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   August 14, 2014  
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[00:02:15] *** Saymos has joined #libgdx
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[00:06:16] <TEttinger> mobidevelop, tametick (developer of some nice roguelikes, made some money of cardinal quest) lived in israel for some time, sorta skipping around between there and Austria based on the game dev scene. He liked both places from what I hear
[00:08:35] <TEttinger> esvee, for later: I'm working on my art collection thing for low-animation 2d games. there isn't much to show yet, but the technical aspects are falling into place
[00:12:29] <gentlemandroid> There's some rockets once in a while == usually it's quiet
[00:18:25] <kalle_h> http://youtu.be/kk34yU1BGiU?t=8m5s
[00:18:40] <kalle_h> what are those Halos over the players boots and character at ground
[00:19:03] <kalle_h> look really ugly
[00:25:32] <Saymos> Hey guys, ,I'm trying to determine the winner of my game with this code: http://pastebin.com/B1rba3zF which works nice but I ran into a problem if the score of 2 players are the same. How could I easily display if it would be a draw? Atm I'm using a label that displays the name of the winner
[00:30:16] <gentlemandroid> Man those games are depressing
[00:31:01] <Tann_> Saymos: if you sort them it'll be a lot easier to check for draws.
[00:31:20] <Tann_> Once they're sorted by score, you can say the winners are everyone who has the same score as the highest person.
[00:32:14] <Saymos> How do I sort it?
[00:32:30] <Tann_> Make a sorting algorithm, they're fun : )
[00:32:48] <gentlemandroid> Or just make a Comparator
[00:32:59] <Tomski> Make a comparator that sorts sorting algorithms
[00:33:54] <Saymos> I have no idea how to make algorithms :/
[00:34:23] <gentlemandroid> Get more better at make algorithms
[00:34:27] <Tann_> Learn, Saymos! They're easy to learn.
[00:34:50] <Tann_> All you need is a method which takes your list of players as an arugment
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[00:34:55] <Tann_> And puts them in the right order
[00:35:05] <Tann_> There's a whole bunch of ways to do it
[00:35:28] <gentlemandroid> Assuming you're using an Array, you can use players.sort() with your custom Comparator: http://docs.oracle.com/javase/7/docs/api/java/util/Comparator.html
[00:35:35] <kalle_h> you dont want to sort if you have just a linear list and you need to pick highest score
[00:35:48] <gentlemandroid> He wants all the highest scores
[00:35:51] <gentlemandroid> For draws
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[00:36:08] <Tann_> It's a good a time as any to learn algorithms anyway
[00:36:14] <kalle_h> that is still linear seech
[00:36:28] <kalle_h> O(N) vs O(N logN)
[00:36:40] <kalle_h> and linear search is simpler
[00:36:42] <gentlemandroid> Sure he can build a separate list but how exactly is this even BigO territory?
[00:36:50] <gentlemandroid> We're talking about a player list
[00:37:02] <Tann_> Yeah, don't worry about efficiency. Just go for a simple sort like this one- http://en.wikipedia.org/wiki/Bubble_sort
[00:37:06] <Saymos> It's a list of 2-4 players :P
[00:37:11] <kalle_h> for sorting you need lot more code that linear search
[00:37:22] <Tann_> Once you've learnt to sort, it'll be super useful elsewhere
[00:37:34] <Tann_> And it'll get you started for learning more complex algorithms
[00:37:38] <kalle_h> its over complicated for this thing
[00:37:47] <gentlemandroid> Absolutely, let's do it
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[00:39:33] <Saymos> kalle_h and what do you suggest instead?
[00:40:23] <Tann_> You could find the highest score and then find all players who have that score. But learn to sort dude : )
[00:40:24] <gentlemandroid> You know if you sorted the list you could then show all scores in order of most awesome
[00:40:35] <Tann_> Good point, gma
[00:41:05] <kalle_h> hmm, I maybe agree that sorting could be simplest way for this
[00:41:22] <kalle_h> except java sorts need such a boilerplate
[00:41:45] <Saymos> Well, I'll for sure look into
[00:41:53] <Saymos> Thanks for the help guys :)
[00:42:06] <kalle_h> This is quite facinating http://blog.stephenwolfram.com/2014/08/computational-knowledge-and-the-future-of-pure-mathematics/
[00:42:09] <Tann_> What sorta game are you working on?
[00:42:13] <gentlemandroid> Comparator actually seems easiest as you just have to provide the condition
[00:42:23] <gentlemandroid> You don't even have to figure out the sort
[00:43:05] <gentlemandroid> Oh boy, don't get swept up in the Wolfram bullshit field kalle_h
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[00:44:28] <Saymos> It's a digitization of The amazing Labyrinth
[00:45:45] <gentlemandroid> You're using digitization!
[00:46:07] <gentlemandroid> It's like that Jeff Bridges movie!
[00:46:47] <Tann_> Sounds cool Saymos
[00:47:33] <kalle_h> gentlemandroid: what wrong with wolfram?
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[00:54:46] <gentlemandroid> Nothing, I'm sure he'll revolutionize the world with his smart-everything algorithms and stuff
[00:54:59] <gentlemandroid> He wrote a physics book when he was 3 years old or something
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[00:55:34] <kalle_h> I often use wolfram alpha as tool when I am optimizing
[00:55:44] <kalle_h> or if I need to aproximate some curve
[00:55:46] <gentlemandroid> The Wolfram stuff is fine, but the hype machine that guy spins up is lots of hot air
[00:56:03] <kalle_h> like all the hype
[00:56:34] <gentlemandroid> I don't much trust companies that run on hype
[00:56:47] <gentlemandroid> I'd say Google doesn't do this, almost suicidally
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[00:57:14] <gentlemandroid> They just push stuff out and see what happens
[00:57:32] <kalle_h> http://www.pcgamer.com/2014/08/12/sega-offers-1-25-million-to-settle-aliens-colonial-marines-lawsuit-but-gearbox-fights-on/
[00:57:52] <kalle_h> This is quite alarming.
[00:58:38] <gentlemandroid> Who's suing who here exactly?
[00:58:42] <gentlemandroid> I'm not clear
[00:58:55] <kalle_h> group sue
[00:59:04] <gentlemandroid> Group?
[00:59:17] <gentlemandroid> Is the film rights holder suing them?
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[01:00:43] <kalle_h> its just one person suing them and every one who have bought the game can back that up
[01:01:04] <gentlemandroid> From what I read, Gearbox fucked around for a few years and devoted more of their resources to Borderlands, their own IP, than the Aliens IP they had been contracted to do
[01:01:30] <gentlemandroid> This is a consumer suit? Can that happen based on a game sucking hard enough?
[01:01:47] <kalle_h> they did have some trailer that contained a lot better looking game
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[01:02:05] <kalle_h> and that is done quite often
[01:02:32] <kalle_h> there are special trailer team that just build one level early without any actual peformance restrictions
[01:02:56] <gentlemandroid> I saw those comparison
[01:02:59] <kalle_h> then actual team build the game in their pace and at some point they actually replace whole level what early team have done
[01:03:04] <gentlemandroid> I'm actually kind of glad you can sue over bullshots
[01:03:07] <gentlemandroid> Fuck that practice
[01:03:45] <gentlemandroid> And fuck Gearbox as far as I'm concerned
[01:04:03] <gentlemandroid> They could have made a badass Aliens game, finally
[01:04:05] <kalle_h> soon you can sue woman magazine because they use photoshop
[01:04:09] <kalle_h> and make up
[01:04:19] <gentlemandroid> I don't have an issue with that either
[01:04:34] <gentlemandroid> But more realistically, I'd like to see more truth in advertising concerning real-time graphics
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[01:05:41] <gentlemandroid> I'm really tired, especially in today's age of graphical capabilities, of seeing bullshots
[01:05:48] <kalle_h> I don't like direct lies either but its quite frightening that some one can sue you based on pure technical decision
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[01:07:08] <kalle_h> like you need to optimize game at final stage and you drop resolution by 10% and BOOM law suit
[01:07:40] <kalle_h> becaues some marketing material promised 1080pt
[01:07:51] <gentlemandroid> Get your marketing people in line
[01:08:27] <TEttinger> solution: never promise anything
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[01:08:27] <kalle_h> but then you can't promise anything at any stage because things may change later
[01:08:39] <Tomski> Thats why you dont "promise" in game footage
[01:08:40] <gentlemandroid> I think that's a little overblown
[01:08:46] <gentlemandroid> This guy isn't suing over a resolution drop
[01:08:58] <kalle_h> but Killzone has been sued by that
[01:09:02] <gentlemandroid> Colonial Marines was a nightmarish shitpot
[01:09:04] <Tomski> If they were transparent about it all, it most likely wouldnt have been a problem
[01:09:08] <Tomski> but they aren't
[01:09:23] <kalle_h> http://www.polygon.com/2014/8/6/5975983/sony-sued-killzone-shadow-fall-1080p
[01:10:00] <gentlemandroid> That's stupid
[01:10:30] <kalle_h> if they settle that then all flood gates are open
[01:10:37] <gentlemandroid> But I would have cheered a lawsuit over Killzone 2, which was absolutely clearly bullshit when they "demoed" it running on "comparable hardware" at E3 before the PS3's release
[01:10:53] <kalle_h> game dropped single frame. My eyes are bleeding. I want BILLION dollar
[01:11:11] <kalle_h> they promised 60fps
[01:11:21] <gentlemandroid> So don't promise 60fps
[01:11:31] <Tomski> ezpz
[01:11:39] <kalle_h> but if game runs smooth 60fps
[01:11:46] <kalle_h> but you need to be super carefull
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[01:11:50] <gentlemandroid> In fact, don't promise anything you can't keep your fucking word over ever eh?
[01:11:54] <kalle_h> so you stop saying anything
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[01:12:04] <gentlemandroid> It's sad that we've reached a point where lawsuits are necessary to ensure that
[01:12:32] <kalle_h> gentlemandroid: it just that if you say something that is taken as promise
[01:12:54] <gentlemandroid> I don't think so
[01:13:08] <gentlemandroid> These are big bullshitters we're talking about
[01:13:17] <Tomski> People dont really have a voice when it comes to games that arent fit for purpose
[01:13:32] <Tomski> I dont think this killzone deal is a good example, but at least its getting people talking
[01:13:42] <gentlemandroid> And devs
[01:13:50] <gentlemandroid> 60fps means something
[01:13:51] <Tomski> You shell out £40 for disgusting pc ports of games, and you cant do shit about it
[01:13:58] <Tomski> Apart from dont buy the next one
[01:14:22] <gentlemandroid> I don't see anyone dragging Nintendo into court over Mario whatever-the-fuck not being rock-solid 60fps, and you know what? it is, and they don't even tout that fact!
[01:15:41] <kalle_h> killzone devs very open about that temporal resolution super sampling. But its quite technical stuff and only used at multiplayer(this allowed 60fps). I don't think that their promo team did even know that its not native 1080hd
[01:15:59] <gentlemandroid> Then that lawsuit should be dismissed
[01:16:15] <gentlemandroid> And hopefully there's a technically-savvy judge involved
[01:16:36] <gentlemandroid> I don't think this should be mentioned in the same discussion and Colonial shit Marines though
[01:16:38] <kalle_h> devs were open at technical forums. Normal consumer don't see that.
[01:16:42] <Tomski> gentlemandroid, absolutely
[01:16:55] <gentlemandroid> *as
[01:17:41] <gentlemandroid> It sucks that the legal system has to be involved as they're notoriously technically stupid
[01:17:50] <gentlemandroid> But I can't really shed a tear for false advertising
[01:17:58] <TEttinger> gentlemandroid, it's the same lawyer firm suing both
[01:18:07] <gentlemandroid> Yea, that sucks
[01:18:10] <TEttinger> ACM suit and killzone suit by same lawyer
[01:18:23] <gentlemandroid> Lawyers are scumbags
[01:18:43] <kalle_h> technically killzone didn't use any false advertising. They are upscaling in game and not with hardware
[01:18:54] <gentlemandroid> No one likes smelling dogshit, but sometimes if you throw it at the right house, stuff happens
[01:18:55] <kalle_h> so they are outputting 1080pt
[01:19:54] <mobidevelop> O.o
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[01:20:23] <gentlemandroid> From what you're telling me the killzone case sounds like shit
[01:20:40] <gentlemandroid> But I do get the schadenfreudes over that Colonial Marines case :P
[01:20:40] <kalle_h> it is but I am afraid that they still could settle
[01:21:21] <gentlemandroid> I can't say I'm afraid for a game dev scene where people second guess what they're promising the consumer
[01:21:38] <gentlemandroid> Under promise, over-deliver
[01:21:53] <gentlemandroid> I'd like to see those games
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[01:22:06] <gentlemandroid> This shit goes back to the 16-bit era ffs
[01:22:20] <kalle_h> I just loathe U.S law system
[01:22:31] <gentlemandroid> We all do, and sorry about that :P
[01:22:42] <kalle_h> these lawsuit just make lawyers rich
[01:22:56] <gentlemandroid> Totally, and frustratingly
[01:23:08] <gentlemandroid> But they also check bad practices, maybe overly so
[01:25:00] <gentlemandroid> You know what I'd like to see, no cutscenes, no pre-renders
[01:25:11] <gentlemandroid> The only advertising you see for a game is the first 10 minutes of play
[01:25:15] <kalle_h> I just want to live in world where technical decision are crippled because you are too afraid that some one could sue you
[01:25:29] <kalle_h> *don't
[01:27:41] <kalle_h> now I am too afraid to say that we use physical based shading because there might be some ad hoc solutions later on
[01:28:05] <gentlemandroid> I'm calling my lawyer
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[01:28:49] <TEttinger> I'm eating your lawyer
[01:29:00] <gentlemandroid> Jim was a sweet man
[01:29:07] <TEttinger> sweet and salty
[01:29:12] <KicStart> ugh
[01:29:22] <gentlemandroid> Why do you think I had him on retainer?
[01:29:34] <KicStart> I hate the idea of using government to solve problems that the marketplace should decide.
[01:29:51] <gentlemandroid> Right, because that works so well every time
[01:30:12] <KicStart> gentlemandroid: I'd rather send a guy with a bat to knock kneecaps than to use the government to do it.
[01:30:30] <TEttinger> then wouldn't you get govermented?
[01:31:04] <gentlemandroid> Governated
[01:32:17] <TEttinger> but yeah, some regulation is absolutely needed, the problem is the regulators are all from the industries they regulate... bankers in charge of banking laws,etc.
[01:32:40] <KicStart> I dunno, I think the guy should get a refund maybe, but that's it. I see fraud as completely different than IP law.
[01:33:27] <gentlemandroid> I dunno if I like any of these solutions really, but I do like seeing Gearbox get a kick in the nuts over that abyssmal shitfest
[01:33:32] <KicStart> lol
[01:33:35] <KicStart> I'm for that
[01:33:39] <kalle_h> refund should be max amount
[01:33:49] <KicStart> the bad PR should be enough to kill them tho
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[01:33:53] <gentlemandroid> But then how will the lawyers eat?!
[01:34:13] <Tomski> Oh yeah bad PR
[01:34:13] <kalle_h> they can suck souls form other ppl
[01:34:16] <Tomski> Look at EA struggling
[01:34:16] <gentlemandroid> But it isn't, because by and large the marketplace is filled with uninformed agents
[01:34:20] <KicStart> gentlemandroid: lol, I don't care how they eat.
[01:34:43] <Tomski> You are very lucky to get any sort of refund
[01:34:53] <gentlemandroid> The mass of consumers, the bulk that made Candy Crush a sensation, those are your marketplace deciders?
[01:35:02] <gentlemandroid> Please
[01:35:31] <KicStart> Sure. They vote with their time as well as their dollars/euros/other currencies.
[01:36:14] <KicStart> gentlemandroid: who would you have as the market decider? You?
[01:36:22] <gentlemandroid> Maybe!
[01:36:24] <Tomski> money is all that matters, and as long as people pay to get shit on, companies will keep doing it
[01:36:31] <kalle_h> gentlemandroid: how those ppl then found the Candy crush in first place?
[01:36:40] <gentlemandroid> Watercooler
[01:36:47] <kalle_h> they are not just blind consumers
[01:36:50] <KicStart> ASO, and viral social sharing.
[01:37:13] <gentlemandroid> Sure, Candy Crush is the epitome of Gaming
[01:37:30] <kalle_h> if they can see the positive pr, social sharing then they also will see negative news at some point
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[01:37:38] <gentlemandroid> We're all here trying to make the next Candy Crush, because that's what our fondest memories of gaming will be, that time we played Candy Crush
[01:37:44] <gentlemandroid> The amazing gameplay of Candy Crush
[01:37:53] <Tann_> Hi all, I'm looking for a way of using libgdx orthographic camera to render a certain area and nothing outside of it. For example something like showing, in a small box, what appears a long way to the right. Anyone have any experience?
[01:38:09] <mobidevelop> Candy Crush is amazing
[01:38:27] <KicStart> Nah, I'm trying to make the next Flappy Birds. ;)
[01:38:54] <KicStart> Tann_: like a restricted view frustum?
[01:39:12] <Tann_> Possibly! I'm not sure what the terminology is.
[01:39:25] <Tann_> restricted view sounds about right though
[01:39:39] <Tann_> Is that possible with gdx cams?
[01:39:40] <gentlemandroid> How about contraineramaed view?
[01:39:41] <KicStart> Tann_: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Frustum.html
[01:40:09] <kalle_h> sounds like scissors?
[01:40:14] <mobidevelop> O.o
[01:40:17] <gentlemandroid> Or glViewport
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[01:46:06] <Tann_> This Matrix4 stuff is a bit confusing. Changing the viewport seems to alter the scaling and I can't edit the frustum directly.
[01:46:16] <Tann_> Is it likely to be in the project/unproject methods?
[01:46:41] <gentlemandroid> I would say no
[01:47:08] <gentlemandroid> Those are mostly for picking/transforming points between spaces
[01:47:13] <gentlemandroid> Like touch coords
[01:47:22] <Tann_> Hmm
[01:48:21] <Tann_> I've thought of a better example of what I want to do
[01:48:25] <gentlemandroid> https://www.khronos.org/opengles/sdk/docs/man/xhtml/glViewport.xml
[01:49:09] <Tann_> Ooh this looks like it might be good
[01:49:49] <Tann_> Sweeet
[01:49:54] <Tann_> You are a gentleman!
[01:50:05] <gentlemandroid> Good luck with the maths! :P
[01:50:26] <Tann_> It should be fine. I'm basically having a battle between two spaceships and it looks weird if they're next to eachother
[01:50:37] <Tann_> This way I can have little windows showing a zoomed in view of each
[01:50:44] <Tann_> Shouldn't be too tricky!
[01:50:56] <gentlemandroid> That's the spirit!
[01:51:00] <mobidevelop> Famous last words
[01:51:06] <Tann_> Whoo gamedev!
[01:51:09] <gentlemandroid> ...which is later crushed by days of head scratching
[01:51:27] <Tann_> At least I'm doing 2d and I don't need to learn quaternions.
[01:51:38] <gentlemandroid> No, those were the famous last words
[01:51:40] <Tann_> I've heard they completely suck and the guy who invented them hated them too,.
[01:52:02] <gentlemandroid> Quaternions are best treated like magic or fire extinguishers
[01:52:19] <Tann_> Left alone and forgotten about?
[01:52:43] <KicStart> lol
[01:52:46] <gentlemandroid> Remembered, but used only as a last resort and with full understanding of 4th dimensional maths
[01:53:06] <gentlemandroid> I may be using my fire extinguishers wrong
[01:53:27] <KicStart> Hamilton was such a l33t boss.
[01:53:57] <kalle_h> Tann_: quaternions are really usefull
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[01:54:32] <kalle_h> still I treat them like magic
[01:54:45] <Tann_> Shit this is more maths than I was expecting...
[01:54:47] <Oonej> Question - how do i get my 'key' for my google ads?
[01:54:56] <gentlemandroid> If kalle_h treats a maths like magic, you should just treat it like plutonium
[01:55:33] <KicStart> Oonej: in Admob, you just add the app and setup either a banner or interstitial type ad and it will generate it for you.
[01:55:37] <gentlemandroid> Enriched plutonium
[01:56:06] <Oonej> hmm...adView = new AdView(this, AdSize.BANNER, "xxxxxxxx"); // Put in your secret key here
[01:56:15] <Oonej> what is my secret key then?
[01:56:37] <gentlemandroid> Is this a come on?
[01:56:43] <KicStart> Oonej: https://developers.google.com/mobile-ads-sdk/kb/
[01:57:15] <KicStart> gentlemandroid: are you the key master or the gate keeper? lol
[01:57:38] <gentlemandroid> I'm his friend, I'm supposed to meet him here
[01:57:40] <gentlemandroid> How are you?
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[02:02:45] <Tann_> gentlelmandroid: The glviewport thing is scaling the stuff I'm drawing. Any idea how to stop it from doing that?
[02:04:18] <gentlemandroid> Gosh I wish this stuff still wasn't a mystery to me but it's something to do with what params you set the viewport to
[02:04:47] <gentlemandroid> You need to keep the aspect ratio as well as scale the viewport accordingly
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[02:05:05] <gentlemandroid> So if it's some fraction of your screen you'd need to take that into account? I dunno
[02:05:11] <gentlemandroid> Someone help!
[02:05:17] <Tann_> Damn alright. Maths to do : P
[02:05:43] <mobidevelop> o.O
[02:05:46] <gentlemandroid> I mean basically when you set the screen to fullscreen it's calling glViewport with your screen size
[02:06:04] <Tann_> Hmm, maybe viewport isn't what I want then.
[02:06:04] <gentlemandroid> So if you set that to some fraction, you'll need to adjust it
[02:06:17] <Tann_> If I want a square viewport and I have a rectangular screen
[02:06:20] <gentlemandroid> I think it is, it controls where opengl draws it's naughty bits
[02:06:40] <Tann_> Then it'll always be weird and skewed and it looks like like you can't zoom a camera's x/y
[02:06:44] <Tann_> It's just a single value
[02:07:04] <Lysander> Guys should I scrap my game and work on a new game?
[02:07:12] <gentlemandroid> Lysander, Definitely
[02:07:15] <Lysander> I've been working on it for a year but I don't enjoy working on it anymore
[02:07:21] <Lysander> It's like all that wasted time
[02:07:30] <Tann_> Make a game a week for a month
[02:07:32] <gentlemandroid> I didn't catch that lsat part but it's always a good idea to not finish things
[02:07:44] <mobidevelop> glViewport sets the portion of the screen being drawn to, the camera affects how things get drawn into that space
[02:07:48] <Tann_> Then decide if you want to carry on with your big game or continue one of your little ideas : )
[02:08:03] <gentlemandroid> Oh right so I think you need to adjust your camera viewport settings too
[02:08:11] <mobidevelop> So, make sure your camera and viewport at least have the same aspect ratio
[02:08:15] <gentlemandroid> Then libgdx will do the maths for you
[02:08:20] <Lysander> This WAS supposed to be my small game though that only took like a week to a month
[02:08:27] <Lysander> It just became more and more amibtious over time
[02:08:31] <Lysander> Until it was like
[02:08:36] <Lysander> Wow I never really wanted ot work on this in the first place
[02:08:38] <mobidevelop> If your glViewport is square, the camera viewport should also be square.
[02:08:39] <Lysander> I just wanted to finish a game
[02:08:43] <gentlemandroid> My games always become more amphibious, consider yourself lucky
[02:08:49] <Tann_> What if I want a viewport that has a different aspect ratio to my screen?
[02:08:53] <gentlemandroid> I still have slime all over my desk
[02:08:56] <mobidevelop> Then do it
[02:09:13] <Tann_> Ooh the camera
[02:09:17] <Tann_> I see
[02:09:20] <Tann_> Hmm
[02:09:25] <mobidevelop> Your full screen is just one possible viewport
[02:12:46] <gentlemandroid> kalle_h, "But if it’s done, I think the results will be spectacular—and will surely change the face of pure mathematics at least as much as Mathematica (and for a younger generation, Wolfram|Alpha) have changed the face of calculational mathematics, and potentially usher in a new golden age for pure mathematics."
[02:12:50] <gentlemandroid> Totally not hype
[02:12:57] <Tann_> I think it's sunk in my dumb head, thanks GMA and MD!
[02:13:27] <gentlemandroid> I always trust people who say they will do things like "change the face of blorg"
[02:13:47] <gentlemandroid> "Usher in a new age!"
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[02:16:01] <solarcactus> Hello!
[02:16:03] <gentlemandroid> If I can finish, and I believe I very well have the ability to do just that, this salami sandwich, why the very face of the future of the, I'm going to usher in a new age of, what I'm saying is consequences will never be the same!
[02:16:47] <Tann_> Heehee, you're like a character from a Discworld novel : )
[02:17:23] <gentlemandroid> Are they all drunks?
[02:17:39] <Tann_> Maybe
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[02:19:47] <Oonej> yay i got ads!!!
[02:20:44] <kalle_h> gentlemandroid: he is not saying that he will do it. But just that if its get done
[02:21:06] <kalle_h> I belive that computer aided pure mathematic would open a lot of new doors
[02:21:23] <gentlemandroid> Said no one ever
[02:21:59] <Tann_> Oh my god it's all working this is the best you're all the best!!
[02:22:18] <gentlemandroid> I'm just saying he's 4 paragraphs in and already stroking his own ego
[02:22:45] <gentlemandroid> Everyone in this room believes computers are great and maths are magical
[02:22:58] <Oonej> maths not magical!
[02:23:04] <Oonej> magical is not real, maths is
[02:23:11] <gentlemandroid> He definitely is saying he's doing it
[02:23:11] <Oonej> unless its imaginary, then its not real
[02:23:13] <kalle_h> Oonej: can you prove that?
[02:23:27] <mobidevelop> Maths isn't real
[02:23:36] <Oonej> 1 + 1 = 2
[02:23:36] <kalle_h> Reality isn't real
[02:23:49] <Oonej> oh jesus, we need to start a philosophical channel
[02:24:04] <gentlemandroid> I don't remember Ken Perlin ever saying he was going to usher in any golden ages, and Michael Abrash and John Carmack don't talk about changing the face of shit
[02:24:06] <kalle_h> btw Jesus wasn't real either
[02:24:21] <gentlemandroid> They have people who do that for them, based on their accomplishements
[02:25:10] <kalle_h> I need to go sleep but let continue this later
[02:25:18] <kalle_h> see ya
[02:25:21] <gentlemandroid> Night dude
[02:25:37] <gentlemandroid> I gotta reheat some calzones
[02:27:32] <Oonej> nice gentlemandroid that is what i just ordered :D
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[02:28:26] <sinistersnare> next to the place ill be going to school there is a calzone place
[02:31:40] <Frog_Master> this code (http://hastebin.com/xeworeweli.cpp) should only change the bestScore my previous score was higher. But it just ignores the if statement and sets it whatever the last score was regardless.
[02:31:51] <Frog_Master> if my *
[02:32:20] <mobidevelop> Lies
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[02:32:57] <Frog_Master> truths
[02:33:21] <Frog_Master> im talking about when i reset the screen
[02:33:56] <mobidevelop> That's not enough code for anyone to help you, but it definitely wouldn't just skip the if
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[02:37:53] <Frog_Master> http://hastebin.com/wewapofaha.java
[02:38:48] <Frog_Master> it completely ignores the conditional requirement
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[02:39:03] <mobidevelop> No it doesn't
[02:40:06] <Foxish> Woot, got loads done on my crazy mmo project this evening xD
[02:40:10] <mobidevelop> Both best score and score can only be zero based on that code.
[02:40:24] <Aryantes> are you trying to make bestScore save even though you are doing new GameScreen()?
[02:40:41] <Frog_Master> false they are both set to whatever my last score was
[02:40:45] <Aryantes> (assuming score +=1 is some kind of refernce to the gamescreen's score)
[02:40:45] <Frog_Master> tested with system.out
[02:40:49] <Frog_Master> not zero
[02:41:04] <mobidevelop> Then you are not showing us actual code, try again
[02:41:11] <Aryantes> right
[02:41:20] <Frog_Master> new screen doesn't reset anything
[02:41:31] <Frog_Master> thats why i have score = 0 in the constructor
[02:42:14] <cobolfoo> hi
[02:42:27] <mobidevelop> The way you have pasted the code, one can only assume that score is a member of GameScreen and is initialized to 0
[02:42:56] <mobidevelop> So, again, post actual code. Not what you think is relevant, actual code.
[02:43:10] <Foxish> If anyone's interested, here's how my retro android MMO is looking :P The big grey box thing is the analog stick... https://drive.google.com/file/d/0B0kMNbEmgdoLdUFLcmdsX0JESDg/edit?usp=sharing
[02:43:48] <nick-afked> Foxish: nice
[02:44:06] <cobolfoo> I am working on a backdrop for a space game (flat). Since it is desktop, 1024x1024 i textures are not of enough quality, Using 2048x2048 textures seems an overkill, someone have an idea? I was thinking about composing the background of several objects manually, like adding asteroids, planets, glow … I also checked the homeworld2 approach but with such high resolution it is not feasible anymore.
[02:44:11] <nick-afked> got a playable demo?
[02:44:37] <Foxish> Not just yet, hoping to have one up in two weeks ish
[02:44:37] <nick-afked> cobolfoo: i ran into the same problem
[02:44:42] <nick-afked> i ahve a space game also w/ asteroids
[02:45:12] <cobolfoo> nick-afked: how have you fixed that ?
[02:45:24] <nick-afked> dynamic background
[02:45:37] <mobidevelop> What's overkill about 2048x2048?
[02:46:12] <nick-afked> azus 7" dual core hd device couldnt handle the big image with all the other graphics
[02:46:12] <cobolfoo> Maybe someone somewhere still have a old card that wont support 2048x2048
[02:46:28] <nick-afked> i guess i had too much going on
[02:46:39] <cobolfoo> I also want to prevent texture binding
[02:46:46] <mobidevelop> My laptop can handle textures up to 16384
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[02:50:19] <mobidevelop> With integrated graphics
[02:51:13] <Frog_Master> oh wait mobi i made typo http://hastebin.com/ipuvogiley.java
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[02:51:22] <Frog_Master> area1 extends GameScreen
[02:51:33] <Frog_Master> thats why it doesn't reset
[02:53:09] <mobidevelop> Area1 extending GameScreen doesn't have any bearing on the code you have presented.
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[02:54:03] <Aryantes> true. the code still doesn't make any sense. score+=1 won't even compile. there's no way to diagnose anything based on this random snippet.
[02:55:04] <Frog_Master> its the same score from gameScreen
[02:55:18] <Frog_Master> and yes it compiles why on earth wouldn't it
[02:55:51] <Frog_Master> resetting a screen within the screen does not reinitialize variables
[02:55:58] <NoMoreHelpsies> It wouldn't be, Area1 would initialize score to 0.
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[02:56:22] <Frog_Master> thats just a general rule nothing special about my code
[02:56:49] <Frog_Master> no it wouldn't because the screen set is within the same screen
[02:57:03] <Frog_Master> youd have to set it to 0 in the constructor
[02:57:18] <NoMoreHelpsies> You don't know how Java works
[02:57:33] <NoMoreHelpsies> Or the code is completely not what you pasted
[02:58:13] <NoMoreHelpsies> So post the whole class, or learn Java.
[02:58:58] <Frog_Master> well crap that is all the lines that have anything to do with score
[02:59:11] <Frog_Master> i dont know why then it wont re-initialize
[02:59:16] <Frog_Master> its a mystery
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[02:59:33] <NoMoreHelpsies> People who think they know what is relevant don't know what is relevant 99% of the time.
[03:00:04] <NoMoreHelpsies> Thus is why it took 2 weeks for people to help you last time you needed help
[03:01:00] <Frog_Master> perhaps
[03:01:06] <Tomski> no perhaps
[03:01:12] <Tomski> absolute
[03:01:17] <Frog_Master> XD
[03:01:55] <Frog_Master> touche
[03:03:05] <NoMoreHelpsies> Want me to write another completely working example that you won't understand?
[03:03:43] <Frog_Master> wait wait i thinks i got it
[03:03:44] <sinistersnare> lol is that nex?
[03:03:56] <Frog_Master> its so obvious its just that my brain is asleep
[03:04:18] <NoMoreHelpsies> You don't got it, I'm sure.
[03:04:23] <Frog_Master> yes i do
[03:04:30] <NoMoreHelpsies> Gasp!
[03:04:32] <sinistersnare> dont be so mean nex D:
[03:04:45] <Frog_Master> hes evil evil
[03:04:53] <NoMoreHelpsies> sinistersnare: you've been gone a long time, you've missed a lot
[03:04:58] <Aryantes> you must have static variables everywhere.
[03:05:02] <Tomski> Its not a case of being mean
[03:05:04] <sinistersnare> :)
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[03:05:13] <Tomski> If you dont know java, and you are trying to use it, learn
[03:05:20] <sinistersnare> war is different now, lol
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[03:05:28] <Tomski> Helping you solve this one tiny specific problem is not good help
[03:05:38] <Frog_Master> ah static that must be it
[03:05:39] <Tomski> Because you will just stumble at the next tiny specific problem
[03:05:50] <Frog_Master> well its static because its public
[03:05:55] <sinistersnare> no
[03:05:56] <Aryantes> ...
[03:05:57] <sinistersnare> nonononono
[03:06:02] <sinistersnare> ok Frog_Master. learn java
[03:06:14] <sinistersnare> static is not for that
[03:06:19] <Frog_Master> thats not why it wont reinitialize?
[03:06:20] * Aryantes facepalms.
[03:06:22] <dreamcrusher> http://docs.oracle.com/javase/tutorial/java/
[03:06:48] <Frog_Master> hey hey now i actually know my way around contructors, variables, methods, classes
[03:07:03] <Frog_Master> i just never pad attention to what static and some other modifiers meant
[03:07:03] <dreamcrusher> No you don't
[03:07:08] <Frog_Master> why i do
[03:07:12] <Frog_Master> yes*
[03:07:21] <dreamcrusher> You have proven repeatedly that you don't
[03:07:28] <Frog_Master> well i have learned
[03:08:01] <Frog_Master> so any ideas on what can cause persistent variables upon screen reset?
[03:08:07] <dreamcrusher> Nope
[03:08:10] <Frog_Master> im not bothered by it
[03:08:13] <Frog_Master> just curious
[03:08:28] <dreamcrusher> Probably programmer error
[03:08:42] <Frog_Master> problem exists on the chair?
[03:09:04] <Frog_Master> or rather between keyboard and chair
[03:09:22] <dreamcrusher> Pretty much
[03:09:39] <Frog_Master> yeah even going back to menu and then entering gamescreen the values persist
[03:09:47] <Frog_Master> thats why i have to set them in constructor
[03:09:53] <dreamcrusher> Not with the code you showed
[03:10:09] <Frog_Master> yeah that problem would obviously require more code
[03:10:18] <Frog_Master> but its not something i particularly care about
[03:10:35] <dreamcrusher> You do, else you wouldn't be here asking about it
[03:10:43] <Frog_Master> sigh i dont
[03:10:59] <Frog_Master> i just thought maybe it was normal until you said it wasn't
[03:11:06] <dreamcrusher> And if you don't you might as well just give up now
[03:11:37] <Frog_Master> what the shiz works like nizz
[03:11:44] <Frog_Master> i dont care about the fizz
[03:12:24] <dreamcrusher> Alrighty then
[03:12:26] <Frog_Master> anyways my problem is blatantly obvious and you would've caught had you not been hung on my persistent values
[03:12:33] <dermetfan> This conversation doesn't seem very encouraging to me
[03:12:42] <Frog_Master> lol
[03:12:59] <Frog_Master> the bestscore is being set after the screen is reset
[03:12:59] <dreamcrusher> You problem is blatantly obvious
[03:13:00] <Frog_Master> not before
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[03:13:42] <dreamcrusher> I told you best score and score can only be zero there
[03:13:53] <Frog_Master> they aint zero
[03:14:05] <Frog_Master> i have persistent values o.o
[03:14:10] <Aryantes> they aint zero cause the code you posted has nothing to do with your actual code
[03:14:11] <dreamcrusher> Then you didn't show real code
[03:14:23] <Frog_Master> again i dont care about it
[03:14:29] <Frog_Master> that isn't the issue
[03:14:37] <dreamcrusher> It isn't
[03:14:41] <dreamcrusher> I know the real issue
[03:14:57] <Frog_Master> sigh here it comes
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[03:16:40] <jigawot> hey, everyone
[03:17:04] <sinistersnare> hilo
[03:17:06] <Tomski> Frog_Master, you're arent really in the position to know what the issue is when you are asking for help
[03:17:22] <Frog_Master> i beg to differ
[03:17:26] <jigawot> anyone here familiar with the inner workings of sprite and spritebatch
[03:17:31] <Tomski> if you knew, you wouldnt have a problem
[03:17:38] <jigawot> i'm feeling a little stumped
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[03:17:46] <dreamcrusher> jigawot: maybe, what so you need to know?
[03:17:51] <dreamcrusher> *do
[03:18:30] <jigawot> i'd like to use sprite & spritebatch (or at least the same pattern for optimizations) to draw using more than just one texture
[03:18:40] <jigawot> well, one texture, but multiple regions
[03:18:41] <dreamcrusher> Ok
[03:18:53] <jigawot> for normal maps, specular maps, emissive maps, etc.
[03:19:04] <jigawot> but spritebatch only lets you use one texture and one set of UVs
[03:19:11] <dreamcrusher> True
[03:19:22] <jigawot> i've gotten a prototype working by binding extra textures and using a custom shader
[03:19:36] <jigawot> but i don't get "batching" because the batch class has no idea what i'm "side-loading"
[03:19:57] <jigawot> it seems like what I really need is a spritebatch that is open for extension that lets me define my own set of Mesh attributes
[03:20:05] <jigawot> so i can pass in the right data via VBOs
[03:20:12] <jigawot> is that the right approach?
[03:20:12] <dreamcrusher> implement Batch
[03:20:14] <jigawot> or am i way off?
[03:21:01] <dreamcrusher> You need your own "SpriteBatch", yes.
[03:21:17] <jigawot> okay
[03:21:37] <jigawot> i would have liked to leverage some of the code that would be common between my class and spritebatch
[03:21:42] <jigawot> instead of starting over from scratch
[03:21:52] <jigawot> but spritebatch isn't designed to be extended
[03:21:54] <dreamcrusher> The current SpriteBatch is highly optimized for the specific use case
[03:21:58] <jigawot> true
[03:22:10] <dreamcrusher> That's why there is a Batch interface
[03:22:30] <dreamcrusher> So you can make your own that is optimized for your use case
[03:22:37] <jigawot> right now what i've done is written a wrapper class that delegates to sprite batch and implements batch
[03:22:47] <jigawot> but i think i have to completely replace the spritebatch part with my own code
[03:23:08] <dreamcrusher> You do
[03:23:21] <jigawot> okay, thanks for the pointers
[03:23:34] <dreamcrusher> You can copy stuff from SpriteBatch as needed
[03:23:51] <jigawot> i try and avoid the copy-paste pattern when i can ;)
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[03:24:35] <jigawot> it usually indicates a design flaw
[03:24:39] <sinistersnare> copypaste isnt as bad as people say
[03:24:56] <sinistersnare> that souds bad
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[03:25:04] <dreamcrusher> It isn't a design flaw when the class is optimized for a certain use case
[03:25:16] <jigawot> i'm not saying it always is... just a lot of the time
[03:25:43] <Aryantes> what can't you do with extending and overriding?
[03:25:52] <jigawot> on the flip side, overly complex class hierarchies just for code reuse are far worse
[03:26:12] <jigawot> spritebatch's mesh and verticies are private members
[03:26:15] <jigawot> so i have no access to them
[03:26:30] <jigawot> in order to accomplish what i want, i need to change the structure of the VBOs
[03:26:52] <dreamcrusher> Which would effectively break every aspect of SpriteBatch
[03:27:10] <jigawot> not everything
[03:27:11] <dreamcrusher> Which is why they are private :)
[03:27:18] <jigawot> but most of it, yes :)
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[03:27:52] <jigawot> i can imagine a version that was abstract enough that a child class could define the structure and the abstract version could handle some of the common behavior in "batching" renders
[03:27:56] <dreamcrusher> I generally agree with your sentiment about extensibility though
[03:28:12] <jigawot> like detecting when the texture changes
[03:28:14] <jigawot> and you need to flush
[03:28:16] <dreamcrusher> I just don't think SpriteBatch could fit that bill
[03:28:24] <jigawot> or even some basic rotation math, etc.
[03:28:28] <dreamcrusher> And still be optimized
[03:28:55] <jigawot> it would essentially become a texture manager
[03:29:11] <jigawot> and the storage of vertices would be the responsibility of the child class
[03:29:19] <dreamcrusher> But that isn't its purpose
[03:29:25] <jigawot> spritebatch would extend this abstract class i speak of
[03:29:39] <jigawot> not that spritebatch would be abstract
[03:29:59] <jigawot> but that i could define my own mesh structure without having to give up the non-mesh-specific parts of spritebatch
[03:30:21] <dreamcrusher> What parts are those?
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[03:31:01] <Frog_Master> I thought you guys said static wouldn't make the values persist, IT DOES. Mystery solved
[03:31:59] <jigawot> storing the projection matrix, the transformation matrix, keeping track of the "active" texture, holding the custom shader, holding the blending "switch"
[03:32:11] <jigawot> the drawing flag
[03:32:35] <jigawot> they will be trivial to do myself
[03:32:42] <jigawot> but it is duplicate effort
[03:33:32] <jigawot> i guess i could always fork the project to demonstrate the idea
[03:33:41] <dreamcrusher> You could
[03:33:58] <jigawot> i may come to the conclusion it isn't worth the extra complexity ;)
[03:34:09] <dreamcrusher> Lol, also possible
[03:34:10] <Frog_Master> <Aryantes> <+sinistersnare> <@dreamcrusher> you guys were wrong
[03:34:13] <Aryantes> Frog_Master, you aren't using any static variables in your code
[03:34:15] <Aryantes> lol
[03:34:18] <dreamcrusher> Heh
[03:34:23] <Aryantes> at least not the score
[03:34:38] <Frog_Master> i am using static
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[03:34:49] <dreamcrusher> Frog_Master: I said nothing about static variables
[03:34:51] <Aryantes> so you mean your code isn't the same as what you posted?
[03:35:04] <dreamcrusher> ^
[03:35:07] <Frog_Master> sorry the copy paste cut out the static modfiers on accident
[03:35:14] <dreamcrusher> Lies
[03:35:25] <jigawot> if i _were_ to code up an example, what is the best way to "propose" it for a change (forgive my open source ignorance -- i'm inexperienced in this area)
[03:35:32] <Frog_Master> okay well sinister and ary said static wouldn't cause this
[03:35:41] <Aryantes> lol when?
[03:35:42] <dreamcrusher> Pull request on github jigawot
[03:35:43] <dermetfan> Frog_Master: Every value is persistent until someone comes along and changes it. As long as it's not 'final', no modifier makes the value persist. | 'static' means that the variable is not bound to an instance. This means that if the an instance of the class is GC'd, the 'static' members still have the same value. That's probably what you're experiencing.
[03:36:07] <pmartino> i think i shed a tear
[03:36:24] <jigawot> anyway, gtg. thanks for the advice. later.
[03:36:25] <dreamcrusher> jigawot: Mark it as a proposal, and ask for thoughts
[03:36:50] <Frog_Master> dermetfan thank you
[03:36:50] <jigawot> mark it as a proposal? do i do that on github? as part of the pull request?
[03:37:03] <dreamcrusher> Just in the title of the pull request
[03:37:08] <jigawot> ah, i see
[03:37:38] <jigawot> thanks!
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[03:37:56] <Frog_Master> aryantes above you facepalmed when i said the static modifier might be the cause of the problem
[03:38:07] <Frog_Master> unless i misunderstood
[03:38:19] <Aryantes> <Frog_Master> well its static because its public
[03:38:22] * Aryantes facepalms.
[03:38:38] <Frog_Master> oh in response to that i see
[03:38:41] <Aryantes> i took a random guess that you were misusing static variables because you spoke of persistence
[03:38:44] <Aryantes> its not even in your code
[03:38:49] <dreamcrusher> All public fields are static of course
[03:39:11] * sinistersnare facepalms
[03:39:12] <Frog_Master> yeah i had to make it static because its being accessed outside
[03:39:46] <dermetfan> That's usually an indicator of unusable architecture
[03:40:00] <Aryantes> like all variables in a program can be 'globals'
[03:40:58] <Frog_Master> if i use something like GameScreen.score in another class
[03:41:17] <Frog_Master> it throws error unless i make it public static score
[03:41:17] <Aryantes> i don't see GameScreen.score in your paste. should it have been there?
[03:41:26] <Frog_Master> no no just an example
[03:41:36] <Frog_Master> my problem is solved btw
[03:41:37] <dermetfan> you need an instance of GameScreen first.
[03:41:47] <dermetfan> new GameScreen().score. without static
[03:42:00] <Frog_Master> ah
[03:42:04] <Aryantes> It would benefit you to learn what you are doing instead of hacking your way around and trying to prove that you know everything to the people in this room.
[03:42:04] <dreamcrusher> Back to Java 101, round and round we go.
[03:43:17] <dreamcrusher> We'll just leave this here again... http://docs.oracle.com/javase/tutorial/java/
[03:43:19] <Frog_Master> making bestScore static made it persist
[03:43:27] <dermetfan> https://buckysroom.org/videos.php?cat=31
[03:43:32] <Frog_Master> which is what i needed
[03:44:00] <Frog_Master> installing the JDK?
[03:44:02] <Frog_Master> com on dermetfan
[03:44:08] <dreamcrusher> You need a ScoreManager, and a ScoreManagerImpl, and a ScoreManagerFactory
[03:44:09] <dermetfan> look at the list on the right
[03:44:11] <Frog_Master> i followed your tuts on libgdx already
[03:44:12] <cobolfoo> this is mean :)
[03:44:50] <dreamcrusher> Then a ScoreManagerManager interface that GameScreen implements
[03:44:50] <Frog_Master> why would i want all that, my shiz is nizz now
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[03:45:02] <Frog_Master> no need static does it all
[03:45:09] <Aryantes> the funny part is
[03:45:11] <dreamcrusher> Your shiz is definitely not nizz
[03:45:11] <dermetfan> The problem is that my videos teach libGDX, not Java. I assumed people learned java first
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[03:45:24] <Aryantes> if you had posted your real code, you would have gotten some real good improvements you could have learned from.
[03:45:24] <Frog_Master> you assumed wrong
[03:45:28] <Frog_Master> in my case
[03:45:29] <Frog_Master> XD
[03:45:39] <dreamcrusher> And we all have to suffer for it
[03:45:47] <Frog_Master> im sorry :(
[03:45:53] <solarcactus> Hey, for some reason, i cant get Music to play at the menu of my game.
[03:45:54] <dreamcrusher> I blame you dermetfan
[03:45:56] <Frog_Master> T_T
[03:46:18] <dermetfan> dreamcrusher: I said java was a requirement in the first episode.. :(
[03:46:24] <dreamcrusher> Lol
[03:46:30] <Frog_Master> i winged it
[03:46:38] <dermetfan> Well ok, I said "I highly recommend to learn java first"
[03:46:41] <sinistersnare> :) Frog_Master buy a book on java
[03:46:45] <sinistersnare> head first java is great
[03:46:53] <Frog_Master> im following a youtube series
[03:47:01] <sinistersnare> hopefully not theNewBoston
[03:47:03] <Frog_Master> i hate learning code via text
[03:47:07] <dreamcrusher> dermetfan: ha, needs to demand that instead if recommend I suppose
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[03:47:17] <Frog_Master> let me see what channel it is
[03:47:19] <dermetfan> sinistersnare: I learned java from thenewboston
[03:47:25] <Aryantes> just use static variables everywhere and put all your code in a single class as well.
[03:47:34] <sinistersnare> dermetfan: really? i found his tuts pretty bad
[03:47:45] <sinistersnare> did you know something prior?
[03:47:48] <Frog_Master> Derek Banas
[03:47:53] <Frog_Master> that was it
[03:48:37] <sinistersnare> i love books, when i watch series online i get distracted
[03:48:42] <sinistersnare> or ebooks too, for that matter
[03:48:47] <dermetfan> sinistersnare: I knew PHP before, but without OOP. Lots of space for improvement in his tuts, but they worked for me
[03:48:59] <sinistersnare> i bought this http://smile.amazon.com/Compilers-Principles-Techniques-Tools-Edition/dp/0321486811?sa-no-redirect=1 and its coming tomorrow :)
[03:49:10] <sinistersnare> dermetfan: makes sense
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[03:49:44] <Aryantes> i skimmed the first few minutes of Derek Banas java tutorial, he says use static so that other classes can access it. "cause we want everybody to have access to it"
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[03:49:59] * sinistersnare shudders
[03:50:00] <solarcactus> when i try to init the music, and everything seems to work
[03:50:11] <solarcactus> i put in a normal sound file for my music in .mp3
[03:50:14] <solarcactus> and i get an error
[03:50:19] <Frog_Master> well there you have it
[03:50:27] <Frog_Master> blame derek for my use of static
[03:50:35] <solarcactus> http://pastebin.com/YdKhFeyv
[03:50:38] <solarcactus> thats the error
[03:50:48] <solarcactus> anybody know whats wrong?
[03:50:56] <mobidevelop> The file isn't found
[03:51:04] <Frog_Master> you didn't slam head on keyboard
[03:51:05] <dermetfan> File not found: \data\background.mp3 (Internal)
[03:51:12] <Frog_Master> that is always the first step ALWAYS
[03:51:18] <solarcactus> but, i already put that in my assets
[03:51:18] <sinistersnare> solarcactus: did you set your working directory? that always gets me :)
[03:51:22] <cobolfoo> sinistersnare: you really really like compilers
[03:51:28] <sinistersnare> cobolfoo: YES!
[03:51:31] <mobidevelop> Boo compilers
[03:51:32] <solarcactus> wait, lemme try to refresh
[03:51:32] <sinistersnare> i love programming langauges
[03:51:40] <Frog_Master> boo programming
[03:51:45] <Frog_Master> jk
[03:51:47] <sinistersnare> i want to make my own! i want to do it all :)
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[03:51:53] <solarcactus> Error creating music com.badlogic.gdx.backends.openal.Mp3$Music for file: /data/background.mp3
[03:51:54] <sinistersnare> boo Frog_Master not knowing java !
[03:51:58] <solarcactus> thats the head error
[03:52:02] <Frog_Master> make your own would be so difficult
[03:52:05] <dermetfan> sinistersnare: Make your own language?
[03:52:14] <Frog_Master> <+sinistersnare> ;p
[03:52:25] <dermetfan> If you do, please make a data-oriented one, inspired by Ashley
[03:52:27] <sinistersnare> dermetfan: im not a designer, but yeah. maybe just contribute to one
[03:52:28] <Frog_Master> i was interested in that once
[03:52:34] <solarcactus> im sure ive put it in the right directory
[03:52:37] <solarcactus> and it is the same name
[03:52:41] <Frog_Master> but never attempted it
[03:52:45] <sinistersnare> i want to work for a company making programming languages :)
[03:52:49] <cobolfoo> I once tried to write an OS (the kind that only boot on a 1.44 floppy disk because you dont know to handle hard drives yet), It took me so much time for shitty console-only result and 16bits allocation
[03:52:50] <dermetfan> Oracle
[03:52:51] <solarcactus> and all my other textures / .wav sound files work fine
[03:52:53] <Frog_Master> ewww companies
[03:52:57] <solarcactus> so, whats wrong.
[03:53:00] <sinistersnare> dermetfan: yep.
[03:53:07] <sinistersnare> theyre HQ is like an hour from my house
[03:53:11] <sinistersnare> their*
[03:53:13] <cobolfoo> sinistersnare: I have a old MINIX book here, half doc, half source code, very nice
[03:53:15] <solarcactus> wait a minute
[03:53:36] <mobidevelop> One of my coworkers wrote an operating system at Intel
[03:53:36] <dermetfan> Did you apply yet?
[03:53:37] <sinistersnare> cool :) i want to get more books, i have a few already, but my collection is slowly gaining friends
[03:53:37] <solarcactus> new error
[03:53:37] <solarcactus> http://pastebin.com/DJ9S1Hk9
[03:53:42] <Frog_Master> i think making your own language would be more fun than just programming
[03:53:49] <sinistersnare> dermetfan: nope, i havent even gone to college yet :P
[03:53:54] <sinistersnare> i dont think theyd accept me
[03:53:58] <solarcactus> can anyone help?
[03:54:17] <dermetfan> Oh :D I always think people are already working professionals
[03:54:21] <sinistersnare> solarcactus: empty ogg
[03:54:26] <sinistersnare> is what the error says
[03:54:31] <mobidevelop> O.o
[03:54:39] <solarcactus> what does that mean
[03:54:47] <Frog_Master> chinese to me
[03:54:53] <sinistersnare> dermetfan: nope, but i teach java at my highschool, i was the president of the game dev club!
[03:54:54] <solarcactus> empty ogg
[03:54:55] <sinistersnare> using libgdx!
[03:55:10] <Frog_Master> i want to marry libgdx
[03:55:16] <solarcactus> :) it is awesome
[03:55:18] <Frog_Master> do think that is legal?
[03:55:19] <sinistersnare> Frog_Master: maybe you should learn it first :p
[03:55:24] <nick-afked> ouch
[03:55:25] <solarcactus> JPanel vs libGDX
[03:55:27] <solarcactus> libGDx wins
[03:55:29] <solarcactus> so much
[03:55:30] <nick-afked> she can be mean
[03:55:33] <Frog_Master> i know ligbdx and box2d very well
[03:55:40] <Frog_Master> its java that i must improve on
[03:55:47] <solarcactus> so, you know wha6ts wrong with my sound file?
[03:55:51] <solarcactus> again - http://pastebin.com/DJ9S1Hk9
[03:55:55] <solarcactus> is the error
[03:56:11] <Frog_Master> ive never come across that error because ive never implemented music
[03:56:14] <dermetfan> does that ogg play in some players
[03:56:15] <sinistersnare> well solarcactus, it seems you have an empty ogg
[03:56:22] <sinistersnare> play it yourself to see if it wors
[03:56:22] <Frog_Master> i think that maybe a missing music file though
[03:56:32] <Frog_Master> may be*
[03:56:34] <mobidevelop> solarcactus: I suspect your mp3 is not what you think it is
[03:56:43] <solarcactus> ?
[03:56:46] <solarcactus> when it runs
[03:56:48] <sinistersnare> lol error says ogg, youre typing in mp3
[03:56:48] <solarcactus> it works fine
[03:56:50] <sinistersnare> hmmmmmm
[03:56:58] <dermetfan> sinistersnare: We don't even have 2 game devs at our entire school
[03:56:59] <solarcactus> its a music file
[03:57:11] <sinistersnare> dermetfan: neither do we :) its just me, and a few kids who im teaching!!!
[03:57:14] <solarcactus> well, if i downloaded it from a wav, if i changed it to mp3
[03:57:18] <solarcactus> is that the problem?
[03:57:26] <solarcactus> i downloaded wav and changed it to mp3
[03:57:29] <sinistersnare> just name it .wav not .mp3
[03:57:35] <sinistersnare> libgdx likes wav
[03:57:46] <sinistersnare> changing extension doesnt change anything
[03:57:48] <dermetfan> renaming a file doesn't change its format anyway
[03:58:04] <dermetfan> Ok, you won.
[03:58:19] <mobidevelop> Lag!
[03:58:30] <sinistersnare> :)
[03:58:44] <Frog_Master> changing extension changes compatibility
[03:59:04] <dermetfan> nope
[03:59:07] <Frog_Master> for example if music player A only accepts format A i can change format B to A and walah
[03:59:09] <Frog_Master> yes it does
[03:59:18] <Frog_Master> but it doesn't actually convert the file
[03:59:20] <mobidevelop> O.o
[03:59:30] <cobolfoo> file association and libgdx not caring about extensions is not the same thing :)
[03:59:35] <Frog_Master> you would need software for that
[03:59:37] <dermetfan> That's because the player is dumb and checks the extension instead of the MIME type
[03:59:51] <solarcactus> wait, but Music
[03:59:55] <Frog_Master> well i never knew the reason behind it
[03:59:55] <solarcactus> you can do .wav files
[04:00:07] <solarcactus> since they only hold 16bit files or something
[04:00:15] <solarcactus> you get an error if it istn short
[04:00:17] <solarcactus> isnt*
[04:00:28] <solarcactus> im trying to get music for my menu
[04:00:30] <mobidevelop> .wav works just fine
[04:00:31] <solarcactus> and in-game
[04:00:38] <solarcactus> really? i get an error
[04:00:41] <solarcactus> when i do try wav
[04:00:59] <solarcactus> ill try it and give you the error, if that will help
[04:01:03] <mobidevelop> For long music, definitely don't use wav though
[04:01:24] <mobidevelop> Convert to mp3 or ogg for the compression
[04:01:33] <sinistersnare> yeah, dont just change extension, use a converter
[04:01:37] <sinistersnare> ffmpeg <3
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[04:01:45] <dermetfan> ffmpeg +1
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[04:02:14] <solarcactus> ok
[04:02:14] <solarcactus> so
[04:02:18] <solarcactus> lets say i have the music file
[04:02:23] <solarcactus> its 1:00min
[04:02:26] <solarcactus> its a wav
[04:02:29] <solarcactus> so what do i do
[04:02:41] <Frog_Master> you shake it baby
[04:02:47] <solarcactus> how do i code it in? do i init it as Music or Sound?
[04:02:49] <Frog_Master> shake your groove thang
[04:02:56] <solarcactus> I like that idea
[04:03:01] <solarcactus> but i need the code done first :)
[04:03:02] <solarcactus> lol
[04:03:14] <Frog_Master> i make silent software
[04:03:15] <Frog_Master> no music
[04:03:20] <Frog_Master> so i can no helps
[04:03:22] <dermetfan> Both work, but Sound is completely loaded into RAM while Music is streamed from disk
[04:04:21] <sinistersnare> so try Music if sound isnt working
[04:04:21] <mobidevelop> For android, sounds have to be 1mb or less
[04:04:32] <sinistersnare> oohh thats a fun fact
[04:04:36] <sinistersnare> is that in the wiki
[04:04:55] <mobidevelop> No clue
[04:04:59] <sinistersnare> ill look
[04:05:41] <Frog_Master> remixes*
[04:05:42] <Frog_Master> guess my 2 gig remizes are no good
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[04:07:13] <mobidevelop> On desktop I don't know that there is any difference in how the sound and music are loaded
[04:07:22] <mobidevelop> I think it is streamed in either case
[04:08:32] <sinistersnare> https://github.com/libgdx/libgdx/wiki/Sound-effects
[04:09:06] <dermetfan> nope, not streamed
[04:09:12] <dermetfan> at least that's what the javadoc says
[04:09:18] <dermetfan> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/audio/Sound.html
[04:09:19] <solarcactus> so, how do i fix it? :P
[04:09:45] <sinistersnare> dermetfan: oh yeah forgot to reply to you, never used Ashely, or any ECS.
[04:09:54] <sinistersnare> so not sure how that would work if ive never used it :)
[04:10:27] <dermetfan> sinistersnare: Actually I'm not exactly sure myself
[04:10:31] <mobidevelop> Well, the javadoc is generalized. I may be wrong though. It has been a while since I looked at sound in desktop
[04:10:41] <sinistersnare> hahahaha :D
[04:11:28] <BlueProtoman> Artemis-ODB > Ashley
[04:11:28] <solarcactus> look, ill change my music into a wav
[04:12:01] <sinistersnare> BlueProtoman: why?
[04:12:02] <solarcactus> http://pastebin.com/UAuT13iG
[04:12:04] <solarcactus> check it out
[04:12:07] <solarcactus> thats the error
[04:12:09] <sinistersnare> i dont know either, why not just use artemis?
[04:12:49] <dermetfan> Psh! That's blasphemy!
[04:13:00] <sinistersnare> why fork instead of update?
[04:13:16] <BlueProtoman> Artemis-ODB is faster than Ashley.
[04:13:38] <sinistersnare> solarcactus: try to convert to MP3, ive had problems with wav before i believe
[04:13:44] <sinistersnare> ffmpeg for likfe
[04:14:03] <BlueProtoman> And Artemis-ODB is a fork of Artemis that's faster, more memory-efficient, and has more features
[04:14:34] <sinistersnare> why didnt they just send patches to old artemis?
[04:14:52] <sinistersnare> what does odb stand for?
[04:15:06] <mobidevelop> solarcactus: that wav format is unsupported, convert it
[04:16:42] <BlueProtoman> sinistersnare: I have no idea for either, honestly. Artemis-ODB is actively maintained, though, while classic Artemis isn't. Also, artemis-odb is on Github, while classic Artemis is on Google Code.
[04:16:52] <sinistersnare> sounds good :p
[04:19:34] <mobidevelop> Ol' Dirty Bastard
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[04:20:48] <sinistersnare> i googled and i found that, didnt seem fitting, but sure
[04:21:03] <mobidevelop> It is a tribute to him
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[04:21:45] <sinistersnare> oh ok, didnt know it was a person
[04:21:54] <mobidevelop> O.o
[04:21:55] <sinistersnare> oh i guess it is
[04:22:08] <sinistersnare> wu tang clan..
[04:22:10] <sinistersnare> yeah i dont listen to rap
[04:22:20] <sinistersnare> Cake, Beatles, Queen... yeah
[04:24:16] <BlueProtoman> Didn't mean to make you cry
[04:24:43] <sinistersnare> im a sex machine, ready to reload like an atom bomb
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[04:25:32] <dermetfan> Painkiller!
[04:25:40] <BlueProtoman> No, the line is "if I'm not back again this time tomorrow"
[04:26:03] <sinistersnare> Bohemian rhapsody is overrated when we have dont stop me now
[04:26:05] <Frog_Master> lol whats going on in chat
[04:26:10] <sinistersnare> or the prophets song
[04:26:31] <BlueProtoman> Frog_Master, just killed a man
[04:26:41] <Frog_Master> nice
[04:26:42] <BlueProtoman> Put a gun against his head, pulled my trigger now he's dead
[04:26:54] <Frog_Master> did you use HCL ?
[04:26:54] <sinistersnare> mommmmaaaaaaaaaaaaaa
[04:27:05] <Frog_Master> you know for fingerprints
[04:27:05] <BlueProtoman> Life had just begun
[04:27:44] <mobidevelop> Oh brother
[04:28:26] <BlueProtoman> AND NOW I'VE GONE AND THROWN IT ALLLL AWAAAAAAAAAY
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[04:31:17] <Frog_Master> im gonna make my own programming language
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[04:31:20] <Frog_Master> called frog
[04:31:39] <mobidevelop> That way you won't have to learn java
[04:31:39] <Frog_Master> everything has to have the word frog in front
[04:31:45] <Frog_Master> ^
[04:31:52] <mobidevelop> That's like ObjectiveC
[04:32:10] <mobidevelop> NSThis, NSThat
[04:32:18] <Frog_Master> frog int j = 4, frog public class frog () {}
[04:32:27] <Frog_Master> frog! frog! frog!
[04:32:30] <Frog_Master> glorious FROG!
[04:32:34] <Frog_Master> ahem...
[04:32:36] <BlueProtoman> I'm gonna make a programming language, and it's gonna be like Python but better, and all the keywords are my initials
[04:32:43] <Frog_Master> lol
[04:32:55] <Tann_> frog Frog frog = new frog Frog(Frog frog frog)
[04:32:55] <Frog_Master> BlueProtoman is the name of the main class
[04:33:14] <BlueProtoman> jtg i in range(0...arr.length): jtg i
[04:33:19] <BlueProtoman> Frog_Master: No, my name is Jesse
[04:33:53] <Frog_Master> oh i thought you were named after a color and born in the protoman family :
[04:33:55] <Frog_Master> )
[04:34:06] <Frog_Master> and yes tan that is the idea
[04:34:34] <Frog_Master> :) *
[04:36:08] <sinistersnare> i would totally work at oracle for java, or Mozilla for Rust
[04:36:21] <sinistersnare> not really any company behind python :(
[04:36:46] <Frog_Master> there is a programming language called Rust
[04:37:02] <Frog_Master> these guys are so creative with the names eh
[04:37:25] <Frog_Master> my language would be Super Duper Frog Master 2000 Elite
[04:37:35] <Frog_Master> Omega edition
[04:37:51] <sinistersnare> rust is built off of old ideas
[04:37:58] <sinistersnare> but its named after the fungus, not the metal!
[04:38:08] <sinistersnare> oxidized metal*
[04:38:50] <Frog_Master> ah that orange crap that grows on walnut trees and stuff
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[04:39:32] <sinistersnare> yes that stuff
[04:39:41] <sinistersnare> its awesome, like 5 different ways to reproduce
[04:39:44] <sinistersnare> so it just cant die
[04:39:54] <Frog_Master> doggie style one of them?
[04:39:59] <sinistersnare> it just cant not reproduce*
[04:40:00] <Frog_Master> XD
[04:40:02] <BlueProtoman> doge style
[04:40:02] <sinistersnare> Frog_Master: funny
[04:40:24] <sinistersnare> https://github.com/returnString/DogeSharp
[04:41:25] <Frog_Master> bahahahaha
[04:41:38] <Frog_Master> that is gold
[04:42:46] <cackling_ladies> what can you do with a fad language like that?
[04:43:03] <Frog_Master> yeah i just discovered the doge meme lately
[04:43:05] <sinistersnare> its basically a C# mask
[04:43:12] <sinistersnare> it compiles to c# then to .net
[04:43:16] <Frog_Master> totally missed it during its prime
[04:43:19] <Frog_Master> omg its real
[04:43:35] <Frog_Master> i thought that was a joke
[04:43:51] <sinistersnare> no why would it not be real, its doge
[04:44:32] <Frog_Master> jesus
[04:44:36] <cackling_ladies> my boss actually have one of those doge cause he work for a child company of a japanese megacorp.
[04:45:04] <cackling_ladies> I cant help but chuckle at the amount of cocksucking he's willing to go for.
[04:45:07] <sinistersnare> a shiba inu? cool
[04:45:36] <Frog_Master> thats what corporate clowns do
[04:46:00] <Frog_Master> get your university degree and your big pay off is to work for someone else
[04:46:04] <Frog_Master> yipee
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[04:46:40] <sinistersnare> lol
[04:46:53] <sinistersnare> apparently the hardest class at UMD uses C75 standard
[04:46:54] <mobidevelop> I work for someone else and I have no degree
[04:46:58] <sinistersnare> so you cant like even look for help
[04:47:12] <sinistersnare> im going to love it
[04:47:19] <Frog_Master> good mobi, good
[04:47:24] <cackling_ladies> err not even a shiba. This POS http://en.wikipedia.org/wiki/Japanese_Chin
[04:47:41] <sinistersnare> ew thats ugly :(
[04:47:52] <Frog_Master> eww i would be tempted to run it the hell over
[04:48:11] <Frog_Master> and make some canine sushi rolls
[04:48:12] <cackling_ladies> "known for its importance to Japanese nobility." from wikipedia, the jewish encyclopedia.
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[04:48:32] <sinistersnare> the jewish encyclopedia?
[04:48:46] <Frog_Master> the banker controlled jewish bullshit propaganda encylopedia*
[04:48:55] <Frog_Master> you had a type
[04:48:56] <Frog_Master> typo*
[04:48:57] <sinistersnare> ok, maybe we should stop with the rudeness now :)
[04:49:15] <Frog_Master> it aint rude its the truth
[04:49:38] <Frog_Master> the site is biased and non neutral its not even remotely funny
[04:49:41] <Frog_Master> is so *
[04:49:52] <sinistersnare> Frog_Master: even so, its not very polite
[04:50:00] <Frog_Master> whats not polite
[04:50:18] <Frog_Master> the jewish part? it is zionist controlled thats all im saying
[04:50:33] <Frog_Master> i have no issue with the jewish population at large
[04:50:54] <sinistersnare> i dont want to get into it, saying those things gets political fast, and this is a game dev channel
[04:51:02] <Frog_Master> zionist is a better word than jewish in this context tbh
[04:51:11] <Frog_Master> yeah fine
[04:51:15] <Frog_Master> * zips it
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[04:51:26] <Frog_Master> so libgdx eh
[04:51:30] <Frog_Master> java
[04:51:33] <Frog_Master> yup dup
[04:51:45] <cackling_ladies> http://www.theguardian.com/world/2010/aug/18/wikipedia-editing-zionist-groups aye true
[04:52:51] <Frog_Master> aint news to me
[04:53:00] <cackling_ladies> let's zip it
[04:53:03] <cackling_ladies> I forgot to read.
[04:53:36] <cackling_ladies> let's turn the conversation to me and my failure to create a seamless hex map
[04:53:54] <Frog_Master> hexmap.seamless()
[04:53:58] <Frog_Master> works for me
[04:54:00] <sinistersnare> nope.
[04:54:05] <sinistersnare> hexmap.setSeamless(true)
[04:54:11] <Frog_Master> ah
[04:54:22] <Frog_Master> my bad sinister is correct
[04:54:25] <Frog_Master> methods are awesome
[04:54:42] <Frog_Master> i have player.isChocolate() for my game
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[04:54:56] <Frog_Master> and low and behold he is a moving piece of sweet goodness
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[05:18:35] <solarcactus> wait sinistersnare
[05:18:42] <solarcactus> so i conver tthe sound file to mp3?
[05:18:48] <sinistersnare> damn was just about to stop waiting
[05:18:58] <sinistersnare> sure why not
[05:19:05] <solarcactus> kk
[05:19:05] <sinistersnare> the wav file format your using isnt working
[05:19:36] <solarcactus> http://pastebin.com/VWxN0dNc
[05:19:44] <solarcactus> error from conversion to mp3
[05:20:05] <solarcactus> lol, its funny
[05:20:09] <solarcactus> Sounds work but music dosnt
[05:20:14] <sinistersnare> did you just change the file name?
[05:20:16] <solarcactus> i just wanted some music so it isnt so soundless
[05:20:17] <solarcactus> really
[05:20:20] <sinistersnare> or use an actual converter?
[05:20:20] <solarcactus> nope.
[05:20:26] <solarcactus> i changed the name
[05:20:30] <solarcactus> theres converters>/
[05:20:38] <sinistersnare> changing a file name does literally nothing
[05:20:43] <TEttinger> how on earth would changing the name work...
[05:20:43] <sinistersnare> all it does it change its name
[05:20:51] <solarcactus> most of these are Youtube to mp3
[05:20:53] <sinistersnare> TEttinger: people see the image change
[05:20:56] <solarcactus> can you give me a link
[05:21:02] <sinistersnare> and think its differnt
[05:21:04] <solarcactus> well, not the name
[05:21:07] <solarcactus> the extension
[05:21:13] <TEttinger> http://media.io/
[05:21:22] <sinistersnare> http://bit.ly/v5U44U
[05:21:28] <sinistersnare> same thing
[05:21:33] <solarcactus> wat quality
[05:21:34] <solarcactus> do i choose
[05:21:36] <sinistersnare> changing extensions does 2 things
[05:21:39] <sinistersnare> change the name
[05:21:42] <sinistersnare> and maybe change the icon
[05:21:47] <sinistersnare> nothing else to the bytes on the inside
[05:22:02] <solarcactus> so,
[05:22:08] <solarcactus> qual;ity?
[05:22:18] <solarcactus> High or Medium or Extreme
[05:22:27] <sinistersnare> normal
[05:22:30] <SudsDev> and the first method programs use to try and interpret the file. some programs will be smart enough to use the file header information. other programs will just find something unexpected and give up
[05:22:34] <solarcactus> k
[05:22:49] <sinistersnare> SudsDev: need dem 4cc's
[05:23:29] <solarcactus> ok works. Thanks!
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[05:23:31] <solarcactus> Thanks alot
[05:23:31] <solarcactus> :)
[05:23:36] <sinistersnare> sounds good
[05:23:36] <TEttinger> quality impacts file size, if you don't need higher quality (like for things with music or blips/bloops but no human voices), you can save a lot on download size
[05:23:51] <solarcactus> k, thanks everyone :)
[05:23:56] <TEttinger> wav is still mostly important for short effects
[05:24:05] <TEttinger> like a guy saying AAAAARGH
[05:24:13] <solarcactus> its cause it can only hold short amounts of sound?
[05:24:28] <TEttinger> because it sounds clearer and because wavs are huge
[05:24:56] <TEttinger> wav records every minute change in every instant of sound
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[05:25:01] <SudsDev> I don't actually remember any of the reasons. But a few years ago when I was doing the research, I ended up deciding to use Ogg for everything.
[05:25:02] <TEttinger> mp3 doesn't exactly
[05:25:30] <TEttinger> mp3 is actually a compression format, that means that it loses some clearness to make the file much smaller
[05:25:41] <TEttinger> faster to download, etc.
[05:25:51] <TEttinger> it's like jpeg in that sense
[05:26:03] <TEttinger> solarcactus, you can compare, say...
[05:26:33] <TEttinger> http://blog.topazlabs.com/wp-content/uploads/2011/03/djepg_eye.png
[05:26:44] <sinistersnare> alright i need to be up early, goodnight
[05:26:47] <TEttinger> the one on the left has a lot of jpeg artifacts, a low quality
[05:26:48] <sinistersnare> i will leave with this
[05:26:59] <sinistersnare> GUITARRRR ( TEttinger ;) )
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[05:27:07] <TEttinger> mp3 at low quality is similar, things get blurry or jagged
[05:27:09] <TEttinger> haha
[05:27:57] <TEttinger> (as in, instead of a curve turning into a blurry line, it takes a rising tone like from a saxophone and makes it one "flat" line of a note)
[05:28:40] <TEttinger> it's only noticeable for most people on specific instruments or human voices
[05:29:53] <TEttinger> I do remember listening to an album on CD and noticing flat, artificial sounding parts on some wind instrument like a saxophone or flute
[05:35:23] <Tann_> Is there a way to detect if the cursor is outside the window?
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[05:44:34] <solarcactus> hey, i have another question. :P
[05:44:52] <solarcactus> the thing is, that i want my music to play again in the level after the player dies.
[05:45:16] <solarcactus> Ive done par tof this by assigning a variable to my deathscreen and saying that the music will pause
[05:45:36] <solarcactus> and then when the player is Alive, it will resume with the music.
[05:45:41] <solarcactus> Anyone know how to do this?
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[06:27:03] <solarcactus> @Frog_Master
[06:27:07] <solarcactus> Theres no music.resume
[06:27:09] <solarcactus> lol
[06:27:17] <solarcactus> the way i did it was put them into methods
[06:27:32] <solarcactus> and when it draws everything, like menu, and stuf flike that
[06:27:37] <solarcactus> the music stops/plays
[06:27:50] <solarcactus> before, i put play in my AssetLoader class
[06:28:03] <solarcactus> because anywhere else, it didnt work
[06:28:14] <solarcactus> and then i put stop when the screen goes gameover
[06:28:19] <solarcactus> but the music dosnt resume
[06:28:39] <solarcactus> when you try to overlap the Command music.play, the music starts riffing
[06:28:41] <solarcactus> and makes a bad sound
[06:28:54] <solarcactus> so, theres no resume function
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[06:29:58] <solarcactus> see, i was doing thing
[06:29:59] <solarcactus> this*
[06:30:00] <solarcactus> if (!bird.isAlive) { AssetLoader.music.stop(); }
[06:30:18] <solarcactus> else if(bird.isAlive) { AssetLoader.music.play}
[06:30:26] <solarcactus> *play();
[06:38:22] <TEttinger> solarcactus, check the javadocs for Music
[06:39:03] <TEttinger> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/audio/Music.html
[06:39:06] <TEttinger> you have pause and play
[06:39:14] <TEttinger> stop will stop it and forget where it was
[06:40:02] <solarcactus> pause will remember where it was?
[06:40:39] <solarcactus> because, when i use pause, it still dosnt work
[06:40:44] <solarcactus> do i use it with play again?
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[06:41:59] <TEttinger> solarcactus, read the docs. play() Starts the play back of the music stream. In case the stream was paused this will resume the play back. In case the music stream is finished playing this will restart the play back.
[06:41:59] <solarcactus> this is what i want to do
[06:41:59] <solarcactus> Next time play() is invoked the Music will start from the beginning.
[06:42:18] <solarcactus> i want to call a stop, then play from the beginning
[06:42:29] <TEttinger> then you want stop and play
[06:42:42] <solarcactus> yes, but i tried coding it in
[06:42:44] <solarcactus> but
[06:43:04] <TEttinger> pastebin, not in here...
[06:43:19] <solarcactus> k, ill give ya the code
[06:43:22] <solarcactus> in pastebin
[06:43:51] <solarcactus> http://pastebin.com/5BtwC29T
[06:44:07] <TEttinger> ok
[06:44:35] <TEttinger> what's the problem?
[06:44:43] <solarcactus> well, the music overlaps
[06:44:51] <solarcactus> i first Play it in the AssetLoader
[06:44:56] <solarcactus> and then it starts to run
[06:45:04] <solarcactus> when it gets to the state where i used the method
[06:45:13] <solarcactus> it makes a horrible sound
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[06:45:50] <TEttinger> can you figure out where in the code it calls an audio thing that would make a horrible sound?
[06:46:07] <solarcactus> yes, when i put it in the method it plays the sound
[06:46:14] <TEttinger> the method you pasted?
[06:46:17] <solarcactus> and also plays the other sound in the AssetLoader
[06:46:19] <solarcactus> no,
[06:46:20] <solarcactus> this one
[06:46:43] <solarcactus> http://pastebin.com/bn2tNiN7
[06:47:17] <solarcactus> if i remove the music.play from the assetloader
[06:47:20] <solarcactus> it just dosnt play
[06:49:28] <TEttinger> so when in the game does it make a horrible sound?
[06:49:32] <TEttinger> game over?
[06:49:58] <solarcactus> lemme check.
[06:50:09] <TEttinger> (I'm guessing it's because it's stopping and starting many times in a few frames)
[06:50:21] <solarcactus> ok so,
[06:50:28] <solarcactus> it makes a horrible sound at menu
[06:50:33] <solarcactus> and running
[06:50:36] <solarcactus> but not ready
[06:50:39] <solarcactus> and then it stops
[06:50:42] <solarcactus> after gameOver
[06:51:33] <TEttinger> ok, add a check in the first thing you pasted
[06:51:35] <TEttinger> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/audio/Music.html#isPlaying--
[06:51:54] <solarcactus> ok
[06:51:54] <solarcactus> so
[06:52:00] <solarcactus> i add the method
[06:52:06] <solarcactus> to the method?
[06:52:18] <TEttinger> the else doesn't need the check for bird.isAlive but it does need to check instead of !music.isPlaying()
[06:52:25] <TEttinger> err
[06:52:31] <solarcactus> so
[06:52:37] <solarcactus> in the else if statement
[06:52:49] <solarcactus> i put !music.isPlaying to check if the music is playing
[06:52:54] <solarcactus> so if the music is not playing
[06:52:54] <TEttinger> replace "else if(bird.isAlive)" with else if(!music.isPlaying())
[06:52:55] <solarcactus> then
[06:53:01] <solarcactus> k
[06:53:12] <TEttinger> because if the first thing doesn't run, the second must
[06:53:26] <TEttinger> and the first thing won't run if the bird is alive
[06:53:37] <solarcactus> ok
[06:53:45] <solarcactus> then do i start the music?
[06:53:53] <TEttinger> yeah, it should be the same after that
[06:54:01] <solarcactus> so if the music is not playing and the bird is dead
[06:54:03] <solarcactus> play the music
[06:54:06] <TEttinger> it prevents it from constantly re-starting he beginning of the music
[06:54:15] <solarcactus> when it dies, it stops the music
[06:54:23] <solarcactus> when the music is not playing
[06:54:25] <solarcactus> it starts
[06:54:31] <solarcactus> i want no sound in gameover
[06:54:39] <TEttinger> "so if the music is not playing and the bird is ALIVE"
[06:54:50] <solarcactus> I see
[06:54:51] <solarcactus> so
[06:55:19] <solarcactus> else if(AssetLoader.music.isPlaying() && bird.isAlive())
[06:55:25] <solarcactus> sorry
[06:55:27] <solarcactus> forgot the !
[06:55:39] <TEttinger> don't ned the bird.isAlive, it's implied by being in an else
[06:55:49] <solarcactus> ok
[06:55:52] <solarcactus> so this should work?
[06:55:57] <solarcactus> where do i put the method?
[06:56:02] <solarcactus> in ready, menu or running?
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[06:56:09] <TEttinger> hang on
[06:57:01] <TEttinger> http://pastebin.com/K1vyWbUZ
[06:57:10] <TEttinger> it should replace what was there
[06:57:19] <TEttinger> only one line changed
[06:57:25] <TEttinger> err
[06:57:28] <TEttinger> I messed up
[06:57:46] <TEttinger> http://pastebin.com/FfpWxKTb
[06:57:47] <solarcactus> ok
[06:57:49] <TEttinger> forgot a not
[06:58:23] <solarcactus> ok
[06:58:24] <solarcactus> so
[06:58:27] <solarcactus> where do i put it?
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[06:59:05] <TEttinger> I have no idea where you had that exact function before
[06:59:15] <TEttinger> it replaces the function you pasted
[06:59:18] <TEttinger> the first one
[06:59:34] <TEttinger> it should be called in the same places for now
[06:59:36] <solarcactus> well, i put it in my GameRenderer
[06:59:46] <solarcactus> Ok, the bird is the Player
[06:59:52] <solarcactus> the music is in AssetLoader
[07:00:03] <solarcactus> and the Rendering is in the GameRenderer
[07:00:19] <solarcactus> so do i put it in my Menu, RUnning or Ready?
[07:00:21] <TEttinger> uh, replace checkMusicStop with my checkMusicStop, this isn't complicated
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[07:00:48] <solarcactus> i already did
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[07:00:57] <solarcactus> so i dont need to change anything else?
[07:01:07] <TEttinger> you may, try running it
[07:01:17] <TEttinger> I think that change should be the main thinf
[07:01:20] <TEttinger> thing
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[07:01:37] <TEttinger> that should get rid of the horrible noise, if it doesn't something else is wrong
[07:01:47] <solarcactus> k
[07:02:09] <solarcactus> ok great, it works
[07:02:13] <TEttinger> woo!
[07:02:16] <solarcactus> Thanks man :)
[07:02:20] <TEttinger> no prob
[07:02:48] <TEttinger> I remember spending a day and a half, off and on, getting Programmr_ set up with git, this was pleasantly easy :)
[07:03:23] <TEttinger> definitely use/learn git or hg or something for version control, it saves so many headachs
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[07:07:57] <cackling_ladies> lol
[07:08:22] <cackling_ladies> textureatlas require a file handle to the .atlas file, which describe all the pages, and load all pages.
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[07:08:40] <cackling_ladies> I only need one page so I give it a fake file handle which spew one one specific string :)
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[07:13:29] <cackling_ladies> https://www.youtube.com/watch?v=-6-hvzPchL8 I'm starting to like the oculus now.
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[07:31:52] <KicStart> cackling_ladies: whats with the multicolor noodles?
[07:32:07] <cackling_ladies> they're bullets.
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[07:33:03] <cackling_ladies> designed to cause maximum chance of causing epilepsic shocks in players, KicStart .
[07:36:20] <KicStart> lol
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[07:36:52] <KicStart> This looks neat as a retro-demo, but as a game I just don't get it.
[07:39:10] <KicStart> Let me get this straight, a bunch of bullet balls are flying around and after a lot of them, these anime character ghosts float out...nope. I still don't get it.
[07:39:23] <KicStart> nice eye candy tho
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[07:50:18] <cackling_ladies> KicStart, these "ghosts" are basically the boss characters calling out their attack. This is common in japanese games. Example: https://www.youtube.com/watch?v=VIFY0XATlY8
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[08:00:00] <KicStart> cackling_ladies: that makes a little more sense thx
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[08:53:27] <deBugger> About Setup: The DesktopLauncher.java do not start, "Couldn't load file: badlogic.jpg". This file is located in the android assets folder. After eclipse import do I have to modify a eclipse lib or project path?
[08:55:17] <mk1> deBugger: are you using gradle?
[08:55:48] <mk1> did you import it as gradle project? have you refreshed your projects?
[08:56:12] <mk1> the setup should handle everything for you
[08:56:43] <deBugger> mk1: property not, iv'e checked the eclipse ide in the advanced setup panel.
[08:57:09] <mk1> okay, but how did you open the projects?
[08:57:36] <deBugger> nk1, Ive import the projects.
[08:58:03] <mk1> using import -> Gradle project?
[08:58:05] <TEttinger> as gradle or as existing project?
[08:58:42] <deBugger> TEttinger, this was writen in the setup output To import in Eclipse: File -> Import -> General -> Exisiting Projects into Workspace
[08:58:56] <mk1> that's wrong
[08:59:01] <mk1> https://github.com/libgdx/libgdx/wiki/Gradle-and-Eclipse
[08:59:03] <mk1> read this
[08:59:22] <TEttinger> no, it will work, kinda. if you ran gradlew eclipse it will sorta work
[08:59:35] <TEttinger> I think it requires extra steps
[08:59:49] <mk1> yeah, _can_ work
[09:00:40] <TEttinger> if you do this, carefully, then https://github.com/libgdx/libgdx/wiki/Improving-workflow-with-Gradle#creating-your-eclipse-project will work
[09:00:46] <TEttinger> but not by default
[09:01:39] <deBugger> I've to reed please hang on ...
[09:03:11] <deBugger> I'll use Grandle. So I've to try again. ...
[09:11:26] <deBugger> mk1, TEttinger, Everything is fine. Thank you :)
[09:11:34] <TEttinger> woo!
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[09:12:42] <HunterD> hi! which version of bullet does libgdx usE?
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[09:13:58] <ollipekka> TEttinger: tht doesn't work for me: it somehow fails and when i launch it doesn't find classpath
[09:14:34] <TEttinger> ollipekka, good to know... might be a bug in the eclipse project file generator
[09:15:00] <ollipekka> TEttinger: idea
[09:15:23] <ollipekka> basically: i run ./gradlew idea open up the intellij projects
[09:15:30] <deBugger> HunterD, I've done a fresh setup the gdx-bullet jar is version 1.3.0
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[09:16:46] <HunterD> deBugger: I guess this is the packaged version for 1.3.0 version of libgdx... but.. which version? (in documentation 2.81 is the latest Bullet and 3.0 is in alpha)
[09:17:47] <TEttinger> ollipekka, I did the same thing in Scala and it didn't know how to set up classpath either. I'm guessing the IDE settings changed from 12 to 13
[09:21:00] <deBugger> HunterD, I'm sorry - I don't know more about the bullet Version.
[09:21:25] <HunterD> deBugger: np bro, Ill just spam chat till I find out xD
[09:23:05] <deBugger> HunterD, You my find some information inside the jar.
[09:23:23] <HunterD> I may find cookie
[09:23:34] <HunterD> in the cookie jar
[09:27:34] <TEttinger> HunterD: libgdx uses their own box2d, they may use their own bullet
[09:29:14] <TEttinger> yeah, this isn't the same bullet AFAICT
[09:29:15] <TEttinger> https://github.com/libgdx/libgdx/blob/master/extensions/gdx-bullet/src/com/badlogic/gdx/physics/bullet/Bullet.java#L21-L30
[09:29:20] <TEttinger> all those Gdx imports
[09:29:38] <HunterD> how their own? dont they use sources / libs and do wrappers around them? I guess those sources / libs are form the main repository without many modifications, so some version should still hold
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[09:40:28] <TEttinger> I'm guessing the fork wasn't recent
[09:40:30] <TEttinger> Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
[09:40:46] <TEttinger> from https://github.com/libgdx/libgdx/blob/master/extensions/gdx-bullet/jni/src/bullet/Bullet-C-Api.h
[09:40:49] <TEttinger> which is a year old
[09:41:02] <TEttinger> latest update is 4 months ago
[09:41:37] <TEttinger> and that draws from a version with this header Copyright (c) 2003-2009 Erwin Coumans http://bullet.googlecode.com
[09:42:25] <TEttinger> ah!
[09:42:26] <TEttinger> Update bullet source to 2.82 rev2704
[09:42:41] <TEttinger> https://github.com/libgdx/libgdx/commit/79ca6c037fd05a60ef84ff29c20984925a787120 the version is slightly newer than this
[09:42:57] <TEttinger> HunterD, does that solve your question?
[09:43:40] <HunterD> YES! the cookie
[09:43:48] <HunterD> thank you
[09:43:51] <TEttinger> no prob
[09:44:04] <TEttinger> I'm getting better unfortunately at navigating JNI code
[09:44:27] <TEttinger> I never solved the issue that forced me to port from C#/libgdx to Scala/libgdx
[09:44:38] <TEttinger> JNI is so nasty
[09:45:00] <TEttinger> libgdx at least has jnigen to help
[09:45:20] <HunterD> havent done much JNI magic
[09:45:36] <TEttinger> it's an affront to God and Nature
[09:45:50] <HunterD> I remember once I tried to do image filter in c with multithreading
[09:45:57] <HunterD> took me a week
[09:46:08] <HunterD> had errors from the c code I copy pasted
[09:46:11] <TEttinger> JNI is worse than plain C or plain Java
[09:46:16] <TEttinger> it's just a mess
[09:46:37] <HunterD> I dream about libgdx all in c++
[09:47:55] <HunterD> back to bullet
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[10:01:52] <noooone> no thanks...
[10:03:43] <HunterD> will be somethng like unreal engine 4 :))
[10:04:29] <HunterD> and will run tappy chicken from 45 MB executable
[10:05:41] <TEttinger> tappy chicken :D
[10:05:53] <TEttinger> flippy bard
[10:07:42] <HunterD> is that a sequel?
[10:08:56] <HunterD> flippy bard 2.0, the flips that will never flap
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[10:15:19] <hovaku> Is there anyway of making graphics render at the exact same position as a Box2D body while the body is moving?
[10:15:33] <hovaku> http://i.imgur.com/lczNMhg.png (still)
[10:15:43] <hovaku> http://i.imgur.com/9ygTjEm.png (walking)
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[10:16:41] <hovaku> the fixture graphic is slightly behind the fixture, based on how fast the survivor is walking the difference increases/decreases
[10:17:19] <hovaku> in my game loop the graphics are rendered after world.step
[10:17:36] <hovaku> I've tried it before as well but it doesn't make any noticeable difference
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[10:18:31] <hovaku> here's the function that positions the graphic based on the body: http://pastebin.com/2y6rAjqN
[10:21:09] <noooone> I have noticed this behaviour as well and couldn'T find out why
[10:21:53] <mk1> yikes, my eyes
[10:22:15] <noooone> doing the world step, then rendering sprites, then rendering via the debugrenderer results in not synchronized results for some weird reason
[10:22:45] <Getterac7> I have no issues drawing objects over my box2d bodies.
[10:22:50] <hovaku> maybe it's the debug renderer? http://www.box2d.org/forum/viewtopic.php?f=8&t=6591
[10:23:33] <hovaku> "so i traced out the positions of the object and the physics object....
[10:23:33] <hovaku> Physics Object X: 341 Physics Object Y: 525
[10:23:33] <hovaku> Player X: 341 Player Y: 525"
[10:24:19] <noooone> I just ignored it because I also thought it's just the debug renderer
[10:24:48] <TEttinger> could their sizes be different?
[10:25:08] <TEttinger> or be rotated slightly differently?
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[10:25:38] <hovaku> I set the graphic's rotation and position the same as the bodies
[10:25:47] <hovaku> and it's fine when the player isn't moving
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[10:25:57] <hovaku> so if he starts walking it goes out of sync
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[10:26:10] <hovaku> then when he stop it kind of snaps back in place
[10:26:13] <hovaku> stops*
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[10:26:33] <TEttinger> it looks like it's based on his foot
[10:26:34] <hovaku> I'll try printing out their coordinates and see if they're the same
[10:26:42] <Getterac7> hovaku: is it always out of sync by the same amount? Are you doing some interpolation with the previous physics step for rendering?
[10:26:43] <TEttinger> the front foot seems correct
[10:27:22] <hovaku> TEttinger the body should always be at the center of the image, his foot isn't at the center
[10:28:03] <hovaku> Getterac7 I currently pass delta time, was planning on using interpolation and a semi-fixed timestep later
[10:28:04] <TEttinger> hm? it isn't centered here http://i.imgur.com/lczNMhg.png
[10:28:25] <TEttinger> unless arms are not part of the image
[10:28:55] <hovaku> I know it's slightly off but it's still the center of the image, the player isn't in the exact middle of the canvas
[10:29:06] <Getterac7> yeah i guess if you count arms included in the image, that could actually be the center point.
[10:29:52] <hovaku> http://i.imgur.com/YA78kVZ.png
[10:29:55] <Getterac7> if you want the torso to be in the box2d fixture, you'll need to make the torso the center pixels.
[10:30:06] <hovaku> his body is always in the center* (well 1px off)
[10:30:31] <hovaku> yeah, all of the images are 1px off... I'll fix that later >.<
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[10:30:54] <hovaku> regardless, the fixture is a lot more than 1px off when he's walking
[10:31:16] <hovaku> but I'll try and improve my game loop and see if that helps
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[10:33:09] <hovaku> does b2d render only render one fixture per body?
[10:34:26] <TEttinger> hovaku, it's actually 3px off
[10:34:26] <TEttinger> https://dl.dropboxusercontent.com/u/11914692/hovaku_sprite_highlighted.png
[10:34:37] <TEttinger> that may be why it's worse
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[10:35:03] <TEttinger> and yep, your image is 2 px off of its body
[10:35:11] <hovaku> it's not
[10:35:13] <hovaku> one sec
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[10:35:22] <TEttinger> I just JUST opened it in photoshop
[10:35:30] <TEttinger> unless yours is 32x32
[10:35:32] <hovaku> http://i.imgur.com/7lnCK05.png
[10:35:40] <hovaku> red shows the center
[10:35:44] <TEttinger> walking
[10:35:47] <hovaku> image is 30x30
[10:35:53] <TEttinger> in walking it's different
[10:35:56] <hovaku> the body is always in the same position
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[10:36:31] <hovaku> http://i.imgur.com/UH0qIF2.png
[10:36:53] <TEttinger> oh you're right, the 30 instead of 32 threw me of
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[10:37:55] <TEttinger> it does appear that the box2d body is usually 2px off
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[10:39:09] <hovaku> I don't know, the positioning is acting really weird, it should be 1px off when the player is idle but when I position it to compensate for that it's too far off in the other direction
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[10:39:27] <hovaku> ex new Vector2(-1, n)
[10:39:32] <TEttinger> now we're getting somewhere
[10:41:03] <TEttinger> are standing and walking the same size image?
[10:41:11] <hovaku> yes
[10:42:10] <TEttinger> is it always off on the x axis, never y?
[10:42:16] <hovaku> if it was as sprite problem then the difference in position between the sprite and body would vary with frame, not speed (which is currently the case)
[10:42:26] <hovaku> no both (when it's moving)
[10:42:33] <hovaku> when it's idle x
[10:42:43] <TEttinger> that's interesting
[10:42:51] <TEttinger> is there any pattern to the y movement?
[10:43:47] <hovaku> it moves based on how the player decides
[10:44:05] <hovaku> if it's moving fast vertically, it's more out of sync vertically
[10:44:13] <hovaku> same for horizontal movement
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[10:44:35] <TEttinger> ok, this definitely is related to the box2d stuff not the sprite...
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[10:45:29] <TEttinger> I'm barely able to navigate box2d myself, my game doesn't use physics
[10:46:01] <hovaku> what type of game is it?
[10:46:09] <TEttinger> mk1, can you maybe hop in when you get the chance?
[10:46:22] <TEttinger> hovaku, turn-based grid-based isometric strategy
[10:46:33] <mk1> hop hop hop
[10:46:44] <mk1> hop in where? what?
[10:46:49] <hovaku> like civ :)?
[10:47:04] <TEttinger> mk1, there's a weird problem hovaku is facing with box2d
[10:47:24] <TEttinger> the key for me is that the faster the player moves, the more the graphic and box2d body are separated
[10:47:48] <TEttinger> hovaku, closer to advance wars
[10:48:17] <mk1> sry, never used box2d
[10:48:49] <TEttinger> hm, and Getterac7 went to bed
[10:49:01] <TEttinger> or work or something
[10:49:20] <hovaku> thanks for trying to help anyway :)
[10:49:34] <TEttinger> well I think the issue is going to be clearer now
[10:49:45] <TEttinger> but I don't know where to look yet
[10:50:14] <mk1> in the end it should be the order of updating physics, sprite positions and rendering
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[10:51:20] <hovaku> that's pretty much what I have in my loop
[10:52:03] <hovaku> input, entities, physics then rendering
[10:52:49] <TEttinger> hm, should entities be before or after physics?
[10:52:55] <hovaku> entity.update updates the physics related to the entity, then position's its graphics based on that
[10:53:02] <TEttinger> ok
[10:53:25] <hovaku> so it'll be like zombie.set velocity, graphics.set position
[10:53:35] <TEttinger> I'd guess maybe whatever entity thing you're using may not be updating as often or reliably as it should?
[10:53:51] <hovaku> it's called every time in the game loop
[10:53:54] <esvee> your debug2drenderer is not in sync with the sprite?
[10:54:00] <esvee> (sorry didn't read through the whole convo)
[10:54:03] <hovaku> yes
[10:54:17] <TEttinger> esvee, yeah uh the faster the player moves, the more the graphic and box2d body are separated
[10:54:25] <esvee> only on 1 axis?
[10:54:26] <TEttinger> there's two images at the start
[10:54:28] <TEttinger> both
[10:54:39] <esvee> sounds like a conversion between coord systems issue
[10:54:55] <noooone> can't be
[10:54:56] <TEttinger> hadn't thought of that
[10:55:05] <TEttinger> box2d uses pixels?
[10:55:08] <noooone> it has the same position when the velocity is 0
[10:55:13] <esvee> no
[10:55:22] <esvee> how are you rendering your sprite?
[10:55:42] <TEttinger> esvee: 3 liner http://pastebin.com/2y6rAjqN
[10:56:10] <TEttinger> I'm not sure where this is called in relation to render or the entity stuff
[10:56:16] <esvee> try to disable the rotation for a sec
[10:56:26] <esvee> see if it's still not in sync
[10:56:44] <hovaku> just printed the positions
[10:56:45] <hovaku> 31.525
[10:56:45] <hovaku> 32.5
[10:56:46] <esvee> and pastebin the spritebatch creation
[10:56:50] <hovaku> slightly off
[10:56:57] <noooone> which positions?
[10:57:00] <hovaku> characters don't have rotations
[10:57:04] <hovaku> one is for the body
[10:57:10] <hovaku> other is for the graphic
[10:57:16] <hovaku> of the player
[10:57:28] <hovaku> first is the graphic
[10:57:33] <noooone> do you render the body yourself?
[10:57:46] <noooone> I thought the Box2DDebugRenderer does that for you
[10:57:51] <esvee> btw do you adjust your camera?
[10:57:53] <hovaku> it does
[10:58:04] <hovaku> it follows the player
[10:58:21] <esvee> ok and do you update the debugrenderer proj matrices as well?
[10:58:22] <hovaku> I render the graphic in a class I made called entity
[10:58:23] <noooone> I assume you do not use a PTM ratio?
[10:58:37] <hovaku> for the most part I don't
[10:58:50] <hovaku> some places where it's inconvenient I use that
[10:58:59] <esvee> you should have
[10:59:08] <hovaku> esvee I'll check that
[10:59:18] <esvee> spritebatch.setProjectionMatrix() and box2ddebugrenderer.setProjectionMatrix()
[10:59:25] <esvee> if you don't update both you'll get a desync in positions
[10:59:33] <esvee> matching the symptoms you describe
[10:59:35] <hovaku> this
[10:59:36] <hovaku> box2DDebugRenderer.render(WORLD, Application.getObjectCamera().combined);
[10:59:53] <esvee> ok, and your sprite batch?
[10:59:54] <hovaku> object camera is also for the player
[11:00:09] <hovaku> I use a stage instead
[11:00:26] <hovaku> I set its camera to that when it was created
[11:00:38] <esvee> what viewport are you using?
[11:00:39] <hovaku> and update the stage in PlayState's render loop
[11:01:03] <hovaku> Extend
[11:01:15] <esvee> try to change it to Fit or whatever else, see how your game reacts
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[11:02:16] <hovaku> same issue
[11:02:30] <esvee> can you use a sprite batch to test if it's not a stage issue?
[11:02:50] <noooone> but stage uses a spritebatch
[11:02:52] <esvee> just set it's proj matrix to the same proj matrix as the debug renderer
[11:03:22] <esvee> noooone, yeah, but mabye it tinkers with the positions because of viewport calcs
[11:03:25] <esvee> i'm guessing
[11:03:32] <hovaku> I can't really, not without rewriting quite a bit of code
[11:03:54] <hovaku> EntityImage which extends Actor is used for animation
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[11:04:15] <esvee> try to step in the code of stage.render
[11:04:24] <esvee> locate where your object is being renderer
[11:04:26] <esvee> *rendered
[11:04:31] <esvee> watch the positions there
[11:04:34] <esvee> if it makes sense
[11:04:42] <kevinson> Hi again. In the process of updating my project to the newest libgdx version ( < 1.0.0 to 1.3.0) it seems as if TmxMapLoader.Parameters no longer has an yUp variable, which causes my map to draw upside down. What is the new method of doing this?
[11:05:01] <hovaku> try to step in the code of stage.render ?
[11:05:07] <esvee> debug it
[11:05:13] <esvee> go all the way to the rendering method
[11:05:19] <esvee> see what's the positions are
[11:05:38] <esvee> you'll probably spot a place where the positions are being tinkered with
[11:05:46] <hovaku> in the source code?
[11:05:48] <esvee> yes
[11:05:52] <esvee> don't try to guess
[11:05:55] <esvee> save yourself time
[11:05:58] <esvee> debug it
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[11:07:21] <esvee> and paste the camera code
[11:07:22] <Chilley> i am trying to run the code here https://github.com/libgdx/libgdx/wiki/Orthographic-camera after changing the gl10 stuff to gl20 i'm still getting two errors on line 76 and 83 http://pastebin.com/9khuX1hS the camera apply method doesnt exist at all anymore and the render method in mesh uses different arguments like shaderprogram and primitivetype and I have no idea from where i get those
[11:07:25] <esvee> where you follow the player
[11:07:37] <TEttinger> kevinson, it should default to y-up https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/maps/tiled/TmxMapLoader.java#L99
[11:07:43] <TEttinger> do you need y-down?
[11:07:56] <esvee> Chilley, start learning about shaders :)
[11:08:08] <TEttinger> you don't need them for ortho
[11:08:25] <hovaku> http://pastebin.com/X3gxJCc3
[11:08:54] <hovaku> it's a bit of a mess :/
[11:09:00] <esvee> well first thing do an Extract Variable refactor on Application.getObjectCamera()
[11:09:11] <hovaku> a what?
[11:09:17] <esvee> eclipse? intellij?
[11:09:22] <hovaku> intellij
[11:09:36] <esvee> select Application.getObjectCamera() and press Ctrl-Alt-V
[11:09:46] <kevinson> TEttinger: Ooooh wait. I flip my textures, no longer flip my Map due to removal of yUp. This causes my sprites to render properly, while map is upside down. Turns out the map worked correctly, so I should just remove the flipping of textures :p
[11:10:02] <TEttinger> heh awesome
[11:10:15] <TEttinger> hope it works!
[11:10:43] <esvee> you're doing camera.update() right?
[11:10:53] <hovaku> never knew I could do that :O
[11:10:57] <hovaku> yeah
[11:11:02] <hovaku> I'll post my loop
[11:11:37] <hovaku> http://pastebin.com/eD4wtSnb
[11:11:58] <kevinson> Map rendering works properly now. I'll have to adjust all other coordinates now though
[11:12:21] <esvee> paste updateGraphics()
[11:12:29] <TEttinger> hovaku, there's also updateCamera(); can you paste that?
[11:12:51] <hovaku> that was what I posted before
[11:13:08] <hovaku> it's the function that follows the player
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[11:13:19] <esvee> hovaku do this
[11:13:25] <TEttinger> that should probably not be in Application
[11:13:28] <hovaku> I tried moving it after world.step but that didn't make a difference as well
[11:13:53] <esvee> print camera.combined matrix right before your stage render, right after stage render, right before box2ddebug render and right after box2ddebug render
[11:14:05] <hovaku> TEttinger hm, yeah I think you're right..
[11:14:32] <TEttinger> but it can be fixed later. what does updateCamera do, does it call camera.update()?
[11:14:49] <hovaku> esvee I'll try that, I'm going soon though
[11:14:52] <esvee> ok
[11:14:59] <esvee> if it's not the same, you have a bug
[11:15:49] <TEttinger> I need to get programming myself! good luck with this, hovaku, kevinson!
[11:16:06] <hovaku> alright, cya
[11:16:24] <hovaku> esvee I'll try what you said when I have time, thanks for the help
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[11:32:50] <cackling_ladies> what's the command used to querry the maximum amount of bindable textures at the same time again?
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[11:33:39] <mk1> cackling_ladies: GL_MAX_TEXTURE_IMAGE_UNITS
[11:34:26] <cackling_ladies> how do I call that tho?
[11:34:34] <cackling_ladies> glGet(GL20.GL_MAX_TEXTURE_IMAGE_UNITS)?
[11:34:56] <mk1> no idea, never done it before
[11:35:29] <mk1> glGetIntegerv
[11:36:42] <cackling_ladies> glGetInteger(GL20.GL_MAX_TEXTURE_IMAGE_UNITS); sounds right. Will try. Mucha gracias
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[11:43:09] <cackling_ladies> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/utils/DefaultTextureBinder.java why's getMaxTextureUnits private? :S
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[11:52:03] <TEttinger> cackling_grandma, you've gone so deep into these technical delves
[11:52:40] <TEttinger> you should write a book, "how to REALLY understand a code library"
[11:53:18] <mk1> run you fools
[11:53:43] <TEttinger> page 2, I SAID RUN
[11:54:41] <cackling_ladies> TEttinger, cackling_grandma is on the PC at home :S
[11:54:53] <TEttinger> oh, the font is really dark
[11:55:04] <TEttinger> and it nick corrects first to granny
[11:55:16] <cackling_ladies> yea cause of alphabetical order
[11:55:39] <cackling_ladies> it's ok I copy pasted that method :D
[11:55:51] <cackling_ladies> code duplication is bad... only if you can avoid it.
[11:55:56] <TEttinger> but yeah, cackling_ladies, are you starting to make progress on the game?
[11:56:07] <cackling_ladies> yea I think I finally got it.
[11:56:14] <TEttinger> badass!
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[11:57:36] <mk1> what game?
[11:57:57] <cackling_ladies> http://i.imgur.com/j4qjPfh.png
[11:58:57] <mk1> uhm, Ghostbusters: Medieval?
[11:59:48] * cackling_ladies shrugs
[12:00:09] <TEttinger> does it have a name?
[12:00:27] <TEttinger> it looks cool, probably would even be better in motion
[12:00:57] <cackling_ladies> it's called Not Advance Wars: It's in fact much better
[12:01:29] <cackling_ladies> actually we havent nailed a good name for it yet.
[12:02:03] <TEttinger> I like the triplets of belville style, "build on the character's most important aspects visually and minimize unimportant ones"
[12:02:34] <TEttinger> visually the guy with the yellow thing on his back reminded me of that
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[12:03:03] <cackling_ladies> are you referring to the big head girls? Those are borrowed sprites I use for testing.
[12:03:24] <TEttinger> no
[12:03:52] <TEttinger> some characters in a movie, triplets of belville, had a similar proportion
[12:04:12] <TEttinger> but they tried to accentuate only what mattered
[12:04:45] <TEttinger> so a cyclist has outrageously huge calf muscles, but he's rail-thin elsewhere
[12:04:50] <cackling_ladies> oh um.... that's an artifact of if(color.a < 1) discard;
[12:05:40] <TEttinger> lol
[12:06:08] <cackling_ladies> they should look like this https://d3j5vwomefv46c.cloudfront.net/photos/large/720451742.gif
[12:06:41] <TEttinger> hey that's close to my game :)
[12:06:53] <TEttinger> you should add receiving animations
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[12:07:17] <cackling_ladies> I'll get there.
[12:07:22] <TEttinger> like when I am attacked by a machine gun, there's little action-movie sparks in the backgroubd
[12:07:39] <TEttinger> it helped a lot in my game, it looked flat otherwise
[12:07:55] <TEttinger> or like something was missing
[12:08:23] <cackling_ladies> hey I just got an inspiration from your description.
[12:08:28] <TEttinger> cool!
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[12:09:01] <TEttinger> I get the idea your game is steampunk, it looked like the guns were hooked up to nozzles or hoses
[12:09:13] <cackling_ladies> yes those are steam guns
[12:09:31] <TEttinger> have you seen The Last Exile?
[12:09:33] <cackling_ladies> afk walking back home.
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[12:09:56] <cackling_ladies> yes I have but err these guys are designed after british firefighters
[12:09:59] <cackling_ladies> not fantasy
[12:10:39] <TEttinger> cool
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[12:33:43] <kaykay> is it okay to make a very big edge shape in bod2d?
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[12:52:56] <gentlemandroid> kaykay, Should be fine
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[12:53:21] <gentlemandroid> Might want to cut things up every once in a while though
[12:53:24] <Fainosag> Hi
[12:53:36] <Fainosag> Question. Is the name 'Mario' under copyright?
[12:56:22] <Fainosag> someone?
[12:56:28] <Ashiren> hm?
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[12:56:40] <Ashiren> well no
[12:56:56] <Ashiren> unless you want to create a game about plumber named mario eating weird mushrooms
[12:57:06] <Ashiren> but name itself is ok
[12:57:23] <Fainosag> https://play.google.com/store/apps/details?id=com.fainosag.marioskatefree
[12:57:26] <Fainosag> can i have some problems
[12:57:29] <Fainosag> with this game ?
[12:57:45] <Fainosag> everything out there is made by me..
[12:59:09] <Ashiren> dunno. if i were you i'd just change the name. maybe to even some similar name
[12:59:35] <Fainosag> thanks :D in the worst case my google play account will be deleted, right?
[12:59:39] <TEttinger> Marty
[13:00:07] <Ashiren> i think theyll notify you first
[13:00:10] <TEttinger> Dario
[13:00:50] <TEttinger> but Mario Andretti is a famous car racer and Mario (lastname) works on libgdx
[13:01:07] <TEttinger> it isn't unreasonable unless the character looks/acts very similar
[13:01:24] <TEttinger> which he does
[13:01:57] <TEttinger> still, it looks pretty good
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[13:02:31] <tommy_the_dragon> hi all
[13:02:47] <TEttinger> I'd go with Dario since it's one char off and google may still correct searches for Mario skating to Dario skating
[13:02:55] <TEttinger> hi tommy_the_dragon
[13:03:03] <TEttinger> another Tommy :)
[13:03:10] <Ashiren> dommy
[13:04:32] <TEttinger> making a game, tommy_the_dragon?
[13:05:03] <tommy_the_dragon> (Using eclipse) I'm having a problem with a library I'm writing for libgdx. I copied libgdx.jar Gradle cached (in the libgdx project I'm linking from) into my libraries lib folder, moved to the top of order and export and ticked. But I get Unable to execute dex: Multiple dex files define Lcom/badlogic/gdx/Application$ApplicationType;
[13:05:26] <tommy_the_dragon> hi TEttinger: I have a few on the go ;)
[13:06:14] <tommy_the_dragon> so 1. How do I resolve that, and 2. Is there a better way to get libgdx.jar linked in my library?
[13:07:32] <dermetfan> tommy_the_dragon: Why not use Gradle for your library as well?
[13:08:30] <tommy_the_dragon> dermetfan: I'm not massively comfortable with gradle yet, but I guess that's probably the way to go. I'll give it a try.
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[13:08:53] <tommy_the_dragon> plus, I'm not exactly going to get comfortable with it if I dont play with it lol
[13:09:39] <TEttinger> what's the library do, now I'm curious?
[13:10:07] <tommy_the_dragon> dermetfan: thanks
[13:10:44] <tommy_the_dragon> TEttinger: introduces dependency hell :p
[13:10:56] <TEttinger> I love it, it worked for libgdx :P
[13:11:32] <tommy_the_dragon> it integrates analytics, ads, facebook etc. and provides some stuff like a login screen
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[13:11:57] <TEttinger> woah, that sounds super useful
[13:12:02] <TEttinger> iOS and android?
[13:12:07] <tommy_the_dragon> just android atm
[13:12:40] <TEttinger> are you going to siphon a bit off the top of the ad revenue? haha
[13:12:44] <tommy_the_dragon> Untill I can buy/borrow a mac :p
[13:13:18] <dermetfan> Can we check it out on bitbucket or something?
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[13:13:37] <tommy_the_dragon> TEttinger: It's just for personal use atm, but I might make it open source if it gets more mature. In which case no.
[13:13:51] <tommy_the_dragon> dermetfan: maybe once its a bit more mature
[13:14:05] <TEttinger> well someone's in here every few days with ad questions
[13:14:40] <TEttinger> a solved solution would be a great benefit, even as a paid library I bet
[13:15:30] <gentlemandroid> Oh you mean, is the name Mario copyrighted when tied to a character that looks exactly like Nintendo's Mario?
[13:15:33] <gentlemandroid> Come on
[13:15:34] <TEttinger> (that is, if the price is low enough to justify buying it rather than slogging through ad troubles themselves)
[13:15:56] <tommy_the_dragon> atm it only does admob, but I will most likely add other networks
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[13:17:37] <tommy_the_dragon> I already built it with supporting more than one in mind
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[13:23:47] <c0ke> Hey guys, I'm about to look into using box2d lights for an android project of mine, anything I should keep in mind or be aware of as I delve in?
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[13:36:33] <tommy_the_dragon> I made this gradle build file: http://pastebin.com/iVqYYjsL It built sucessfully but eclipse isn't finding libgdx.jar.
[13:36:50] <tommy_the_dragon> am I doing something stupid?
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[13:39:18] <[twisti]> why dont youuse the setup thingy ?
[13:39:59] <dermetfan> tommy_the_dragon: You're depending on the sources, not the binaries
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[13:40:32] <dermetfan> [twisti]: He's writing a library, not a libgdx game
[13:40:44] <[twisti]> oh, my bad
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[13:43:48] <noooone> is it possible to attach a GestureListener to a specific Actor?
[13:46:59] <noooone> ah well, ClickListener can do what I need...
[13:47:45] <c0ke> Arr crap, I just updated my resources and now I'm getting an exception in the TiledBatchRenderer, says it's lwjgl's fault
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[13:48:39] <c0ke> mobidevelop http://pastebin.com/d9Vp3sUB
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[13:58:36] <tommy_the_dragon> dermetfan: like this? http://pastebin.com/Ai61Rncj
[13:59:00] <tommy_the_dragon> still got the same problem
[13:59:07] <tommy_the_dragon> so I'm guessing not lol
[13:59:35] <dermetfan> You don't need any natives
[13:59:57] <tommy_the_dragon> what should I be depending on?
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[13:59:58] <dermetfan> remove them and remove the ":sources" from the libgdx dependency
[14:00:07] <tommy_the_dragon> okay
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[14:02:21] <tommy_the_dragon> still the same with only 'compile "com.badlogicgames.gdx:gdx:$gdxVersion"'
[14:02:26] <tommy_the_dragon> as a dependency
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[14:06:25] <tommy_the_dragon> fixed with cleanEclipse, thanks for your help dermetfan :)
[14:07:11] <dermetfan> glad it works :)
[14:08:07] <tommy_the_dragon> except I still get the dex error
[14:08:29] <tommy_the_dragon> do I need to stick my library in libgdx projects build.gradle or something?
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[14:11:38] <dermetfan> I guess you have an android backend project. Do you get the dex error when compiling in eclipse or with some gradle task?
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[14:12:30] <mobidevelop> Way to break it c0ke
[14:13:48] <tommy_the_dragon> dermetfan: in eclipse, just needed to clean again lol
[14:15:06] <dermetfan> clean, reimport and restart helps a lot in eclipse
[14:16:01] <mobidevelop> Also sledgehammers work nicely
[14:16:49] <dermetfan> Eclipse is a lot better if you replace it with IntelliJ moments before running it
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[14:20:14] <Slijt> anyone around?
[14:20:24] <c0ke> updating to libgdx 1.3.0 fixed it mobidevelop
[14:20:35] <mobidevelop> Yay
[14:20:55] <c0ke> Another question if I may, I've got this box2d lights thing working very quickly indeed xD
[14:21:22] <c0ke> I was wondering how I go about altering the size of the fade transition on my lights into the ambient light?
[14:21:40] <c0ke> It's very small at the moment, I want the edges to be bigger if that makes sense
[14:23:03] <mobidevelop> No clue, never used the stuff
[14:24:13] <c0ke> bugger xD
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[14:42:13] <c0ke> Does anyone here have experience with box2d lights?
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[14:47:39] <gentlemandroid> What's the issue?
[14:48:10] <gentlemandroid> Ah I can read
[14:48:33] <gentlemandroid> I don't think you can alter the falloff if that's what you mean
[14:49:01] <c0ke> Oh I've sorted that ;)
[14:49:14] <c0ke> I am having some trouble with the additive blending I think
[14:49:41] <c0ke> https://drive.google.com/file/d/0B0kMNbEmgdoLSlBuaGM0Mjh4SHc/edit?usp=sharing
[14:49:53] <c0ke> Where the lights overlap, shit gets real
[14:51:46] <gentlemandroid> Hmm, you can dim the lights overall
[14:52:06] <gentlemandroid> Or even spawn another fixture on the lights so each light stops as it reaches the other's bounding fixture
[14:53:32] <c0ke> Dimming them overall seems the way forwards
[14:54:06] <gentlemandroid> Is anything going to block those lights in the world?
[14:54:11] <c0ke> Nopes
[14:54:19] <gentlemandroid> Because otherwise you might as well just paint sprites over the light sources
[14:54:20] <c0ke> Super simple :)
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[14:54:38] <gentlemandroid> It's really overkill to cast rays like that
[14:54:46] <gentlemandroid> The whole point of box2dlights really is the shadowing
[14:54:56] <c0ke> I've enabled xray on the lights
[14:55:07] <c0ke> Which I think is supposed to make them super fast?
[14:55:27] <gentlemandroid> Still slower than painting a simple quad over the light source
[14:55:38] <gentlemandroid> It's building meshes for those lights
[14:56:25] <c0ke> I'm afraid I don't really know how to go about doing what you are suggesting
[14:56:43] <c0ke> This is new territory for me ^^
[14:57:31] <gentlemandroid> Are your walls box2d fixtures?
[14:57:46] <c0ke> I'm not using box2d at all
[14:58:00] <c0ke> Just saw box2d lights and thought 'yay someones done all the work for me'
[14:58:06] <c0ke> Turns out the additive stuff screws me
[14:58:16] <Slijt> is there a way to speed up font loading on android? atm it takes 800ms to show a font (waaaay to long)
[14:59:13] <gentlemandroid> I think the image on the box2dlights site really undersells what the library's strengths are
[15:00:06] <gentlemandroid> Look at this video: http://www.youtube.com/watch?v=O1zW2XETuXA
[15:00:14] <gentlemandroid> See the shadow casting, that's kind of the point of it
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[15:00:42] <gentlemandroid> What you're doing now is just dimming your entire scene and drawing bright shaded circles over the lightsources, really inefficiently tbh
[15:01:12] <c0ke> Yeah
[15:01:33] <mu5k17u> Any good tutorial about how to make an endless runner game?
[15:01:59] <c0ke> That's pretty much all I want, only without this colour burn carnage occurring. My only stipulation is I'd like different colour lights. If I can figure that out, my lighting is done to be honest ^^
[15:03:05] <gentlemandroid> Just drawing blended, tinted circle images over your light sources would do that
[15:03:36] <gentlemandroid> And you could control the falloff entirely in the image as well
[15:03:57] <c0ke> That would be perfect
[15:04:39] <gentlemandroid> What is that a TiledMap?
[15:04:51] <c0ke> Certainly is :)
[15:05:16] <gentlemandroid> Just tint the spritebatch grey to draw the graphics, then draw the light images over in a second pass
[15:05:35] <gentlemandroid> The tint of the initial map draw would be the ambient light
[15:06:20] <gentlemandroid> Or just keep using box2d lights, I mean you've got a working solution anyway
[15:06:41] <c0ke> Until a third light walks over those lights, then it dies again :P
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[15:07:51] <c0ke> I guess I'll trawl the internet for examples of 2d lighting, I'm pretty sure what I want to achieve is very simple to do, I just have a bit of a mental block with it at the moment
[15:08:17] <gentlemandroid> You could ask kalle_h, he wrote box2dlights
[15:12:50] <mobidevelop> I've not been a fan of the lighting effects on most things I've seen using box2dlights, probably just people using it wrong.
[15:20:04] <c0ke> Cheers gentlemandroid I'll give him a shout :)
[15:20:16] <gentlemandroid> This is pretty neat: http://vimeo.com/79419450
[15:20:45] <gentlemandroid> Though again, nearly black background so most of the shadowing is nearly invisible :P
[15:22:30] <c0ke> http://www.alcove-games.com/opengl-es-2-tutorials/lightmap-shader-fire-effect-glsl/
[15:22:40] <c0ke> Is that what you were talking about gentlemandroid?
[15:24:39] <gentlemandroid> Yea I suppose
[15:24:46] <gentlemandroid> Though I would think you can do this without a fbo
[15:25:17] <c0ke> Oh okay
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[15:33:32] <SudsDev> Does scene2d.ui have one of these controls? What are these even called? http://1drv.ms/1uSJGiS
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[15:34:26] <c0ke> That's a spinner SudsDev
[15:35:13] <SudsDev> Wow. I thought it might have turned out to be something I obvious that I already knew, but forgot. But nope. Never known that name. XD Thanks
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[15:35:52] <SudsDev> Looks like I get to make my own. Too. Oh goody.
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[16:23:39] <paaaaaaaaa> someone?
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[16:23:57] <paaaaaaaaa> quick box2d question
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[16:24:16] <paaaaaaaaa> is here someone for a quick box2d question?
[16:24:17] <Getterac7> paaaaaaaaa: We can't answer if you don't ask.
[16:24:22] <paaaaaaaaa> ok thanks
[16:24:31] <paaaaaaaaa> i wan't to override a lot of box2d classes
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[16:25:02] <paaaaaaaaa> example at getposition and setposition for bodies, so i always write in pixels the size and
[16:25:16] <paaaaaaaaa> box2d gets the value / PPM
[16:25:28] <paaaaaaaaa> example for CircleShape setRadius
[16:25:40] <paaaaaaaaa> i would override the setradius function
[16:25:57] <paaaaaaaaa> setRadius(float radius) { super.setRadius(radius/PPM))}
[16:26:16] <paaaaaaaaa> getRadius() { return super.getRadius*PPM ; }
[16:26:17] <paaaaaaaaa> etc
[16:26:20] <paaaaaaaaa> do you understand?
[16:26:37] <Xoppa> dont use PPM (where did you learn that anyway?) use a camera instead
[16:26:58] <paaaaaaaaa> i don't want to draw everything with 0.0000 stuff
[16:27:01] <paaaaaaaaa> is very annoying
[16:28:14] <Getterac7> paaaaaaaaa: Just use meters for all of your measurements and a camera as Xoppa said.
[16:28:18] <Xoppa> what is 0.0000 stuff?
[16:29:22] <paaaaaaaaa> example i have a 50x50 sprite
[16:29:31] <paaaaaaaaa> i need to draw it with the width .5f .5f
[16:29:46] <paaaaaaaaa> i already have a 4.8x 8px camera
[16:29:58] <Xoppa> why do you have a 50x50 sprite?
[16:30:10] <Getterac7> power of two... always power of two.
[16:30:19] <Xoppa> sprite dont have to be pot
[16:30:21] <Getterac7> although i guess texture regions don't matter so much.
[16:30:23] <paaaaaaaaa> how can i always have power of 2 ?
[16:30:30] <Xoppa> sprite size is in world units, e.g. meters
[16:30:34] <paaaaaaaaa> is impossible to build my game with power of 2 textures
[16:30:41] <paaaaaaaaa> well with sprite sheets is possible
[16:31:36] <Getterac7> paaaaaaaaa: just use meters for everything if you're using Box2d... it'll make your life easier.
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[16:32:27] <paaaaaaaaa> well overriding the box2d classes is not that hard
[16:32:33] <paaaaaaaaa> thanks anyways :D
[16:32:38] <paaaaaaaaa> do you have any published games ?
[16:33:10] <Getterac7> nothing worth showing.
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[16:39:22] <mobidevelop> Don't override box2d classes
[16:39:33] <mobidevelop> That is not the correct way to do it
[16:40:08] <paaaaaaaaa> it will take down the performance?
[16:40:23] <mobidevelop> It will be broken
[16:40:59] <paaaaaaaaa> why it will be broken ? example : http://pastebin.com/x7buJRN5
[16:42:54] <mobidevelop> Because it won't work for Body, Fixture, Joint
[16:44:50] <mobidevelop> And anything they create
[16:46:38] <paaaaaaaaa> Well look over my class, i only change the values that i put. I mean in box2d is going the corect value, look over my code :D
[16:46:59] <mobidevelop> You can do it for Shape classes, that's about it
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[16:48:11] <mobidevelop> Why wouldn't you just use a utility class to convert your values?
[16:48:22] <Ange_blond> If I can ask... http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15880 thanks!
[16:48:30] <mobidevelop> Or just use meters for everything
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[16:51:46] <Xoppa> i don't get it, how can this ppm figment be so stubborn that you rather want to extend native wrapper classes instead of using meaningful values
[16:52:17] <mobidevelop> Ange_blond: for the quotes, set your output type to OutputType.json, by default it is "minimal" (which leaves out quotes)
[16:52:19] <Xoppa> Ange_blond, check the ModelData classes
[16:52:53] <Ange_blond> mobidevelop> thanks
[16:53:32] <Ange_blond> Xoppa> the filename in the model data is used by the assetsLoader, but not keeped in the Model after that
[16:54:35] <Xoppa> that's correct
[16:55:38] <Ange_blond> Maybe I can get the filename in the assetManager, getting the instance using it's id from the model ?
[16:55:56] <Xoppa> you could indeed use assetManager.getAssetFileName(texture); assuming
[16:56:58] <Ange_blond> Xoppa> how nice, seems perfect
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[16:57:50] <Ange_blond> thanks :)
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[17:17:44] <brianbrain> How to quickly calculate worldCoordinates to ViewportCoordinates and the other way around?
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[17:25:56] <Getterac7> brianbrain: camera.project() / .unproject()
[17:26:16] <Getterac7> brianbrain: i believe camera.unproject(screenCoords) = world coords
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[17:28:49] <brianbrain> This gives me weird values, if my camera is @ 0,0 (worldCoordinates)
[17:29:02] <brianbrain> this gives me 30/30 for the view coordinates?
[17:29:35] <brianbrain> but my mind tells me screenWidth/2, screenHeight/2 would be the accurate value (if it is at the middle of the screen)
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[17:32:15] <Getterac7> brianbrain: err, what are you doing exactly? I was thinking you wanted to convert a screen click into a world coordinate.
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[17:39:06] <brianbrain> getterac7: I got the player, which spawns at (0,0). He is always aiming at the cursor, works fine as long as he is on 0,0
[17:39:33] <brianbrain> now if i move the player (and therefore move the camera which is fixed on him), the aiming doesnt work precisely anymore
[17:40:12] <brianbrain> thats why i need to do some calculations of a relative position of mouse & player (relative to the camera position)
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[17:47:10] <Getterac7> brianbrain: you're inputting the mouse coordinates into cam.unproject(), yes? It should give you world coords, i believe.
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[17:48:34] <Xoppa> brianbrain, Vector3 direction = cam.unproject(new Vector3(mouseX, mouseY, 0)).sub(player.position.x, player.position.y, 0).nor(); float angle = new Vector2(direction.x, direction.y).angle();
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[17:50:27] <Getterac7> Xoppa to the rescue! I really should learn a little more about what project/unproject does.
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[17:59:53] <Tann_> Talking of cameras, is there any way to set their position directly instead of using translate?
[18:00:11] <Xoppa> cam.position.set(x, y, z);
[18:00:20] <Tann_> Oohh haha cheers
[18:00:25] <Tann_> I kept trying cam.position =
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[18:10:46] <ollipekka> anyone used scene2d for actualy game aside from UI?
[18:10:50] <ollipekka> it seems to work fine enough for that
[18:10:57] <ollipekka> but it looks like i'll need a scenegraph
[18:11:13] <TEttinger> ollipekka, technically yes I think
[18:11:20] <TEttinger> play-clj wraps scene2d
[18:11:24] <TEttinger> and I've used that
[18:11:47] <TEttinger> what I did was sort the actors by where and when they should render
[18:12:59] <ollipekka> ty
[18:13:14] <ollipekka> i am not a super fan of scene2d for what i am doing
[18:13:27] <ollipekka> mine is fairly straight forward layer based
[18:13:48] <c0ke> If you aren't using it for your UI, I'd ask if Ashley wouldn't be better suited
[18:14:27] <ollipekka> i use artemis odb already
[18:14:44] <ollipekka> i still need a scenegraph because entity system doesn't really answer to the question how should things render
[18:14:54] <ollipekka> i have graphics in component at the moment
[18:15:13] <ollipekka> rolling my own would be something closesly related to artemis
[18:15:33] <c0ke> I've just got a render system that calls render on everything ^.^;
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[18:16:01] <c0ke> Then again, I haven't yet started layering things, so.. thanks for reminding me of an issue I'm going to have to address later :P
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[18:16:35] <ollipekka> i am doing that and at the moment i just add GameSprite that ha regular sprite and a layer field
[18:16:42] <TEttinger> ollipekka: I have some screenshots
[18:16:43] <ollipekka> its okay, but gets messy
[18:16:53] <ollipekka> TEttinger: those would be nice
[18:17:07] <TEttinger> https://dl.dropboxusercontent.com/u/11914692/Ravager-thin-walls.PNG
[18:17:23] <c0ke> I'm guessing I'll just set up a render system to take an extra component, then add them in the order I want things rendered
[18:17:23] <TEttinger> so that's all one pass through the actors in a sorted collection
[18:17:30] <ollipekka> http://spacegamedev.tumblr.com that's what i have now. scene2d ui is the UI.
[18:17:36] <c0ke> i.e. Item component, Sprite component, etc, then get the systems firing in the render order
[18:17:48] <ollipekka> TEttinger: what do you use for sorting criteria?
[18:18:11] <c0ke> That looks really cool :)
[18:18:51] <ollipekka> c0ke: yeah, i've done that with the simplest possible rendersystem solution :)
[18:19:09] <c0ke> Simplest is the best for the most part :D
[18:19:33] <ollipekka> yeah, but when simple evolves it can turn complicated
[18:19:47] <TEttinger> I actually store a "logical" xyz in the actors, play-clj allows storing extra stuff like you would in an Entity. I sort with y being most important, then x, then z IIRC. it means rows never overlap and things can extend to the cell to their right but not left
[18:20:00] <c0ke> Until you finish hacking everything then go 'Oh I know a pattern that'll fit this' then spend a week refactoring from the ground up
[18:20:06] <TEttinger> no, it was y z x in that order
[18:21:10] <cackling_grandma> what the hell? o.O wouldnt z y x make more sense?
[18:21:12] <TEttinger> so I do a full pass of a row (in your case, the planet first) before moving up to things on top of it, for you I don't think they can overlap so you don't even need to do crazy sorts
[18:21:31] <TEttinger> cackling_grandma, that would surprisingly cause issues
[18:21:38] <ollipekka> i want to have something like add(line) with MyLine line = new MyLine() and line is updated elsewhere. and when i want the line tobegone i call line.remove();
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[18:23:58] <brianbrain> Xoppa THANKS!
[18:25:53] <TEttinger> cackling_grandma, for z y x, monsters (different z, drawn after floors) could be drawn on top of certain things they shouldn't be, IIRC
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[18:26:57] <TEttinger> I could be wrong, haven't touched the code in months
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[18:53:44] <Darkyen> Has anybody here profiled RoboVM game with Instruments?
[18:53:58] <Neomex> is there any way to detect sensor collission in post solve?
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[19:09:34] <cobolfoo> Noemex since there is no collision, not sure it is possible
[19:09:39] <cobolfoo> I mean nothing move
[19:11:39] <cobolfoo> Maybe you could check for BeginContact() and EndContact() and perform manual overlap check while the contact happens
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[19:20:01] <[[derek]]> just adapated the vim graphical cheat sheet to use the superior UK keyboard
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[19:22:04] <Maximus_> I'm currently trying to implement google play services into my game but when I import the library and the BaseGameUtils library and link them to the project eclipse no longer recognises the android project and will not let me export, any ideas as to why this is occuring?
[19:22:52] <Darkyen> Hmm, seems that ipad simulator & co. really hates ScrollPane or something
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[19:23:03] <PAAAUUUWWWL> a
[19:23:20] <PAAAUUUWWWL> question: is OrthographicCamera an expensiv variable?
[19:23:42] <PAAAUUUWWWL> that consume a lot of memory ?
[19:23:55] <Darkyen> OrtographicCamera is not a variable
[19:24:02] <PAAAUUUWWWL> class
[19:24:05] <PAAAUUUWWWL> *
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[19:24:29] <PAAAUUUWWWL> is ok if i declare 2 OrthographicCamera in my screen class?
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[19:24:58] <Darkyen> I guess it is
[19:25:12] <BlueProtoman> PAAAUUUWWWL: Sure. In fact, that's ideal for using different transformation matrices for your game world and your GUI.
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[19:25:34] <[[derek]]> PAAAUUUWWWL: what's not okay is creating one each frame.
[19:25:39] <Tann_> Yeah I've got three and a bunch of stuff rendering and I'm still getting 900 FPS.
[19:25:42] <Tann_> Yeah what derek said
[19:26:18] <PAAAUUUWWWL> 2 sprite batches is not a good ideea right?
[19:26:28] <BlueProtoman> PAAAUUUWWWL: Now *that* is correct.
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[19:26:44] <HoloPed> Hey all
[19:26:46] <PAAAUUUWWWL> how you have a red nickname XD ?
[19:26:49] <PAAAUUUWWWL> hi holoped
[19:27:00] <[[derek]]> PAAAUUUWWWL: should be fine, although you should only use one or less each frame, batching is very expensive
[19:27:06] <HoloPed> Is LibGDX a good alternative to XNA ? We have a lot of XNA code, would it be hard to port ?
[19:27:30] <PAAAUUUWWWL> i think that libgdx is the closest framework / engine to XNA that you will find
[19:27:36] <[[derek]]> HoloPed: LibgGDX is better than XNA in the sense is supports more platforms and is being currently devolped, while NXA is dead is the water.
[19:27:52] <PAAAUUUWWWL> but keep in mind that Y = 0 is down (which makes more sense than XNA Y top origin )
[19:27:53] <BlueProtoman> PAAAUUUWWWL: Red name? Me?
[19:28:04] <HoloPed> [[derek]], I know XNA is dead, thats why i'm looking at alternatives
[19:28:07] <[[derek]]> Porting it depends on how well your code is written, look at the docs and decide for yourself
[19:28:14] <Tann_> You can make y=0 the top! It makes more sense for me.
[19:28:14] <PAAAUUUWWWL> Yea i see red name on you blueprotoman
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[19:28:30] <PAAAUUUWWWL> why is more logic y on top ?
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[19:28:33] <[[derek]]> HoloPed: should be easier if you seperated the graphical components from the code like a good boy
[19:28:38] <PAAAUUUWWWL> math says y is on botto
[19:28:39] <PAAAUUUWWWL> m
[19:28:39] <Darkyen> Colors of names depend on client
[19:28:39] <BlueProtoman> PAAAUUUWWWL: What client are you using? If it's XChat, when I mention your name then my name turns red.
[19:28:41] <HoloPed> I did :)
[19:28:44] <Darkyen> (I think)
[19:28:47] <BlueProtoman> Otherwise, all bets are off
[19:28:48] <Tann_> I just find it nice for stuff like laying out menus
[19:28:55] <PAAAUUUWWWL> idk i'm using http://webchat.freenode.net/
[19:28:56] <Tann_> Personal preference I guess
[19:29:07] <PAAAUUUWWWL> how to mention ?
[19:29:08] <BlueProtoman> Is my name red now?
[19:29:12] <PAAAUUUWWWL> nop
[19:29:23] <BlueProtoman> Then it's red whenever someone mentions your user name, to grab your attention.
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[19:29:33] <PAAAUUUWWWL> how to mention
[19:29:43] <BlueProtoman> Just say their name exactly as it is.
[19:29:50] <[[derek]]> BlueProtoman: unless you become a mod or become voiced changes to the color of your name is client sided only.
[19:29:55] <PAAAUUUWWWL> BlueProtoman yo
[19:29:59] <PAAAUUUWWWL> i'm red now ?
[19:30:15] <[[derek]]> baby pink for me
[19:30:47] <HoloPed> does #libgdx have bigger community than SlimDX ?
[19:30:47] <[twisti]> you are all white to me
[19:30:53] <BlueProtoman> PAAAUUUWWWL: Exactly. That's called pinging. Now, it won't work if you write my name as Blue Protoman (because that's not my username). It may or may not be case-sensitive, depends on the client.
[19:31:51] <HoloPed> Does LibGDX play nice with Visual Studio ?
[19:32:11] <PAAAUUUWWWL> HoloPed visual studio is .net, this is java
[19:32:26] <HoloPed> doh
[19:32:38] <HoloPed> paint me stupid
[19:32:38] <BlueProtoman> HoloPed: I don't know, you'd have to see if Java in general does. Most people in here use it with Eclipse, IntelliJ, or NetBeans.
[19:32:46] <PAAAUUUWWWL> BlueProton you are good with libgdx? I have a question and i want to ask in private
[19:32:49] <[[derek]]> HoloPed: you COULD use visual studio and a Java program but it is not recomend or supported.
[19:33:01] <PAAAUUUWWWL> Not that hard but takes like 2-3 lines to explain
[19:33:02] <BlueProtoman> PAAAUUUWWWL: Just ask here, and if I don't know, maybe someone else does.
[19:33:12] <PAAAUUUWWWL> Ok so how can I texture a polygon?
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[19:33:20] <PAAAUUUWWWL> PolygonSpritebatch is not good
[19:33:31] <[twisti]> why not ?
[19:33:40] <PAAAUUUWWWL> it streches the texture region
[19:33:43] <Getterac7> PAAAUUUWWWL: load a texture, use SpriteBatch to render the texture (for 2d).
[19:33:59] <PAAAUUUWWWL> Getterac7 i need to render on a polygon
[19:34:25] <PAAAUUUWWWL> and don't stretch, repeat it if the polygon is bigger
[19:34:29] <Getterac7> PAAAUUUWWWL: LibGDX just uses OpenGL underneath.. you should be able to use any OpenGL tutorial.
[19:34:51] <PAAAUUUWWWL> yea i don't really know opengl
[19:35:08] <Darkyen> PAAAUUUWWWL What exactly are you drawing? Repeating texture on polygon is not trivial
[19:35:34] <[[derek]]> http://i.imgur.com/pbsVFQ9.jpg
[19:35:59] <PAAAUUUWWWL> Darkyen currently nothing, but i will when I start working at my game
[19:36:05] <Getterac7> i feel like that bingo chart is missing a row...
[19:36:32] <PAAAUUUWWWL> How can I draw a normal rectangle textured repeated?
[19:36:48] <PAAAUUUWWWL> ex: for a sprite
[19:36:56] <PAAAUUUWWWL> use a textureregion that will be drawn repeatetly
[19:37:07] <PAAAUUUWWWL> not streching it
[19:37:19] <Darkyen> Since you'll either fill whole texture with your image (bad, because flushing to use different texture) or you'll have to split that polygon to draw it in parts, which is not so simple
[19:37:47] <Darkyen> Any example?
[19:38:14] <PAAAUUUWWWL> Darkyen i will draw now in photoshop to explain
[19:38:20] <Getterac7> PAAAUUUWWWL: when you draw sprites in 2d, you simply render the texture and LibGDX makes a polygon of the correct size.
[19:38:32] <Darkyen> Do you want to repeat 2x2 pixels across whole screen or do you want to repeat something just a few times?
[19:39:21] <Darkyen> Afk
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[19:42:20] <solarcactus> Ello M8!
[19:42:56] <[[derek]]> hahah https://lh3.googleusercontent.com/-bZId5j2jREQ/U-vlysklvCI/AAAAAAAACrA/B4JggkVJi38/w426-h284/bd0fb252416206158627fb0b1bff9b4779dca13f.gif
[19:43:31] <PAAAUUUWWWL> Look - http://i.snag.gy/ih0GT.jpg
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[19:44:40] <Getterac7> PAAAUUUWWWL: draw the texture X times to fill in the area of the rectangle.. not too difficult.
[19:44:54] <PAAAUUUWWWL> How?
[19:45:14] <PAAAUUUWWWL> The rectangle length is not always the texture width * x
[19:45:24] <Getterac7> PAAAUUUWWWL: spritebatch.draw(texture,x,y) or something.
[19:45:35] <PAAAUUUWWWL> ex: rectangle is 100 px width
[19:45:38] <PAAAUUUWWWL> texture is 60px width
[19:45:47] <brianbrain> setTextureWrap(TextureWrap.GL_REPEAT)
[19:45:50] <PAAAUUUWWWL> drawing 2 times and it goes over, drawing 1 time and is almost half
[19:45:51] <Getterac7> PAAAUUUWWWL: for the last section, you'll have to slice up the texture or something.
[19:46:01] <PAAAUUUWWWL> and how Getterac7 ?
[19:46:13] <PAAAUUUWWWL> brianbrian That works for sprites ?
[19:46:28] <brianbrain> oh a sprite,.. dunno :/
[19:46:55] <PAAAUUUWWWL> I mean textureRegion.setTextureWrap(TextureWrap.gl...) sprite.setRegion(textureRegion) will this work ?
[19:47:19] <brianbrain> why dont you just try it? :)
[19:47:54] <PAAAUUUWWWL> good ideea XD
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[19:53:29] <brianbrain> if it works lemme know.
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[19:53:41] <unksafi> hi ppl :)
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[19:55:11] <Darkyen> PAAAUUUWWWL Back here. That texture repeat thing will work, but it is not so simple
[19:55:37] <unksafi> can anybody explain the arguments for GeometryUtils.polygonCentroid(float[] polygon, int offset, int count, Vector2 centroid) ?
[19:56:05] <unksafi> I saw that "count" is probably the nr of vertices
[19:56:13] <unksafi> but I don't get the "offset"
[19:56:19] <unksafi> what's the offset? :s
[19:56:40] <Darkyen> PAAAUUUWWWL First, you need to have your texture as only thing in texture (so, you cant use texture region (or TextureAtlas))
[19:57:14] <Darkyen> unksafi That is for specyfiyng from which index of polygon array vertices start
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[19:57:58] <Darkyen> unksafi I am not sure what that method does, but that is the convention. So, in your case it is probably zero
[19:58:30] <unksafi> yeah.. probably that's it... thank you very much Darkyen
[19:58:31] <unksafi> :)
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[19:59:03] <PAAAUUUWWWL> Darkyen is not working!
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[19:59:34] <PAAAUUUWWWL> Darkyen still here? or brianbrian ?
[19:59:45] <Darkyen> I am still here
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[20:00:13] <Darkyen> Ready my last message to you, if you didn't
[20:00:18] <PAAAUUUWWWL> i've did
[20:00:21] <PAAAUUUWWWL> got teamviewer?
[20:00:27] <Darkyen> Nope
[20:00:49] <PAAAUUUWWWL> My code
[20:00:49] <PAAAUUUWWWL> http://pastebin.com/um5uDeJ4
[20:01:00] <PAAAUUUWWWL> making the width bigger will strech the image
[20:01:39] <Darkyen> Hmm, yes
[20:01:56] <Darkyen> I am not sure if it is possible to do with Sprite, one moment
[20:02:36] <PAAAUUUWWWL> also tried with texture, same result
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[20:02:45] <PAAAUUUWWWL> http://pastebin.com/LjysEGMW
[20:02:46] <[twisti]> kalle_h, are you around ?
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[20:03:26] <PAAAUUUWWWL> can someone explain me what setU setV setU2 setV2 things are?
[20:03:41] <[twisti]> they set texture coordinates
[20:03:41] <Darkyen> Key to your problem, that is what they are
[20:03:51] <[twisti]> UV is upper left, U2V2 is lower right (i think)
[20:04:34] <PAAAUUUWWWL> what upper left right and lower left right?
[20:04:40] <Darkyen> U and V is like X and Y, but on texture and normalized to 0-1
[20:04:51] <PAAAUUUWWWL> 1 everywhere what would be ?
[20:04:57] <[twisti]> nothing
[20:05:02] <PAAAUUUWWWL> 0 everywhere?
[20:05:05] <[twisti]> 0,0 and 1,1 would be the whole texture
[20:05:17] <PAAAUUUWWWL> 0 0 0.5 0.5 would be a quarter?
[20:05:21] <[twisti]> 0,0 and 0,5 0,5 would be the upper left corner of the texture
[20:05:22] <[twisti]> yes
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[20:05:47] <[twisti]> actually it might be the lower left, i forgot, just try it out and see
[20:05:49] <Darkyen> So you need to multiply U2V2 by how much tiles you want there to be
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[20:06:13] <[twisti]> yes, 0,0 and 2,2 would make a 2 by 2 repeating pattern
[20:06:24] <[twisti]> (if the texture is set to repeat)
[20:06:25] <Darkyen> Exactly
[20:07:14] <PAAAUUUWWWL> u = top left v = top right ?
[20:07:20] <PAAAUUUWWWL> u2 = bottom left
[20:07:25] <PAAAUUUWWWL> v2 = bottom right ?
[20:07:27] <[twisti]> u = height, v = width
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[20:07:52] <[twisti]> "u = top left" makes no sense, like "x = top left"
[20:07:52] <Darkyen> I thought it was the opposite, hmm
[20:08:01] <[twisti]> maybe its the opposite
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[20:08:22] <lxknvlk> Do any of the top developers on Google Play use libgdx?
[20:08:23] <Darkyen> Like XY is Width Height, that UV is Width Height
[20:08:26] <[twisti]> still, my point was, u or v on their own isnt a coordinate
[20:09:15] <PAAAUUUWWWL> ' <[twisti]> u = height, v = width'
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[20:09:23] <PAAAUUUWWWL> U is width
[20:09:29] <[twisti]> yes, sorry
[20:09:36] <PAAAUUUWWWL> why didnt they named them
[20:09:38] <PAAAUUUWWWL> w and h
[20:09:39] <PAAAUUUWWWL> ?
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[20:09:46] <Darkyen> UV coordinates basically just say which part of texture should be rendered where
[20:09:56] <Darkyen> Because that would be confusing
[20:10:12] <PAAAUUUWWWL> i think i made them work but how can I do that with rotation ? i want to do this for box2d bodies
[20:10:22] <PAAAUUUWWWL> is only working at draw . textureregion x y width height
[20:10:31] <PAAAUUUWWWL> not working with sprite or texture
[20:10:53] <Darkyen> You don't need Sprite, in fact I have never used it
[20:11:23] <Darkyen> There is Batch method for rendering rotated rectangles
[20:11:27] <tnelsond> Yeah, real programmers get by with Mountain Dew.
[20:11:39] <PAAAUUUWWWL> i've rever understood that method xD
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[20:11:57] <Darkyen> It is a beast, yes, but it can be tamed
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[20:12:53] <Darkyen> Texture, X, Y, Width and Height is familiar to you
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[20:14:24] <PAAAUUUWWWL> i should use this one ? batch.draw(region, x, y, originX, originY, width, height, scaleX, scaleY, rotation, clockwise)
[20:14:53] <Darkyen> OriginX and OriginY is technically an offset, but you can imagine it like this: If I put my box on X=0 and Y=0, on which coordinates will the center of rotating and scaling be? Answer will probably in your case be Width/2 and Height/2
[20:15:15] <Darkyen> Yes, or the one without last boolean if you don't need it
[20:15:43] <PAAAUUUWWWL> center origin x = x + width/2 right ?
[20:16:08] <Darkyen> Hmm no, only width/2
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[20:16:38] <PAAAUUUWWWL> scaleX scaleY 1 and 1 right ?
[20:17:08] <Darkyen> But there is a catch -> X and Y then points to the point where your center will be rendered, to to the lower(or upper) left corner
[20:17:10] <Darkyen> Yes
[20:17:18] <Darkyen> And rotation is in degrees
[20:17:43]
[20:18:20] <Darkyen> What SDK? Android one?
[20:18:25] <PAAAUUUWWWL> i had the same problem with gradle
[20:18:30] <PAAAUUUWWWL> i fixed this by using old setup ui
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[20:23:20] <PAAAUUUWWWL> Darkyen very wierd rotation indeed
[20:23:32] <Darkyen> Can I see your code?
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[20:25:04] <PAAAUUUWWWL> http://pastebin.com/V6mbdwnn
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[20:25:14] <PAAAUUUWWWL> i want to achive the rotation with sprite.setCenterOrigin
[20:25:27] <PAAAUUUWWWL> i'm going to look over the source
[20:26:01] <lxknvlk_> Hey guys, does any one know, do big companies use libgdx?
[20:26:05] <Darkyen> This should work, what is wrong?
[20:26:14] <PAAAUUUWWWL> wierd rotation
[20:26:20] <Progrmor_> Darkyen: ye I suppose?
[20:26:26] <Darkyen> How weird?
[20:26:35] <PAAAUUUWWWL> around wrong origin
[20:27:02] <Darkyen> Progrmor_ well, sorry, haven't worked with android
[20:27:12] <Darkyen> Try setting origins to 0
[20:27:30] <PAAAUUUWWWL> hm i think is working now
[20:27:30] <Darkyen> It should rotate around corner
[20:27:40] <Darkyen> ok
[20:28:02] <PAAAUUUWWWL> what is the easiest way to texture a triangle?
[20:29:14] <Darkyen> Probably using custom vertices (that method draw(Texture,float[]) or similar) but I am not sure
[20:30:01] <Tomski> lxknvlk_, yes
[20:30:08] <Tomski> depending on your definition of big
[20:30:49] <Tomski> Progrmor_, with a gradle generated project?
[20:30:51] <Darkyen> Hmm, didn't somebody from mojang work on side project in libgdx?
[20:31:25] <Tomski> Probably
[20:31:37]
[20:31:56] <Tomski> what is the error?
[20:32:11] <Tomski> How are you importing? Are you sure there is a valid sdk in the directory you supplied?
[20:32:23] <Progrmor_> "The SDK directory "C:user......" does not exist.
[20:32:48] <Progrmor_> Yes I went in to eclipse and Preferences --> Android and copied the location
[20:32:51] <TEttinger> Progrmor_: oh god this thing. proguard issue right?
[20:32:54] <Tomski> You dont do that
[20:33:26] <Tomski> Progrmor_, what is the actual path you are trying to use?
[20:33:36] <TEttinger> does it have spaces in it?
[20:33:41] <Progrmor_> C:\Users\Progrmor\Workspace\android-sdks
[20:33:49] <Tomski> Are you on windows?
[20:33:51] <TEttinger> and that exists?
[20:34:03] <Progrmor_> jupp
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[20:34:04] <Tomski> Progrmor_, I bet you are, change \ to \\
[20:34:26] <TEttinger> forward slash also works on windows vista or newer
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[20:35:27] <cackling_grandma> Progrmor_, I suggest using / exclusively
[20:35:46] <TEttinger> cackling_grandma, agreed, that's what I do
[20:35:46] <cackling_grandma> sometimes even \\ need to be parsed twice, so you actually have to put \\\\
[20:35:50] <Progrmor_> That worked! Using double \\
[20:35:53] <Tomski> No
[20:35:54] <Tomski> \\
[20:36:18] <Progrmor_> Thanks Tomski. Learned something new right there
[20:36:31] <Tomski> np
[20:37:00] <cackling_grandma> Tomski, teach him \r\n too :3
[20:37:20] <TEttinger> Progrmor_, thankfully local properties doesn't need to be copied across computers since it's different for everyone
[20:37:39] <Tomski> It doesnt need to be used at all if you set ANDROID_HOME
[20:37:44] <c0ke1> Does anyone have any links to any articles covering very basic libgdx 2d lighting? I've played around with Box2d but unfortunately the additive blending gives undesirable results when I stack multiple lights, I've been told the best approach for me is to create a light texture and write a system that scales and stamps that, but I don't know where to start with it if I'm honest
[20:38:06] <Progrmor_> Ah I see.I read something about that when I searched the webb for the problem
[20:38:06] <TEttinger> you can add it to .gitignore (or just right click a changed file in git and say Ignore, I think) to avoid people knowing where you keep your SDK if that matters
[20:38:20] <Tomski> TEttinger, its already in the default .gitignore
[20:38:32] <TEttinger> thanks Tomski, good to know
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[20:39:10] <Tomski> c0ke1, https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows might be useful
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[20:39:40] <mattdesl> ^ that one might be a bit advanced for a beginner
[20:39:58] <mattdesl> before you dive into it you should understand shaders: https://github.com/mattdesl/lwjgl-basics/wiki/Shaders
[20:39:58] <Tomski> did that ping you mattdesl ?
[20:40:01] <mattdesl> ha yeah
[20:40:10] <Tomski> heh :P
[20:40:19] <c0ke1> The lights look like what I want, coloured blobs
[20:40:30] <c0ke1> Not interested in the shadows hehe :)
[20:40:33] <Tomski> oh
[20:40:35] <mattdesl> coloured blobs?
[20:40:38] <Tomski> Then additive blend away
[20:40:44] <c0ke1> The issue I have is this Tomski
[20:40:45] <mattdesl> if you just want soft feathered circles just use a texture
[20:41:03] <c0ke1> https://drive.google.com/file/d/0B0kMNbEmgdoLSlBuaGM0Mjh4SHc/edit?usp=sharing
[20:41:33] <mattdesl> ah
[20:41:41] <mattdesl> what you probably want, is to draw all the lights to a single FBO
[20:41:42] <c0ke1> That's what has been suggested to me mattdesl, though it seems like it's such a simple thing to do nobody has bothered to write a tutorial, which is unfortunate for noobcake here ;)
[20:41:43] <cobolfoo> very easy to do :)
[20:42:04] <cobolfoo> c0ke1: does a level have multiple light sources ?
[20:42:06] <mattdesl> if you are stacking textures with additive, they will start to get really bright
[20:42:11] <cobolfoo> or only around the caracter ?
[20:42:14] <cobolfoo> character
[20:42:22] <c0ke1> I'd like lots of lights, of different colours
[20:42:31] <cackling_grandma> hi mattdesl, your tutorials are very useful but many are incomplete so please finish them ;p
[20:43:12] <mattdesl> cackling_grandma: which ones? time is a bit tight now that i have a job, heh
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[20:43:17] <c0ke1> If someone would be kind enough to help me through this task I would owe you one and can offer to help you with networking or database persistence some time should you need it, this stuff is all still very new to me
[20:43:20] <unksafi> Hey, I'm using the gdx-ai extension... (which was a pain to add on graddle, but anyway...) and it doesn't let me enter any jar classes (like DefaultStateMachine for example) while debugging... is there something i could do?
[20:43:27] <TEttinger> c0ke1, dawnbringer tiles?
[20:43:35] <TEttinger> nice
[20:43:50] <c0ke1> Not sure TEttinger, they were on opengameart and perfect for my little mmo ^_^
[20:43:58] <TEttinger> they're great tiles
[20:44:43] <TEttinger> c0ke1, you may also like http://game-icons.net ; it's been used heavily by ToME4 for its many attack and skill icons
[20:45:03] <c0ke1> Oh interesting, thanks TEttinger
[20:45:19] <unksafi> it would help me a lot if I could see what is happening inside those classes... (like what happens with com.badlogic.libgdx.GDX.* )
[20:45:37] <mattdesl> c0ke1 this was some code i had a while ago that does sorta what you're looking for. in terms of many lights that don't overlap, but can be all applied together with additive blending: http://pastebin.com/QeNgdqUt
[20:45:37] <c0ke1> I took this screenshot on my phone earlier, gives a better idea of the look of the game at the moment. Really want to nail this lighting stuff so I can move back into my comfort zone ;) https://drive.google.com/file/d/0B0kMNbEmgdoLSlBuaGM0Mjh4SHc/edit?usp=sharing
[20:45:38] <Tomski> unksafi, check the source?
[20:45:46] <mattdesl> not sure if my code works with latest libgdx though since it's pretty old
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[20:45:59] <Darkyen> unksafi: https://github.com/libgdx/libgdx/tree/master/gdx/src/com/badlogic/gdx
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[20:46:07] <c0ke1> Arr wrong screenshot
[20:46:11] <c0ke1> Hangon :P
[20:46:18] <Tomski> unksafi, and adding one line to a file is painful?
[20:46:22] <c0ke1> Here's the right one https://drive.google.com/file/d/0B0kMNbEmgdoLdUFLcmdsX0JESDg/edit?usp=sharing
[20:46:29] <c0ke1> I'll take a look at that mattdesl, thank you :)
[20:46:36] <mattdesl> more discussion here: http://www.java-gaming.org/index.php?;topic=30060.0
[20:46:53] <cobolfoo> c0ke1: your main character is a sword travelling with a warrior as a backpack ?: )
[20:47:45] <unksafi> Tomski, when that line does nothing, yes it is...
[20:48:02] <Tomski> unksafi, did you refresh gradle inside your IDE?
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[20:48:17] <c0ke1> haha cobolfoo we are writing an mmo, I have the experience required to do things like the networking and game logic, but I am new to working with OpenGL and LibGDX. That sprite is us trying to figure out how we can let people customise their characters appearance, we are seeing if big sodding weapons look fun or not :D
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[20:48:32] <cobolfoo> c0ke1: what are you using for your netcode?
[20:48:42] <c0ke1> Sockets
[20:48:43] <unksafi> yes i did... probably 20 times... trying different "lines"
[20:48:49] <TEttinger> c0ke1, the icons on that link can be customized pretty well http://te4.org/images/tmp/spells.png
[20:49:06] <c0ke1> Nice TEttinger
[20:49:18] <unksafi> Darkyen, I know where is the source code... But I mean while debugging...
[20:49:22] <Tomski> unksafi, so the problem is what? You cant access the AI API?
[20:49:29] <unksafi> yes
[20:49:33] <unksafi> well
[20:49:37] <unksafi> i can import it
[20:49:38] <Tomski> pastebin your root build.gradle
[20:49:40] <Tomski> oh
[20:49:51] <unksafi> but while debuggging, I cant access it
[20:50:32] <Darkyen> That should be possible, somehow, to set up
[20:50:43] <Tomski> Its automatic when you import
[20:50:48] <Tomski> Are you using eclipse?
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[20:50:58] <unksafi> yes
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[20:51:21] <Tomski> Might need to reimport model, not too sure with eclipse if it can attach source with just a refresh
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[20:54:05] <unksafi> Tomski : http://pastebin.com/wFL0hipt
[20:55:09] <Tann_> Is there any way of detecting if the mouse is outside the window? (desktop)
[20:55:21] <unksafi> I believe that is correct according to the wiki... though it doesn't work... I had to had the external jar to the build path manually... (maybe that's why i can't debug inside it? :s )
[20:55:44] <unksafi> [for the gdx-ai]
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[20:56:27] <Tomski> Tann_, check the screen coorindates of the mouse to see if its out of the bounds of your applicationn I guess
[20:56:33] <Tomski> unksafi, well that would probably be why
[20:56:51] <Tann_> It just returns the last known inside-window position : (
[20:56:59] <Tomski> unksafi, the 1.2.1 snapshot probably doesnt exist anymore btw
[20:57:43] <unksafi> do i always need to go to the "pom.xml" file to get the latest version of gdx ? :s
[20:58:47] <Tomski> If you are on the snapshots then you should keeping up with the development
[20:58:51] <Tomski> Because this is what happens
[20:59:10] <unksafi> ok .. i'm not complaining ..
[20:59:17] <unksafi> just wanted to know ...
[20:59:36] <TEttinger> yeah I'm curious too, I haven't updated to 1.3.0 yet
[20:59:51] <unksafi> 1.3.1
[20:59:57] <unksafi> <version>1.3.1-SNAPSHOT</version>
[21:00:13] <TEttinger> then again sbt should have some decent way to updgrade
[21:00:31] <Tomski> 1.2.1 snapshots are still there
[21:00:34] <Tomski> so it will be something else
[21:00:36] <TEttinger> unksafi, I try not to use snapshots unless I know something good is on its way
[21:00:46] <Tomski> unksafi, but they wont be there forever
[21:01:25] <unksafi> Yeah, I already changed to the lastest version
[21:02:17] <unksafi> just "Refresh(ed) ALL" on gradle submenu
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[21:02:33] <Tomski> Well first we should get it working without manually adding a jar to the build path
[21:02:36] <unksafi> and "gdx-ai" is not added
[21:02:53] <Tomski> Can you drop down the command line and check
[21:03:42] <unksafi> i'm not sure what u mean.... this ?
[21:03:43] <unksafi> [sts] ----------------------------------------------------- [sts] Starting Gradle build for the following tasks: [sts] :cleanEclipse [sts] :eclipse [sts] ----------------------------------------------------- :cleanEclipseProject :cleanEclipse :eclipseProject :eclipse BUILD SUCCESSFUL Total time: 5.707 secs [sts] ----------------------------------------------------- [sts] Build finished succesfully! [sts] Time taken: 0
[21:05:00] <unksafi> oh, i think I know that i mean
[21:05:25] <TEttinger> well it's building successfully, clearly :)
[21:06:04] <unksafi> http://pastebin.com/Z2Jvb6Ew
[21:06:41] <unksafi> actually, its not... cause it's not downloading the gdx-ai extension even though it's on build.gradle
[21:06:46] <unksafi> makes no sense... -.-
[21:07:17] <Tomski> unksafi, run "gradlew core:dependencies"
[21:07:24] <Tomski> And pastebin the result, please to copy and paste into chat
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[21:10:28] <unksafi> Tomski http://pastebin.com/7ubSb185
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[21:10:58] <Tomski> Its there alright
[21:12:12] <unksafi> do I have to reimport "gradle project"
[21:12:20] <unksafi> or rebuild model or something?
[21:12:37] <Tomski> All it needs is right click on the root project, gradle > refresh all projects
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[21:13:44] <unksafi> even after clicking on root project and choosing "Refresh All" the gdx jar on build path keeps on version 1.2.1-SNAPSHOT
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[21:14:34] <Tomski> pastebin your latest root/build.gradle, prefereably with real quotes
[21:14:38] <TrofSivart> hello peeps!
[21:14:38] <unksafi> android project is updated
[21:14:45] <Tomski> ello TrofSivart
[21:15:08] <unksafi> desktop project is updated too
[21:15:08] <TrofSivart> makin good progress on my little framework :D
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[21:15:18] <unksafi> only core has the outdated library
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[21:15:56] <Tomski> unksafi, you are using an outdated version of ai compared to libgdx
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[21:16:23] <Tomski> It may be pulling in the dependent version, not sure why it would do that though, ai dependency on core should be provided
[21:16:48] <Vest> I have both a TextButton and a Label in a HorizontalGroup in a Table. I want to change the text of the Label when the TextButton is pressed. I am using .setText() on the label object in the click listener for the TextButton. The text on the label disappears instead of changing to the string I Pass to setText(). What am I doing wrong?
[21:17:34] <Tomski> unksafi, try using the same version for extensions and core
[21:17:38] <Frog_Master> http://hastebin.com/gaqeritepi.java
[21:17:48] <Frog_Master> allocation tracker is pointing to line 11
[21:18:02] <Frog_Master> the memory used continuously grows
[21:18:12] <Frog_Master> until the game slows down to a snails pace
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[21:19:56] <solarcactus> I got a problem. When i try to change the speed of my game to a faster scroll speed, i use a isTouchUp(screenX, screenY) method to check if the button has been clicked. Then i reference my scroller to say if one difficulty is clicked, then change the pipe gap and scroller speed to the variable i give it
[21:20:03] <solarcactus> but the speed and pipe gap never change!
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[21:21:49] <solarcactus> http://pastie.org/9473989
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[21:22:53] <solarcactus> anyone know whats wrong?\
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[21:29:03] <unksafi> Tomski, using the same version did the trick
[21:29:35] <TEttinger> Frog_Master: maybe you need to do some native-style dispose() on them?
[21:29:43] <TEttinger> the body members, I mean
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[21:30:04] <Frog_Master> i have a destroy body loop
[21:30:08] <unksafi> I deleted my project, changed the build.gradle as you said, and (re)imported the gradle project... Now the build path looks fine :)
[21:30:18] <Frog_Master> you know im thinking the for loop in the render method is the issue
[21:30:31] <Frog_Master> lemme see if getting rid of it helps
[21:30:43] <TEttinger> Frog_Master, me too
[21:30:51] <unksafi> And I can now debug it too....
[21:30:56] <Fainosag_> Question: My code : http://pastebin.com/Ug7UmKU0, after I call this function with a null camera and viewport it should be initialized, right ?
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[21:30:56] <TEttinger> try a for(int i...) loop?
[21:31:05] <Frog_Master> i was following dermetfans tuts on youtube
[21:31:23] <Frog_Master> while he is awesome, he does make some bad coding choices in the vids
[21:31:37] <unksafi> Tomski and Darkyen.... thank you very much :)
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[21:31:42] <Tomski> np unksafi
[21:31:59] <Fainosag_> Frog_Master +1, he should learn some design patterns
[21:32:08] <Fainosag_> Question: My code : http://pastebin.com/Ug7UmKU0, after I call this function with a null camera and viewport it should be initialized, right ?
[21:32:18] <TEttinger> we need a karma bot in here, Tomski is doing pretty well :D
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[21:34:47] <Fainosag_> can someone help me?
[21:36:04] <[twisti]> Fainosag: that method shouldnt be static (which makes me worry that all your fields are static too, which they shouldnt be) and also it should start with a lower case letter
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[21:36:25] <[twisti]> also, java does not use pass by reference
[21:36:40] <[twisti]> you cant do 'camera =', or rather, you can, but it will have no effect outside the method
[21:36:45] <Getterac7> Fainosag_: your objects will not be the same inside the function as outside...
[21:37:12] <[twisti]> in fact, as far as i can tell, that method doesnt do anything at all
[21:37:28] <Fainosag_> [twisti] java passes by reference non primitive variables
[21:37:33] <[twisti]> no it doesnt
[21:37:52] <[twisti]> java passes by value of reference
[21:37:57] <[twisti]> that means what you are doing wont work
[21:38:02] <Fainosag_> Getterac7 what you suggest to do ? I don't want to add that much code into my main class..
[21:38:04] <Getterac7> Fainosag_: Overwriting a reference does not change the original reference... only the copied reference.
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[21:38:56] <Getterac7> Fainosag_: make... public static Camera InitCam(){} and public static Viewport InitViewport()
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[21:39:17] <Fainosag_> Yea thanks
[21:39:35] <[twisti]> dont start method names with upper case letters
[21:39:52] <[twisti]> and you can have just one method, and then do Camera cam = viewport.getCamera
[21:39:56] <Getterac7> yeah, i'm trying my best not to comment on the "Java" way of doing things, or that statics used like that are bad...
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[21:41:09] <Azazel_> in theory
[21:41:39] <TEttinger> I have heard of serious issues with static on android, but I couldn't tell you what versions have/had it or how bad it is
[21:41:54] <TEttinger> then again, my game is mostly static stuff :)
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[21:41:57] <Azazel_> if I wanted to use a scene2d skin, but didn't want to create one... where could I download one? At the moment I don't care how the skin looks
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[21:42:42] <cobolfoo> Azazel_ use my skin editor, https://github.com/cobolfoo/gdx-skineditor it comes with one
[21:43:08] <Getterac7> TEttinger: from what i understand, statics tend to hang around, even after the application is closed... but take that with a grain of salt.
[21:43:28] <Azazel_> cobolfoo: thanks
[21:44:11] <Azazel_> I pity da foo
[21:44:45] <TEttinger> cobolfoo, thanks for that, I'll try it sometime
[21:45:04] <Fainosag_> whatdo yuy guys think about this tool i made ? http://i.snag.gy/FL3rF.jpg
[21:45:14] <Progrmor_> Does libgdx provide any method for constant touch? Like if I hold my finger on the screen the character keep jumping till I let go?
[21:45:44] <Getterac7> Fainosag_: looks pretty... but i thought Box2D bodies were limited to 8 triangles?
[21:45:46] <TEttinger> Fainosag, nice!
[21:46:09] <Fainosag_> Getterac7 yea thats why i've added the triangulation function
[21:46:14] <cobolfoo> Progrmor_: box2d limit for polygons is not 6 vectors ?
[21:46:24] <Fainosag_> where you will add a separate fixture for each triangle
[21:46:28] <Getterac7> ooh, it's 6 vertexes per poly. Right.
[21:46:28] <cobolfoo> erm wrong guy, I mean Fainosag
[21:46:30] <TEttinger> Progrmor_, maybe set a variable on touchDown, unset it on touchUp ?
[21:46:36] <Fainosag_> if the polygon has more than 8 vertices
[21:47:40] <Azazel_> cobolfoo: do I need the default_button.png as well?
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[21:48:31] <cobolfoo> Azazel_: nope
[21:48:39] <Azazel_> thought so :)
[21:48:42] <cobolfoo> default_button is used by my integrated ninepatch creator
[21:48:47] <cobolfoo> as a placeholder
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[21:56:26] <abs25> how can I make fade effect for textures?
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[21:57:32] <Getterac7> abs25: you can use UniversalTweenEngine and an alpha tween possibly.
[21:58:32] <Azazel_> I can't figure out how to initialize the TextureAtlas
[21:58:49] <Azazel_> why can't there be a simple sample?
[21:58:54] <Getterac7> Azazel_: https://github.com/libgdx/libgdx/wiki/Texture-packer#textureatlas
[21:59:32] <Azazel_> 10x
[21:59:49] <Progrmor_> Great idea TEttinger. Thanks.
[22:00:05] <TEttinger> woo
[22:00:29] <TEttinger> Azazel_, creating a textureatlas can be a fine art
[22:00:54] <Azazel_> except I already got one, I just want to load it
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[22:01:54] <Getterac7> Azazel_: sooo... that link doesn't help? It's literally like 2 lines... new TextureAtlas(file); and atlas.findRegion("name");
[22:02:09] <Azazel_> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Error reading pack file: Skin/uiskin.atlas
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[22:02:25] <Azazel_> dunno what his flipping problem is
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[22:03:28] <Azazel_> Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Invalid line: <html lang="en" class=" ">
[22:03:48] <Azazel_> cobolfoo: I kinda expected your atlas file to be valid...
[22:03:57] <Getterac7> i don't think an atlas has HTML in it...
[22:04:06] <Azazel_> wait
[22:04:09] <Azazel_> no you're right
[22:04:12] <Azazel_> I fucked up somewhere
[22:04:37] <Azazel_> leave it to me to mess up downloading a file from a website and then not even looking inside the file
[22:04:45] <TEttinger> haha
[22:04:55] <TEttinger> I was wondering...
[22:05:14] <TEttinger> "did the format change to be completely different in 1.3.1 snapshot???"
[22:05:15] <cobolfoo> Azazel on github, there is a option to get raw file :)
[22:05:54] <Azazel_> ya
[22:05:57] <Azazel_> cause github is a turd
[22:06:22] <Azazel_> cause if I try to save the link https://github.com/cobolfoo/gdx-skineditor/blob/master/assets/resources/uiskin.png I get a html file
[22:06:27] <Azazel_> so intuitive
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[22:07:03] <cobolfoo> https://raw.githubusercontent.com/cobolfoo/gdx-skineditor/master/assets/resources/uiskin.png
[22:08:57] <nick-koden> mobidevelop: you around?
[22:09:30] <Azazel_> nevermind, I downloaded the whole thing
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[22:12:06] <Radzell> Hi does the google play services still work with the robovm
[22:12:09] <Radzell> http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=11424
[22:13:21] <Azazel_> I feel like if don't scrub my bathroom sometime this month, the life forms there will eveolve rudimentary intelligence and demand independence and basic rights
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[22:14:35] <nick-koden> Azazel_: the may even start a union... once they unionize, its all over
[22:14:50] <nick-koden> you will be evicted from your home
[22:14:56] <Azazel_> nah
[22:14:59] <Azazel_> just the bathroom
[22:15:10] <nick-koden> you just dont know the power of a union
[22:15:37] <c0ke> How about the power of greyskull?
[22:15:42] <Getterac7> Azazel_: i feel ya... the gnats in my kitchen have set up a fortress inside my trashcan and refuse to leave. Tonight I should probably begin my siege.
[22:16:02] <Azazel_> yea me too
[22:16:10] <Azazel_> but cleaning us such a menial and boring task
[22:16:15] <Azazel_> and it never ends
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[22:16:30] <Azazel_> just like I've got no end of exceptions here
[22:16:40] <Azazel_> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: No com.badlogic.gdx.scenes.scene2d.ui.Window$WindowStyle registered with name: default
[22:17:01] <nick-koden> ouch
[22:17:28] <nick-koden> when i see the world scene3d.ui, i want to start drinking to forget the pain
[22:17:34] <nick-koden> *world = word
[22:17:52] <Azazel_> *3d.ui = 2s.ui
[22:18:24] <Getterac7> Azazel_: define Window$WindowStyle{ default: x } in the skin JSON..
[22:18:35] <Getterac7> x being the default settings of course.
[22:19:06] <Azazel_> I was hoping Icould avoid editing the JSON for now
[22:19:29] <Azazel_> fuck me sideways
[22:19:43] <Getterac7> looks like you're trying to create a Window without defining the style...
[22:19:45] <Azazel_> I just wanted to use the built in dialog from scene2d
[22:19:49] <TEttinger> Azazel_, the JSON isn't too hard
[22:19:59] <Azazel_> so I don't have to code it myself
[22:20:13] <Azazel_> if I'd made my own, I'd have had it a long time ago
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[22:21:20] <Azazel_> someone please give me a skin that already has all the necessary stuff defined
[22:21:29] <Azazel_> I don't care if the pictures are of animal genitalia
[22:21:37] <TEttinger> haha
[22:21:45] <TEttinger> sure, coming right up Azazel_
[22:21:47] <Getterac7> libgdx has a decent one in the source, used to test the scene2d stuff.
[22:21:49] <SpaceKookie> Hey guys, I'm having issues with Gradle and LibGDX (well…it's mostly Gradle) and I'm wondering if someone can help me: http://pastebin.com/mxED7x6n
[22:21:50] <TEttinger> not the genitals
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[22:23:07] <Tomski> Azazel_, the test skin has
[22:23:13] <Tomski> as long as you are on the same version of libgdx
[22:23:16] <TEttinger> https://github.com/tommyettinger/CommandersUnite/tree/master/commanders-unite/android/assets you should ONLY need the bottom 3 files (ui stuff)
[22:23:29] <cobolfoo> Azazel, run the skin editor, create a project… the default skin in the project will have your WindowStyle
[22:24:27] <TEttinger> I created it with in code with "new Skin(Gdx.files.internal("ui.json"), new TextureAtlas(Gdx.files.internal("ui.atlas")));"
[22:24:40] <Azazel_> wait
[22:24:51] <Azazel_> I have to load the json as well? he won't do it by himself?
[22:25:11] <cobolfoo> a skin requires both json and atlas, there is no automatic loading :)
[22:25:19] <abs25> is there a way to deleteeverything inside filehandler txt file?
[22:25:20] <TEttinger> that's all you need though
[22:25:23] <cobolfoo> the png get loaded
[22:25:32] <TEttinger> the png is located by the atlas
[22:25:33] <Azazel_> sure, cause why make things simple :
[22:25:49] <TEttinger> Azazel_, they could need different names or directories
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[22:26:24] <lxknvlk> Hey guys, how do i scale an animation?
[22:26:38] <TEttinger> but yeah, Azazel_, stick those 3 files (raw of course :D) in assets and that new Skin should work
[22:26:56] <Tomski> SpaceKookie, where is the dist task?
[22:27:06] <Tomski> in your root build.gradle?
[22:27:27] <Azazel_> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Error reading pack file: Skin/ui.json
[22:27:36] <Azazel_> Caused by: java.lang.IllegalArgumentException: No enum constant com.badlogic.gdx.graphics.Pixmap.Format.{
[22:27:50] <TEttinger> Azazel_, oh ho ho!
[22:27:55] <TEttinger> you have proguard on
[22:28:01] <Azazel_> wat
[22:28:14] <TEttinger> proguard can sometimes murder enums in their sleep
[22:28:22] <Azazel_> what's proguard
[22:28:23] <cobolfoo> azazel there are 17 steps to get it working, you are at step 2… hehe
[22:28:27] <SpaceKookie> Tomski it's near the bottom, line 43
[22:28:33] <Azazel_> aww ballz
[22:28:40] <Azazel_> screw this
[22:28:41] <TEttinger> there's a quick fix
[22:28:46] <Azazel_> I'm gonna make my own dialog box
[22:28:52] <Azazel_> with blackjack, and hookers
[22:29:26] <SpaceKookie> Azazel_: I'm 40% dialog box! *clonk clonk*
[22:29:27] <TEttinger> make sure any proguard projects have the highlighted lines: https://github.com/tommyettinger/CommandersUnite/blob/master/commanders-unite/android/proguard-project.txt#L32-L35
[22:29:52] <Azazel_> TEttinger: I have no idea what proguard is
[22:29:59] <Azazel_> or which projects use it
[22:30:08] <TEttinger> it's used by default on android
[22:30:14] <Tomski> SpaceKookie right but which build script?
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[22:30:18] <cobolfoo> proguard is a compressor/obsfuscator
[22:30:22] <Tomski> Looks like you've made your own setup
[22:30:46] <cobolfoo> JAVA is very simple to decompile, proguard make sure the bastard that does it do not get your original variable name to help it figuring out how you made your game :)
[22:30:48] <Azazel_> ya well I'm trying this on desktop
[22:30:49] <SpaceKookie> Tomski What do you mean? I'm trying to set up a LibGDX application with only one project because it's desktop only and I don't want to have the structure with sub-projects and all that
[22:30:52] <SpaceKookie> If that's what you mean
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[22:31:31] <Tomski> Right, so you only have one build.gradle
[22:31:39] <SpaceKookie> Yes
[22:31:41] <Tomski> SpaceKookie, whats in the contents of that jar file that dist generates?
[22:31:51] <Azazel_> TEttinger: which file do I need to edit?
[22:31:55] <TEttinger> Azazel_, then that's odd. it's possible your libgdx is newer than mine and something broke
[22:32:02] <TEttinger> I'm on 1.2.0 btw
[22:32:21] <TEttinger> if you're pre-0.9.9 then this will happen
[22:32:36] <Azazel_> hang on
[22:32:36] <TEttinger> but maybe 1.3.1-snapshot has a different pixmap format
[22:32:40] <SpaceKookie> Tomski Okay I'm really freaked out right now.
[22:32:57] <SpaceKookie> The jar contains a completely different package structure with only one file in the package
[22:33:01] <SpaceKookie> And no assets folder :|
[22:33:17] <Tomski> SpaceKookie, sure its the right jar?
[22:33:30] <Tomski> Are you building classes?
[22:33:35] <Tomski> dist.dependsOn classes
[22:33:53] <SpaceKookie> Tomski Give me a sec to rebuild this. And everything I'm doing is in that script I posted
[22:33:57] <Azazel_> I have no idea where to find out my libgdx version
[22:34:07] <Azazel_> this shit is so much easier in .NET
[22:35:08] <TEttinger> Azazel_, lol I know right... does it use gradle in any way?
[22:35:09] <SpaceKookie> Tomski Ah okay. now. It packaged all the dependencies, the assets but not in an "assets" folder and not my own source……
[22:35:25] <Azazel_> TEttinger: ya it does
[22:35:37] <TEttinger> gradle was introduced in 1.0.0, so the format should be stable
[22:35:55] <TEttinger> it's possible I screwed up somewhere in my skin
[22:36:03] <TEttinger> but it works for me
[22:36:20] <Azazel_> I started learning this stuff fairly recently and I grabbed the latest version of everything when I started
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[22:36:31] <TEttinger> good good
[22:36:45] <TEttinger> can you paste the full error that you get running?
[22:36:49] <TEttinger> on pastebin I mean
[22:36:54] <Azazel_> hang on
[22:37:36] <SpaceKookie> Tomski What am I doing wrong? ^^
[22:37:56] <Azazel_> how do I
[22:38:00] <Azazel_> oh for fuck
[22:38:04] <Azazel_> 's sake
[22:38:11] <Tomski> SpaceKookie, two secs
[22:38:30] <Azazel_> I'm in debug in IntelliJ, got the Throwable in Variables window
[22:38:40] <Azazel_> how do I print the damn thing so I can copy it
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[22:40:51] <Tomski> SpaceKookie, the task wont copy assets, it copies from assets
[22:40:56] <NewGDX> Hi people...
[22:40:58] <TEttinger> right click, copy error, Azazel_?
[22:41:03] <TEttinger> hey NewGDX
[22:41:32] <Azazel_> no copy error option in the context menu
[22:41:35] <NewGDX> need help with touchdragged
[22:41:36] <Azazel_> just a lot of useless shite
[22:41:46] <Azazel_> .NET developer meets Java IDE
[22:41:54] <Azazel_> will he survive?
[22:41:56] <SpaceKookie> Tomski: Hmmm…okay? And what about my source folder?
[22:42:00] <Azazel_> tune in next week to find out
[22:42:05] <TEttinger> Azazel_, heh
[22:42:25] <TEttinger> I'm trying to think what could cause it
[22:42:26] <Frog_Master> sprite does not appear although body is created : http://hastebin.com/ameyoxawex.avrasm
[22:42:35] <TEttinger> do you have a line number anywhere, Azazel_?
[22:43:05] <Tomski> SpaceKookie, what about it?
[22:43:39] <SpaceKookie> Tomski Well the source folder I set in line 3 of the script isn't packaged into the jar
[22:43:40] <Tomski> are you depending on classes task?
[22:43:43] <Azazel_> TEttinger: it really looks like this is the most detailed thing there Caused by: java.lang.IllegalArgumentException: No enum constant com.badlogic.gdx.graphics.Pixmap.Format.{
[22:43:56] <SpaceKookie> Tomski: Sorry, I'm new to Gradle. I don't know what that means :/
[22:43:57] <Azazel_> well there's the stack trace
[22:44:32] <cobolfoo> Frog_Master lot of stuff dont make sense in your code. :)
[22:44:34] <Azazel_> com.badlogic.gdx.graphics.g2d.TextureAtlas$TextureAtlasData.<init>(TextureAtlas.java:187)
[22:44:50] <Azazel_> com.badlogic.gdx.graphics.g2d.TextureAtlas.<init>(TextureAtlas.java:231)
[22:44:56] <Azazel_> com.badlogic.gdx.graphics.g2d.TextureAtlas.<init>(TextureAtlas.java:226)
[22:44:59] <TEttinger> ok, that's all I need
[22:45:07] <Azazel_> after that it bubbles up to my code
[22:45:17] <Tomski> SpaceKookie, i said before, dist.dependsOn classes
[22:45:23] <cobolfoo> Frog_Master some hints: Render is called lot of time per second, one per frame. You are creating stuff in this function, this is not good.
[22:45:24] <TEttinger> and the line is where you create it with new Skin and ui.json ?
[22:45:36] <TEttinger> (in your code, Azazel_ ?)
[22:45:49] <Azazel_> ya
[22:45:55] <Azazel_> atlas2 = new TextureAtlas(Gdx.files.internal("Skin/ui.json"),Gdx.files.internal("Skin/ui.atlas"));
[22:46:00] <SpaceKookie> Tomski you mean put that under dependencies { } ?
[22:46:03] <TEttinger> oh!
[22:46:11] <Frog_Master> i removed all creations from render, i only set things in there
[22:46:19] <TEttinger> that's why Azazel_
[22:46:23] <Azazel_> wat
[22:46:30] <Azazel_> did I mix up the order of parameters?
[22:46:38] <TEttinger> I gave a Skin constructor, you're making an Atlas
[22:46:39] <Tomski> SpaceKookie, no just in the script under the task
[22:46:55] <Azazel_> ya
[22:46:56] <NewGDX> I need to draw a rectangular shape from touchDown x,y, and it has to resize the length and rotate based on the touchDragged x,y (other end of rectangle). On touchUP I check some conditions - if true the rectangle stays else I remove the rectangle. Should I use ShapeRenderer, PixMap, 9Patch, Sprites ?
[22:47:02] <Azazel_> I just scrolled up
[22:47:06] <Azazel_> and noticed it myself
[22:47:09] <Azazel_> stoopit
[22:47:13] <TEttinger> hehe
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[22:47:26] <cobolfoo> Frog_Master, you plan to only have one ant ?
[22:47:28] <Xoppa> NewGDX, sprites
[22:47:33] <SpaceKookie> Tomski Ah, thanks :)
[22:47:41] <TEttinger> it may be better if you still have any issues to have them all in Assets/, not Assets/Skin
[22:47:44] <SpaceKookie> Is it advisable to just copy assets into the jar or keep them under a certain folder?
[22:47:47] <Azazel_> so I don't need to create a TextureAtlas for this?
[22:47:50] <Frog_Master> the ant is created every frame but i have them deleted as well
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[22:47:57] <TEttinger> uh, kinda hang on
[22:48:07] <Frog_Master> when there is 10 on screen older ones are destroyed
[22:48:29] <cobolfoo> Frog_Master with your current code, you are only rendering one anyway
[22:49:01] <Azazel_> Caused by: com.badlogic.gdx.utils.SerializationException: Font file not found: MonologyUI.fnt
[22:49:04] <Frog_Master> no im not
[22:49:20] <Azazel_> I seem to need some font as well
[22:49:21] <Frog_Master> i see 10 when i launch the app
[22:49:48] <Frog_Master> the method is called every frame
[22:49:48] <cobolfoo> look like you are not clearing your screen after each render
[22:49:50] <TEttinger> Azazel_, aw damn, I thought I had that in the atlas
[22:49:53] <NewGDX> @xoppa : I am using scene2d for my screen, the rectangle shows if i put the batch.begin ...... batch.end in render(). But nothing is shown if I put the code in touchDragged. How can I get it to resize and rotate to the touchDragged x,y ?
[22:49:57] <cobolfoo> before each render.
[22:50:00] <TEttinger> oh duh, fnt
[22:50:11] <Azazel_> well, ya'didn't
[22:50:13] <Azazel_> :)
[22:50:13] <Frog_Master> Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
[22:50:22] <Frog_Master> i have that at the top forgot to put it in the paste
[22:50:28] <TEttinger> Azazel_, yeah grab both .fnt files from my github, they aren't images so they can't be in the atlas
[22:50:36] <TEttinger> new Skin(Gdx.files.internal("ui.json"), new TextureAtlas(Gdx.files.internal("ui.atlas"))); // how I built the skin
[22:50:50] <cobolfoo> Frog_Master you put it where ?
[22:50:55] <SpaceKookie> Oh and another thing……what can't I name the task "package" instead of "dist" ? Or could I overwrite build instead of dist ?
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[22:51:00] <Azazel_> TEttinger: ya I did the same thing
[22:51:00] <cobolfoo> You have to clear on every frame
[22:51:06] <Xoppa> NewGDX, dont use scene2d for this, only spritebatch and sprite. render the sprite in the render method, transform the sprite in the touchdragged method
[22:51:13] <Azazel_> and you do seem to have a font in the atlas
[22:51:23] <Tomski> SpaceKookie, its fine, you can create a dir under assets if you want to separte it
[22:51:35] <Frog_Master> at the top of the render
[22:51:40] <Frog_Master> i know
[22:51:48] <TEttinger> ok, here Azazel_: https://raw.githubusercontent.com/tommyettinger/CommandersUnite/master/commanders-unite/android/assets/MonologyUI.fnt
[22:52:00] <NewGDX> If I am not clear - think WordSearch games when the letters are highlighted on drag.
[22:52:06] <TEttinger> you should save that in the same directory as the atlas and json
[22:52:21] <[twisti]> http://i.imgur.com/WA36Snm.png wee for ambient occlusion
[22:52:32] <Azazel_> do I put that straight in assets or in the Skin subfolder?
[22:52:49] <TEttinger> Skin subfolder, they may need to be moved but I don't think so
[22:53:02] <Getterac7> [twisti]: nice!
[22:53:06] <NewGDX> @Xoppa : I would need to draw multiple of these rectangles
[22:53:20] <Xoppa> then use multiple sprites NewGDX
[22:53:21] <TEttinger> Azazel_, just so you know I had all these same problems when I did this skin :)
[22:54:00] <TEttinger> it only supports labels and buttons right now, if you need more ask and I can add them (I've been meaning to improve this)
[22:54:15] <Azazel_> Caused by: com.badlogic.gdx.utils.SerializationException: Font file not found: MonologyLargeUI.fnt
[22:54:17] <TEttinger> (and of course all the other containers)
[22:54:26] <TEttinger> gaaaah I had that in there????
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[22:54:33] <Azazel_> hahaha
[22:54:53] <TEttinger> https://raw.githubusercontent.com/tommyettinger/CommandersUnite/master/commanders-unite/android/assets/MonologyLarge.fnt
[22:54:57] <NewGDX> @Xoppa : But all of them is not going to be shown from the start....
[22:54:58] <TEttinger> it's used for titles
[22:55:07] <TEttinger> it's very bitmap-font-y
[22:55:12] <TEttinger> but outlined
[22:55:22] <NewGDX> @Xoppa: I am sorry if I am not making sense, just starting with java and libgdx
[22:55:26] <Progrmor_> is there a color guide somewere for when using the shapeRenderer.setColor? Or do I have to keep testing until I get the right color?=
[22:55:29] <TEttinger> should be legible on dark backgrounds and bright ones
[22:55:32] <Xoppa> NewGDX, then create or render them if they need to be shown
[22:56:03] <Azazel_> wait how did you not find it, I just added it, you faggit
[22:56:33] <Azazel_> same file name and all
[22:56:52] <TEttinger> Progrmor_: I do a lot of guesswork, but it's based on a 0-255 scale for most colors on red, green, blue, and libgdx uses OpenGL's way, which is 0.0 to 1.0
[22:56:58] <TEttinger> Azazel_, in skin?
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[22:57:04] <Azazel_> ya
[22:57:15] <Azazel_> but the thing is being a faggit
[22:57:50] <TEttinger> is it not finding the png or fnt ?
[22:57:53] <Azazel_> oh
[22:58:00] <Azazel_> it's looking for MonologyLargeUI.fnt
[22:58:04] <NewGDX> @Xoppa : is that going to work for a wordsearch kind of game? Screen UI is made using scene2d and Letters are shown using tableLayout
[22:58:06] <Azazel_> and you gave me MonologyLarge.fnt
[22:58:18] <Azazel_> not sure if it's the same font, just different file name
[22:58:25] <Azazel_> or a different font entirely
[22:59:05] <TEttinger> oh hang on
[23:00:00] <TEttinger> yeah i screwed up
[23:00:16] <TEttinger> https://raw.githubusercontent.com/tommyettinger/CommandersUnite/master/commanders-unite/android/assets/MonologyLargeUI.fnt
[23:00:25] <TEttinger> now you know how this was for me :)
[23:00:27] <Tomski> SpaceKookie, package is most likely another name for a task, so you cant do that
[23:00:52] <SpaceKookie> Tomski Okay. is there a reason why I shouldn't just use build { ... } ?
[23:00:56] <Xoppa> NewGDX, sure, but you dont need to use scene2d/tablelayout for that
[23:01:04] <Azazel_> hahahahaha
[23:01:06] <Azazel_> now it loaded
[23:01:10] <TEttinger> wooooo
[23:01:13] <Azazel_> and when I tried to bring up the dialog
[23:01:17] <TEttinger> noooooooo
[23:01:19] <Azazel_> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: No com.badlogic.gdx.scenes.scene2d.ui.Window$WindowStyle registered with name: default
[23:01:31] <TEttinger> that's for me to fix, I never used windows
[23:01:41] <TEttinger> but there's a better way I realize
[23:01:57] <Azazel_> but I asked for a skin that already has that
[23:01:58] <TEttinger> probably I should use cobolfoo's thing to update mine
[23:02:14] <TEttinger> I didn't see that, sorry!
[23:02:14] <Azazel_> cobolfoo's thing didn't have that
[23:02:22] <Tomski> SpaceKookie, that would be a configuration block, rather than a task
[23:02:25] <TEttinger> oh then try the holo skin hang on
[23:02:26] <Azazel_> that's why we were trying to make yours work
[23:02:29] <Azazel_> or so I thought
[23:02:33] <NewGDX> if I am undertsanding correctly : I create a sprite in touchDown, then resize/rotate it in touchDragged and then finally render it in render() , then check the condition ins touchUp and remove the sprite if condition is not met.
[23:02:54] <TEttinger> Azazel_; http://www.badlogicgames.com/forum/viewtopic.php?f=22&t=8533&hilit=skin
[23:03:03] <Tomski> if you wanted to do it on every configuration of gradle you might, but it is best suited for a task so you call it when you need it
[23:03:04] <TEttinger> this will look better than mine probably
[23:03:17] <TEttinger> I just remembered it existed
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[23:04:09] <Azazel_> that's a nice one too
[23:04:26] <Azazel_> ballz
[23:04:34] <SpaceKookie> Tomski Hmmm…okay? How would that look then?
[23:04:40] <Azazel_> do all the xhdpi files have to go into the xhdpi folder and so on?
[23:04:43] <Tomski> The same way you have it SpaceKookie
[23:04:56] <Azazel_> or do I just grab one version and put it where I want?
[23:05:05] <TEttinger> Azazel_, I haven't tried it. I think you just need one version
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[23:05:27] <TEttinger> get the one with resources, I think, Azazel_
[23:05:27] <SpaceKookie> If I put all that code into build { } this is the error:
[23:05:28] <SpaceKookie> Could not find method from() for arguments [file collection] on root project 'Meitner'.
[23:05:49] <Tomski> SpaceKookie, right, because you can only use those in a jar task
[23:06:13] <TEttinger> Azazel_, hey look at the update: Update: Bugfix for WindowStyle. Renamed some resources.
[23:06:14] <Tomski> well, you can use it in other tasks too
[23:06:19] <TEttinger> so it does have windowstyle
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[23:08:28] <Azazel_> alright, fuck this thing
[23:08:38] <Azazel_> TEttinger: thanks for your help
[23:08:44] <Azazel_> I appreciate it
[23:08:54] <Azazel_> so know that this anger is not directed at you
[23:08:59] <TEttinger> no prob, good luck with getting it working
[23:09:03] <Azazel_> but I'm so fucking fed up with this thing
[23:09:17] <NewGDX> My hope - Xoppa has left :(
[23:09:19] <Azazel_> getting it working? fuck that, I'm going for a walk
[23:09:26] <TEttinger> good plan
[23:09:36] <TEttinger> adopt a puppy on the way home
[23:09:38] <TEttinger> or steal one
[23:10:10] <Azazel_> it's past 11PM here
[23:10:16] <Azazel_> but if I find a puppy, it's mine
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[23:12:47] <Azazel_> k
[23:12:51] <Azazel_> TEttinger: thanks again
[23:12:57] <Azazel_> see you in some other...
[23:13:02] <Azazel_> debugging session
[23:15:00] <TEttinger> I'll probably be here :)
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[23:20:05] <andemiau> Quick question: after pausing and resuming app, 3D model completely tears apart. Any ideas why?
[23:20:17] <andemiau> Also all decals turn black
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[23:25:13] <TEttinger> andemiau, is anything static in the model's loading or rendering code anywhere?
[23:25:18] <TEttinger> and is this on android?
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[23:25:58] <andemiau> tTEttinger: yes, on android. and yes for static loading.
[23:26:35] <TEttinger> I've heard something about android garbage collecting statics on long pauses
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[23:27:32] <andemiau> wow.. thats bad. Any way to go around that?
[23:29:56] <TEttinger> oh nvm, it's the opposite andemiau
[23:30:02] <TEttinger> they don't get disposed on close
[23:30:04] <TEttinger> http://stackoverflow.com/questions/11831099/java-android-garbage-collection-of-static-private-variables
[23:32:28] <andemiau> oh, ok. Any other ideas where this might be coming from?
[23:32:32] <c0ke> Arrrrgh just spent the whole evening working on lighting and I can't get it to work xD
[23:33:03] <TEttinger> ohhhhh
[23:33:19] <TEttinger> andemiau, it's stop and start if it's not running
[23:33:30] <TEttinger> https://developer.android.com/training/basics/activity-lifecycle/pausing.html
[23:34:17] <TEttinger> https://developer.android.com/training/basics/activity-lifecycle/stopping.html this is what's really happening
[23:35:39] <andemiau> TEttinger, so what does this mean? Doesn't libGDX take care of all that pause-resume nonsense?
[23:36:11] <TEttinger> I'm not sure, other than "it's different on desktop"
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[23:36:35] <TEttinger> I have a similar bug in my game this just revealed
[23:37:25] <TEttinger> aaand I'm falling asleep. later #libgdx
[23:37:36] <andemiau> Cya, thanks for help
[23:39:20] <Frog_Master> what are some decent box2d animation tutorials?
[23:39:51] <kojjootti4> box2d animations?
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[23:41:02] <c0ke> Does anyone here have any experience with slick2d? I've got a nice lighting system that someone helped me with in that, and I would like to try and port it since I'm failing at getting my own working :P
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[23:45:23] <Frog_Master> yes i need help implementing animations with box2d
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[23:46:53] <andemiau> Frog_Master, well how does box2d animation look like? explain a little bit more?
[23:47:44] <Frog_Master> i just need to have a textureregions that iterated by frame onto bodies
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[23:49:17] <andemiau> Frog_Master so do exactly that.. whats the problem?
[23:49:35] <Frog_Master> i DONT know how
[23:49:55] <Tomski> Do you know how to make an animation?
[23:49:58] <andemiau> do you know how to draw a regular picture on top of box2d object then?
[23:50:38] <Frog_Master> yes to both
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[23:51:06] <Tomski> Do you know how to draw an Animation with libgdx?
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[23:51:59] <Frog_Master> yup
[23:52:17] <Tomski> Then you know how to do it
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[23:52:41] <Tomski> Just set the position as a aposition from the body you want to draw an animation for
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[23:53:12] <Frog_Master> doesn't work lemme show you my code
[23:53:16] <Frog_Master> sec****
[23:53:25] <Frog_Master> 1 sex
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[23:54:59] <TrofSivart> hey
[23:55:13] <TrofSivart> so why can't I import lwjglconfiguration in my game class?
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[23:56:53] <Frog_Master> here Tomski : http://hastebin.com/fejakiwumu.avrasm
[23:59:52] <Neomex> and whats not working
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   August 14, 2014  
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