, or any part thereof, whether capable of being copyrighted, patented, or otherwise registered at law, or not, is for the purposes of this Agreement acknowledged by the recipient as being the sole property of the disclosing party.

6. Nothing in this Agreement shall be construed as granting to the recipient any rights by license or otherwise, express or implied, to or in any of the disclosing party’s patents, non-patented inventions or other intellectual property. No representation or warranty is made by the disclosing party with respect to information disclosed.

7. This Agreement shall remain in force and effect throughout the period in which the recipient is actively engaged in the execution of the Purpose and for a period of Ten (10) years thereafter.

8. Promptly upon the termination of this Agreement, unless otherwise agreed in writing by both parties, each party shall return to the other all Proprietary Information of the other party that it has received or that is in its possession, together with all copies thereof, and will immediately cease to make further use or disclosure of such Proprietary Information.

9. Nothing herein (including the exchange of Proprietary Information hereunder) shall be deemed as obligating the parties to enter into any business relationship with respect to the Project or otherwise.

10. Each Party shall fully indemnify the other against any and all actions, claims, liability, costs, damages, charges and expenses suffered or incurred in connection with or arising out of any breach by a Party of any of the provisions of this Agreement or by any unauthorized disclosure or use of Proprietary Information by a third party or by any employee of any party to whom Proprietary Information has been disclosed or who has been allowed access thereto and acknowledges and confirms that a breach of its obligations hereunder cannot be compensated adequately by an award of damages or indemnity or other pecuniary remedy but the other Party shall also be entitled in the event of any such breach to the remedies of injunction specific performance or other equitable relief in respect of any such breach. Nothing in this Clause 10 shall be construed as a waiver by either Party of any of its rights including rights to damages or indemnity or other pecuniary remedy.

11. This Agreement shall be governed by and construed in accordance with the laws of _______________ and The United States and any dispute arising under or in connection herewith shall be presented in and determined by these courts exclusively.

IN WITNESS WHEREOF: this Agreement has been signed by each of the Parties hereto.

For and on behalf of__________________________

Name : …………………………. Date:

Signature:

For and on behalf of __________________________

Name: …………………………. Date:

Signature:

Topics: FAQ
Tags: game design, game developer, game development, mmorpg, NDA, pbbg, php game, php game programming, rpg
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Game Engine – Abyssal Independant Developer License

by mdshare in January 24th, 2010 
No Comment

The Abyssal Engine is a powerful professional game creation tool kit and rendering system for creating quality 3D software. The technology is designed to reduce development time while empowering developers with a strong suite of tools needed to produce great visual effects and immersive online or offline worlds. 

The technology allows the developer to create everything from single player RPG titles, Real Time Strategy Games, to Multiplayer and Massively multiplayer products as well as simulation applications. 

The 30 day Tools Trial includes all of the tools that your art team can develop with excluding source code. It includes documentation, samples and information you’ll need to determine whether or not Abyssal is right for your projects


Unlock your development potential!

Reduce development time:
When getting your product out quickly matters, there’s no time to waste on developing engines, networking and tools. With Abyssal technology you have the technology already in place to start and finish development of complex software. 

Lessen Risk:
Develop with stable proven technology. The Abyssal technology has been developed by a team of industry professionals that have done contract work for some of the largest names in the business such as Boeing, Eidos, NCsoft and SAAB. 





Cost effective:
Spend less so that you can spend more in the area that truly matters ~ on development of your products! 

High compatibility:
The Abyssal Engine is capable of functioning properly on a wide range of hardware configurations; from the latest of systems to older 3D card technology ensuring that your software is usable by a broad range of consumers without compatibility issues getting in the way.

BuyNow: Get it now for $1500 $300
Download Trial: 30 day Tools Trial

Topics: Developer Tools
Tags: game design, game developer, game development, game engine, game ready, mmorpg, pbbg, php game programming, rpg
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Flash Decompiler Trillix

by mdshare in January 24th, 2010 
No Comment

SWF DecompilerPowerful Flash Decompiler Trillix with full Flash 10 and AS 3.0 support!

SWF Decompiler delivers the best functionality and user-friendly way for complete conversion of SWF file into FLA and Flex file back into its source format. Alternatively, you can extract SWF objects like texts, sounds, shapes, morphs and images, or use “Edit SWF” feature to change the SWF the way you want. 

With SWF Decompiler you can:

Decompile SWF and Convert it into FLA
From now on you can also decompile and convert Flex files. If you have ever lost the source code of your SWF file, you probably wished you had some decompiling software at hands. Thanks to Eltima Software, now you do have it. SWF Decompiler is a perfect tool to recover your source or FLA files so you can alter them in the native Flex or Flash environment.



Alter SWF files without decompilation
With SWF Decompiler you can edit sounds, images, colors, gradients, lines, dynamic texts and links even without converting SWF to FLA. Simply select the needed file and choose the objects you would like to replace. SWF Decompiler controls are handy and intuitive, so your work will be done within a couple of seconds!



Extract SWF elements
SWF Decompiler easily exports SWF elements to your hard drive: Flash Video to AVI, MPEG, FLV and FLA, save sounds as WAV or MP3, images – as PNG, JPEG and BMP, texts as RTF, TXT and HTML. Our Decompiler can convert the whole SWF file to FLA or Flex file into its source project, or export only certain Flash resources into FLA format. Flash Player EXE files are decoded the same easy way as common SWF files.



PLUS! Flash Decompiler Trillix lets you download and save Flash movies from the web thanks to 2 browser plug-ins for Internet Explorer and FireFox.

BuyNow: Get it now for only $79.95
Download Trial: Here
Product Website: www.decompiler-swf.com

Topics: Developer Tools
Tags: flash, flash game, game art, game design, game development, mmorpg, pbbg, php game programming, rpg, swf
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Get Rich Playing Games

by mdshare in January 24th, 2010 
No Comment



Do you or anyone you know spend time playing multi-player games like Mafia Wars, Vampires, FarmVille, Pirate, or Dragon Wars?

Do you get PAID for doing that? Or do you just do it for pure fun and entertainment?

What if you could still continue to play those games, fulfill your craving for entertainment, and actually get paid to do it?

Our book, “Get Rich Playing Games”, will teach you how to do EXACTLY THAT!

You may not have realized it yet, but those games have a LOT in common with building a business anyway…and we’ve found a way to profit from that…and now…we’re sharing it with YOU.

Did you know that there are more than 800,000,000 game players all over the world?

Did you know that there are over 380,000,000 members just on Facebook alone?

We are going to show you a proven, “cookie cutter” approach to earning money that utilizes Facebook, and the various multi-player games that are available on Facebook to put DAILY CASH in your pocket.

You can even sample the book BEFORE you pay for it by downloading it through the link below. This way you can actually read a couple of chapters and they register it if you want to access the rest.

EVERYTHING IS PROVIDED!

This book is a very carefully written instruction manual that leaves NOTHING out. The methods included in the book are EXACTLY what we do on a day-to-day basis to bring in thousand upon thousands of dollars.

We even include everything you need to set yourself up to sell exactly what WE sell using these methods so that you are practically guaranteed to have success!

SELL ANYTHING YOU WANT

By using the technique in this book you can sell ANYTHING you want. Of course it was tested using the products and services we recommend inside the book…but the technique itself can be utilized for selling any product, service or opportunity you are currently marketing.

This is a very new and very specialized promotional technique that few know about. That is why YOU need it…to get a jump on the competition before THEY all have a copy of the book.

BuyNow: Order Here for only $27
Download Trial: Here

Topics: Uncategorized
Tags: make money, mmorpg, pbbg, php game, rpg
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Go away from insecure web game scripts!

by a_bertrand in December 9th, 2009 
2 Comments

Since a couple of days, we started to work on a new game engine, when I say we, I could say mainly I, but lucky me, some good people on the Make Web Games forums seems to jump on the train too.

This game engine will be GNU licensed, which means, it will be free to use and run. However some modules as well as the support may be offered for some fee later on.

What will do this engine? Well basically the engine already does or will do what you may expect from a text game:
- Allows to customize the look & feel, even players will be able to choose which look & feel they want to use if the game offers more than one.
- Allows changing language (and being able to edit the languages file via the web interface).
- Have background events like restoring health or energy, and this without the need of any crons.
- Easy to develop new “locations” or “tools” without the need of modifying each and every file for it.
- Comes with a premade generic game, to demonstrate how things work.
- Unlimited stats.
- Self installing engine (on the database and configuration side).
- Self installing modules (on the database side or any other needs the module may have).

But don’t just believe on my words, go to the website http://www.zapengine.com, and download it to see how it goes by yourself! Of course, currently it’s not a full game, and I cannot promise you will not need to change the database and/or lose data if you upgrades later on. Be prepared also to see code like you never saw while working with other game engines. All is cleanly separated in different directories; each with it’s on function. Modules are within their own directory and defined by a file called “part.def” which the core code will check and use as “hook” to use the module. The current status is more than promising, and I highly encourage everyone here to test it and comment it out.

What I can promise is, that as long as there is some interest in it, I will continue to contribute.

About the author:
Alain Bertrand is a game creator and owner/creator of “Nowhere Else and Beyond” (NEaB) since March 2005. From 2005 until 2009 more than 110,000 players registered, all of this was achieved using most of the strategies mentioned here. It proves that constant work pays off, even in the current hard times.

Topics: Developer Tools, Game Tips, Game owner tricks, Scripts Vault

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Microsoft Kodu – Game Creator

by mdshare in November 26th, 2009 
No Comment

A Microsoft Research project, visual programming language for creating games. Targeted at kids this is a great visual tool for beginners to learn how to program games. There is no code to write, just pick and arrange actions. You may also want to read the kodu blog “I Didn’t Know You Could Do This in Kodu” which explains some interesting ways the language is being used.

Description: Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The core of the Kodu project is the programming user interface. The language is simple and entirely icon-based. Programs are composed of pages, which are broken down into rules, which are further divided into conditions and actions. Conditions are evaluated simultaneously.

The Kodu language is designed specifically for game development and provides specialized primitives derived from gaming scenarios. Programs are expressed in physical terms, using concepts like vision, hearing, and time to control character behavior. While not as general-purpose as classical programming languages, Kodu can express advanced game design concepts in a simple, direct, and intuitive manner.

Features:

    Kodu provides an end-to-end creative environment for designing, building, and playing your own new games.

  • High-level language incorporates real-world primitives: collision, color, vision
  • Uses Xbox 360 Game Controller for input — no keyboard required
  • Runs on XBox 360 and PC
  • Interactive terrain editor
  • Bridge and path builder
  • Terrain editor – create worlds of arbitrary shape and size
  • 20 different characters with different abilities

Links: Homepage - Kodu Blog

Topics: Developer Tools
Tags: game design, game developer, game development, game engine, game ready, kodu, microsoft kodu, mmorpg, pbbg, programming language, rpg
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A more secure login

by a_bertrand in November 25th, 2009 
No Comment

Once more I will pick a question from a chat discussion as starting point for a little article. The question was how to use SHA256 in JavaScript. Of course you may wonder what SHA256 is, well to make a long story short, it’s a replacement (more secure) version of the well known MD5 “digest” function or hash function. Basically MD5 or SHA256 are functions which take some string and produce a binary short identifier for it. That means, you can in theory have more than one initial string which produce the same identifier, but it practice it’s very unlikely and it is certainly extremely difficult without doing a brute force attack (more on this later) to find a possible string out of those identifiers. Those functions are also called one way cryptography, as it allows you to encrypt something but you cannot normally go back to the original message.

 

You know now what those function are, but how useful is it? Well maybe you don’t know it but all the communication between the browsers and the servers are PLAIN TEXT which means anybody between the browser and the server could see the data exchanged without any problem. This is valid for all the GET, POST parameters as well as for the cookies or anything else exchange. The only way to prevent this is to use the HTTPS (S for Secure) protocol instead of the normal HTTP one. However there is a few issue with the HTTPS, first of all it requires a server certificate, and if you don’t purchase one you will force your users to go through some odd browser acknowledgment which basically says: “Yes I agree and understand that this certificate is not valid or unknown”. There is some cheap certificate (look for Go Daddy for example, but normally an SSL certificate is expensive and needs to be re-installed every year. Another problem with HTTPS is that it requires some more CPU on the server as well as on the browser side.

 

So if you don’t use HTTPS as most web sites out there, you are in the risk that somebody steal the passwords players or admins use to log in on your site. And here we can use those “digest” functions mentioned above.

 

The idea is that you take the password given by your player, encrypt it on the browser side via JavaScript, and then send the encrypted string over the network. The advantage is that if somebody is sniffing your traffic he/she will not be able to read / know the password used. However this is only a first step, as this person could use the exact same encrypted string to be able to log in as well. So the solution is to concatenate the IP of the client as well as the password together and then make the MD5 out of it, on the server, as you cannot decrypt you do the same job take the user password out of the DB, glue it to the browser IP, feed it to the MD5 function and see if it matches with what you got from the player. By doing so, you ensure the same encrypted string cannot be shared along other PC if they use different IP. You could further improve it by using a cookie or some other kind of session identification so that only that browser will be accepted for that session and not all browsers / pc sharing the same IP.

 

As this could be somewhat difficult to understand just like that, I prepared you a full script (PHP and JavaScript) to see how things works. The first (and biggest) part of the JavaScript as you will see is taken from internet, so if you use it, please leave the copyright. For the remaining parts you can use it as you want.

The script:

http://base.nowhere-else.org/tutorials/check_pass.zip

Topics: Uncategorized

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