[00:00:05] <[twisti]> so even if that dispose method is ONLY the line stage.dispose, you get the error ?
[00:01:16] <giwrgos88> yes
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[00:01:52] <[twisti]> then ive got nothing
[00:02:03] <[twisti]> maybe show the method where youre calling the dispose
[00:03:09] <fauge> twisti are you doing LD30
[00:03:29] <[twisti]> no
[00:03:58] <[twisti]> but if you didnt see, Tann_ is
[00:04:49] <Tann_> Thanks for the publicity, twisti : D
[00:05:39] <giwrgos88> i will try to make some changes first. thanks @[twisti] for your help
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[00:27:03] <fauge> Tann that is awesome
[00:27:11] <Tann_> Cheers : )
[00:27:35] <fauge> mines just a simple platformer
[00:27:40] <fauge> wave killing game
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[00:33:29] <Tann_> You can still make it cool though! : )
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[00:44:36] <fauge> yeah thats true and ive never actually participated in a ld before
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[00:47:43] <mobidevelop> I made a networked multiplayer fps for this ld
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[00:48:35] <fauge> lol mobi how
[00:48:48] <fauge> and im not expirienced enough to do that
[00:49:21] <noooone> I made a 3d mmorpg with several connected worlds for this ld
[00:49:58] <mobidevelop> Showoff
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[00:51:23] <nic-chef> what is ld?
[00:51:29] <nic-chef> love dispute?
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[00:51:42] <noooone> exactly
[00:52:00] <nic-chef> ld >= Id?
[00:52:23] <noooone> ld >=< lD
[00:53:20] <nic-chef> can i give you some advice?
[00:53:30] <nic-chef> dont have sex with your wife's friends
[00:53:32] <nic-chef> that is bad
[00:53:48] <noooone> with her male friends?
[00:54:02] <noooone> didn't wanna do that anyway
[00:54:55] <nic-chef> y?
[00:56:02] <noooone> 8===o o===8 does not work
[00:56:18] <nic-chef> fair enough
[00:56:21] <nic-chef> never tried
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[00:59:01] <CrayonCheese> hello
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[01:01:53] <fauge> ld is ludum dare
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[01:15:16] <fauge> how is everybodys game coming?
[01:15:59] <limeArrow> 2nd in the play store for its keywords :)
[01:16:10] <limeArrow> aiming at #1
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[01:17:22] <fauge> what game is it?
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[01:27:31] <fauge> limeArrow what game is it
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[01:52:03] <ShivanHunter> anyone here have experience with drawing on textures using a Pixmap in a GWT project?
[01:53:36] <fauge> i dont think html5 supports pixmaps
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[01:56:44] <ShivanHunter> how else could I display an array of pixels that changes rapidly? I tried drawing everything via ShapeRenderer but it's slow
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[02:01:52] <fauge> i dont know
[02:02:04] <fauge> i dont have very much expirience with libgdx
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[02:34:08] <fauge> hmmm anybody here to help me?
[02:34:21] <bach> fauge: what's the issue?
[02:35:24] <fauge> so in my map i have "platforms" that barely increase in y value i can get the player to automatically go up but not down them
[02:36:59] <fauge> wait
[02:37:02] <fauge> let me rephrase it
[02:37:29] <bach> you're trying to make platforms that you can jump through from below but are solid when above?
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[02:38:12] <fauge> yes
[02:38:25] <bach> just check your collision for direction
[02:38:33] <fauge> how would i do that?
[02:38:34] <bach> if the collision happens from below -> allow
[02:38:49] <bach> what does your collision code look like right now?
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[02:39:36] <fauge> im only using bounding box rectangles
[02:39:41] <fauge> and the player rectangle
[02:40:07] <bach> right, so when you check for an overlap also check for the delta between the bounding boxes
[02:40:24] <bach> if y is negative, don't allow
[02:40:26] <bach> if y is positive
[02:40:28] <bach> allow
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[02:40:34] <fauge> oh...
[02:40:39] <fauge> ok that seems simple
[02:40:42] <bach> :)
[02:41:08] <bach> depending on the order you subtract, you'll obviously have to swap the negative/positive
[02:41:17] <fauge> yes of course haha
[02:41:29] <fauge> when you say delta are you refering to the distance between them
[02:41:35] <bach> yep
[02:41:38] <bach> y2 - y1
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[02:42:13] <bach> thinking about it now, you'll also have to take height into account
[02:42:35] <bach> well actually no
[02:42:55] <bach> depending on your code you can also just check if the character's velocity is positive or negative
[02:44:00] <fauge> yeah i have player velocity
[02:45:51] <bach> perfect :) then just check that in addition to overlap
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[02:57:01] <fauge> ok @bach so it works better now
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[03:06:43] <fauge> this is so dumb
[03:07:09] <fauge> i fixed it by changing the onground boolean by the detect input
[03:07:12] <fauge> palmface
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[03:07:44] <bach> fauge: cool :)
[03:08:00] <fauge> thanks bach!
[03:08:16] <bach> np
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[03:38:45] <fauge> whats the best way to do a shop in a game?
[03:39:06] <fauge> like a new screen? or just an overlay
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[03:42:06] <diphtherial> i would prefer an overlay, personally, assuming that represents a dialogue with the shopkeeper
[03:42:12] <diphtherial> *that it represents
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[03:49:01] <fauge> the game is like kill all the enimies to get to next wave...so after you kill the wave
[03:49:09] <limeArrow> fauge, are you still there? The answer is Word Crusher... limeArrow
[03:50:23] <fauge> i just downloaded it limearrow
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[03:50:52] <limeArrow> fauge, that's great, thank you. Let me know what you think of it. Suggestions and opinions are always welcome.
[03:52:03] <fauge> the only thing the game is missing is instructions
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[03:52:53] <limeArrow> I'm working on a tutorial screen. But it definitely isn't that hard to understand
[03:53:10] <fauge> yeah i totally get it
[03:53:16] <fauge> but im saying it would be nice
[03:53:27] <fauge> cause some poeple arnt going to look past it and just uninstall
[03:54:41] <fauge> oh and swearwords dont work as words?
[03:55:02] <fauge> also make an option to only delete one character and not the whole word
[03:57:16] <limeArrow> fauge, that would make it too easy =p
[03:57:25] <fauge> haha ok
[03:57:31] <limeArrow> fauge, and yes, no cursing/swearing allowed
[03:57:51] <limeArrow> but once you get it, it's quite addictive, isn't it?
[03:58:20] <limeArrow> and it gets harder... with required blocks, explosive ones, etc
[03:58:26] <fauge> i havnt actually started playing that much, just got it
[03:58:38] <fauge> but the pause screen
[03:58:52] <fauge> if you pause the game and tap to unpause it it doesnt unpause
[03:59:10] <limeArrow> i'm making a small change to the scoring system and working on the tutorial screen
[03:59:18] <limeArrow> hm, it works here, let me check
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[04:01:12] <limeArrow> works fine in all devices i have tried
[04:01:24] <limeArrow> which phone are you using?
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[04:13:05] <robitx> 4am, time to increase productivity by going to the bed
[04:13:14] <robitx> \nick robitx_zzz
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[04:20:45] <JrodManU> Do you have to make separate ad classes for ios and android?
[04:20:50] <JrodManU> I'm guessing this is a yes
[04:20:53] <JrodManU> But I am making sure
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[04:32:13] <cobolfoo> hi people
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[04:32:30] <JrodManU> hi.
[04:33:12] <JrodManU> Sorry for all the questions, but how does one call a method in an android class from a core class
[04:35:35] <cobolfoo> you want to use platform specific code ?
[04:37:13] <JrodManU> I want to load an ad for my android app then play it after the person dies
[04:37:33] <cobolfoo> yeah, read the link I posted.,
[04:37:55] <cobolfoo> You create an interface in core that you implement in your android code.
[04:38:02] <JrodManU> Alright
[04:38:09] <cobolfoo> when you want to call android code, you go through the interface.
[04:38:45] <JrodManU> Hm, since the ads thing comes from android, would it work in IOS if I interfaced it?
[04:38:54] <JrodManU> Like how they use swarm
[04:39:04] <cobolfoo> you have to do platform-specific code per platform
[04:39:07] <JrodManU> Interstitial ads from google play services
[04:39:07] <cobolfoo> one for android and one for ios
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[04:43:21] <JrodManU> Took me a little bit to figure out how an interface works, but I think I got it :D
[04:44:25] <fauge> but dont adds pay terribly?
[04:44:53] <JrodManU> I don't want to make my app paid
[04:45:05] <JrodManU> Since it is quite simple
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[04:50:02] <JrodManU> No mutilator
[04:50:08] <JrodManU> That is doing it right
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[05:04:32] <ShivanHunter> How do I draw transparency to a Pixmap? as in, make a given pixel transparent? yes it's RGBA8888
[05:05:04] <ShivanHunter> if I setColor(0,0,0,0) it draws a transparent pixel on the pixmap which does nothing, naturally
[05:06:48] <cobolfoo> I am not sure I understand correctly.
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[05:07:46] <ShivanHunter> um, hold on, I might be doing this wrong
[05:09:48] <ShivanHunter> basically, I'm drawing pixels to a Pixmap, then to a Texture. I need to make pixels transparent that are not transparent to begin with
[05:14:02] <ShivanHunter> "Pixmap.setBlending(Blending.None);" does what I need
[05:14:06] <fauge> why would you even draw them?
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[05:14:16] <fauge> just skip over them?
[05:14:48] <ShivanHunter> I'm removing pixels from the Texture, essentially - I want to make bits of it transparent that weren't before
[05:14:59] <ShivanHunter> so I have to draw transparency to it
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[06:21:27] <QubeZ> hello all
[06:21:37] <LiquidNitrogen> hi
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[06:22:38] <QubeZ> are there any good 3d animation tutorials that relate to libgdx? I'm having a hard time tracking information down. For example, I'm trying to do a basic thing like take a pillar and rotate it in my 3d space.
[06:30:57] <fauge> libgdx isnt a very good 3d engine
[06:31:16] <fauge> if you need a 3d engine you probably should do something else like unity or some other engine
[06:31:59] <QubeZ> I read its sufficient for many 3d purposes
[06:32:18] <nickest> meh
[06:32:39] <nickest> so is coding on a 286.. but why?
[06:32:52] <nickest> i'd much rather use a 486
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[06:37:27] <pbiCraftJ>
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[07:18:34] <fauge> hi pbicraft
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[07:29:05] <koba> Hey guys. Im trying to write collision detection. but every time i collide i just sink a bit into the ground. How to fix this?
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[07:36:23] <fauge> after player collides; playery = topofground
[07:36:44] <fauge> of course you have to implement it
[07:39:46]
<HunterD> can someone help me with some performance measurement? I have this render method which should output the time spent rendering(inside render) and the time spent outside the render method(outside render). the output I get and the method are here: http://pastebin.com/62R6SBxJ
[07:40:18] <HunterD> why is the Outside Render time so big? there is no other method that gets called, just the render() one
[07:41:20] <HunterD> are there some calls that libGDX makes before / after the render()?
[07:42:56] <koba> fauge: for some reason when i do that. i get these very rare bugs where i will fall through all the blocks
[07:44:36] <fauge> koba maybe add it a little above so there is a slight gravity fall
[07:44:49] <fauge> and are you in ld30 koba
[07:45:01] <koba> fauge: what is ld30?
[07:45:08] <fauge> ludum dare
[07:45:17] <koba> fauge: no just trying to learn :)
[07:45:31] <fauge> are you working in 3d or 2d
[07:45:36] <koba> fauge: 2D
[07:46:07] <fauge> are you doing top down? or sidescrolling platformer?
[07:46:19] <koba> sidescroller
[07:46:56] <koba> I couldnt think of any better ways of doing collision so i just decided to use Rectangle's overlap. are there better easy ways of going about this?
[07:49:13] <nickest> i dont know why
[07:49:20] <nickest> cause its almost 1am
[07:49:31] <fauge> do you have a velocity for the player koba?
[07:49:42] <koba> fauge: yeah
[07:50:01] <fauge> hmmm
[07:50:14] <koba> its very hard to replicate the bug, i just catch it sometimes doing random stuff
[07:50:41] <fauge> if (player velocity > 0){ dont collide} else{collide}
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[08:39:04] <pmartino> is there a way to limit the speed of an object in box2d
[08:39:21] <HunterD> did some more performance tracking. Can someone explain why the buffer swap takes so many milliseconds? 28 on average (in wallclock time) even tough in cpu time operation takes only 0.5 milliseconds. the FPS is limited by this swap, the render() function takes in average 9 milliseconds
[08:39:59] <noooone> pmartino: there should be body.setMaxLinearVelocity
[08:40:10] <pmartino> thanks
[08:41:06] <noooone> pmartino: no there isn't I got that from bullet physics
[08:41:14] <pmartino> oh
[08:41:19] <noooone> but you can do that yourself very easily
[08:42:05] <pmartino> maybe im dumb but it isnt apparent to me
[08:42:59] <noooone> float speed = body.getLinearVelocity().len(); if (speed > maxSpeed) { body.setLinearVelocity(body.getLinearVelocity().scl(maxSpeed/speed)); }
[08:43:04] <noooone> something like that
[08:43:53] <pmartino> ok that is easy
[08:44:02] <pmartino> cant really think right now, thanks!
[08:44:21] <noooone> yw
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[08:48:13] <noooone> HunterD: do you have vsync enable?
[08:48:16] <noooone> *enabled
[08:49:17] <HunterD> noooone: I dont know. this is on android device
[08:49:22] <HunterD> can I disable it?
[08:49:26] <noooone> no
[08:49:46] <Ashiren> well vsyncs limits fps
[08:49:57] <noooone> most devices are limited to 60FPS, for energy saving reasons
[08:49:58] <Ashiren> if you always have like 60 fps at most, it has vsync
[08:50:36] <noooone> in this case I guess the buffer swap is just waiting
[08:50:52] <HunterD> but this limits my fps
[08:50:58] <HunterD> I get around 24- 25
[08:51:19] <noooone> okay, that should not happen
[08:51:35] <HunterD> exaclty :(
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[08:51:50] <noooone> other than vsync, it could be that the buffer swap actually renders stuff
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[08:51:53] <fainosag> AdRequest adRequest = new AdRequest.Builder().addTestDevice( "80B701F9F10CA8542C0511670AFF2AFA").build(); this will add test ads just for my device?
[08:51:58] <fainosag> and for others real ad?
[08:52:18] <HunterD> how is that possible?
[08:53:46] <HunterD> the timings are like this: 9.3 miliis + 27.85 (render + swap) = 37.15 -> 1000 /37 = 26 FPS
[08:53:59] <HunterD> *timings on average
[08:54:10] <HunterD> over 54 frames
[08:55:13] <noooone> you don't necessarily render everything instantly... it could be that you are sending lots of drawcalls to the GPU, that means lots of data. this is slow. your CPU might already have finished very quickly sending these things, and your render method finishes. but that doesn't mean that the GPU has actually rendered everything yet. the buffer swap has to make sure that all rendering has finished
[08:55:14] <noooone> and might wait for that to happen.
[08:55:50] <HunterD> noooone: this is openGL voodo
[08:55:58] <HunterD> can I force to finish render?
[08:56:15] <HunterD> so I can get the correct timings inside the render call?
[08:57:01] <fainosag> did someone ever recieved a payment from admob?
[08:57:33] <pmartino> most likely
[08:57:47] <fauge> im not going to bother with ads, the money is in the iaps
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[08:58:14] <fauge> unless your clash of clans you make cents a day from adds
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[08:58:21] <pmartino> that suck
[08:58:22] <pmartino> s
[08:58:28] <noooone> HunterD:
[08:58:30] <fauge> even then clash of clans gets most of their money from the gems
[08:58:36] <HunterD> I do render as a benchmark this: 384000 indices for 128000 triangles with hdr reflections from cubemap (RGBM encoding). cubemap size 512 * 512 * 6
[08:58:51] <HunterD> noooone: thank you bro! :D Ill have a look
[08:59:35] <fainosag> so did anyone recieved?
[08:59:38] <fainosag> i have a question..
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[09:02:43] <HunterD> noooone: you are genius! all the processing is now in render() (swap around 1 millisecond)
[09:03:21] <HunterD> noooone: where did you find out that rendering can be done on the swap stage? where can I find out more? why is it implemented like this?
[09:04:27] <noooone> I had one small computer graphics lecture 5 years ago :D
[09:04:52] <noooone> it has to be implemented like this, otherwise you will display only half-rendered scenes on your display
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[09:05:45] <noooone> you cannot tell the display to display your rendered image before you have actually finished rendering everything... that's why the buffer swap has to wait
[09:06:02] <noooone> glFinish now does exactly tht
[09:06:03] <noooone> *that
[09:06:58] <noooone> it is implemented like that for performance reasons, you want the CPU and the GPU to work in parallel
[09:07:12] <noooone> that's why all your rendering calls return immediately
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[09:07:30] <noooone> so your CPU can keep working and they don't block until the GPU has actually finished executing that command
[09:07:57] <HunterD> noooone: is it ok if I call glFinish only once per frame at the end of the frame?
[09:08:52] <noooone> I think it shouldn't make a difference, but I'd still do that only for debugging
[09:11:12] <HunterD> so from what I understand, the calls to render are put in some sort of buffer and there is an immediate return from them in order to free the cpu. at the frame swap the buffer is consumed doing all the rendering
[09:12:23] <noooone> not necessarily ALL... rendering also happens before in parallel, but if your CPU is done very quickly, and the GPU isn't then the rest of that "buffer" has to be processed before the swap happens
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[09:14:16] <HunterD> noooone: this will really save me some headache :D thank you for clearing things out
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[09:16:24] <noooone> yw
[09:18:12] <pmartino> libgdx makes me feel happy :]
[09:24:31] <fauge> yup always
[09:24:39] <fauge> ive learned so many new things today
[09:24:45] <fauge> like how to actually use the camera
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[11:28:43] <Simoon> \O hello
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[12:41:27] <[twisti]> i like how you made that so small its hard to read and click it away really fast :p
[12:41:52] <[twisti]> i think thats a vm crash which means there should be a dump log file with more information
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[12:47:09] <Angergard> If i'm reading this right, the game crashes when I use createBody
[12:47:26] <[twisti]> yeah, looks like, im afraid ive got no idea what could be wrong
[12:47:47] <[twisti]> if you want to improve your chances of getting help from the smarter people, see if you can produce a smaller test case
[12:47:51] <Angergard> I that all crashes, all problems shows up for Ludumdare :(
[12:47:55] <Angergard> I hate*
[12:48:27] <Angergard> Not sure if I will have the time. Though, I have a github page with all the code
[12:49:37] <[twisti]> oh, youre doing LD too ? you got a progress page ?
[12:49:49] <[twisti]> anyways, yeah, probably wont have the time during LD to figure it out
[12:50:28] <Angergard> This might ruin my ld for me :(
[12:50:52] <[twisti]> oh wow, did github get an update to not make you navigate 1-entry-directories ?
[12:51:35] <Angergard> Yup, It's actually pretty useful!
[12:52:09] <Angergard> No need to update (press folder) the site three times until you get to the folder you want.
[12:52:35] <[twisti]> nice
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[12:53:03] <[twisti]> as for your problem, presumably it didnt happen from the start, so maybe narrow down what exactly causes it and try to work around it for now
[12:55:09] <Angergard> When something gets removed, some of it get recreated.
[12:55:35] <Angergard> Well, I hope I will find the bug.
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[13:00:04] <Angergard> Yay, the game doesn't crash when I comment out all code there
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[13:03:25] <[[derek]]> gah
[13:03:29] <[[derek]]> my gradle install is bugged
[13:03:30] <[[derek]]> no texture
[13:03:33] <[[derek]]> :|
[13:03:59] <Angergard> [twisti] If you want bodies of the same category to collide, do you just put the categoryBits in the mask?
[13:05:19] <[twisti]> sorry, i dont know the first thing about box2d
[13:05:40] <Angergard> Do you know anyone here that does?
[13:06:12] <[twisti]> no, but many people here talk about box2d
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[13:06:41] <leakedbits> hello guys
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[13:07:08] <Angergard> No
[13:07:13] <Angergard> You can't be
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[13:08:02] <Angergard> uIt
[13:08:06] <Angergard> It*
[13:08:51] <Angergard> I solved it!
[13:10:16] <[twisti]> yay
[13:10:17] <[twisti]> how
[13:15:25] <Angergard> Well, at first I though I had solved it, I removed bodies under the world.step, but that was just a part of the problem.
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[13:18:04] <leakedbits> I want to show a label and an image (after the label) in a vertical scrollpane. Is this posible?
[13:18:10] <Angergard> I do get a unchecked warning
[13:18:21] <Angergard> an*
[13:19:30] <[twisti]> you use string comparison instead of instanceof
[13:19:46] <Kotcrab> Angergard: i know, beginContacat in ShieldMinigameContactManager is a callback from box2d, right? and if you look at javadoc of world.destroyBody, it says that this function is locked during callback, maybe calling this is causing the VM to crash
[13:19:51] <[twisti]> you may know that its of class T if those strings are equal, but the compiler cant tell
[13:20:38] <Angergard> Kotcrab, Yep, that was the first problem, Thank you! I failed there quite bad :)
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[13:23:22] <Angergard> [twisti] How would I solve that? I'm not very good at generics.
[13:25:30] <[twisti]> im unsure of the performance cost of instanceof, so im not sure im the best person to ask for advice
[13:25:34] <[twisti]> see if this goes any better
[13:25:35] <[twisti]> if(c.getFixtureA().getUserData().getClass() instanceof type.getClass()){
[13:25:48] <[twisti]> actually i think if(c.getFixtureA().getUserData() instanceof type.getClass()){
[13:26:13] <[twisti]> i think instanceof might actually be faster than a string comparison, but again, not an expert
[13:27:13] <Angergard> Java doesn't like either of them :( Speed isn't my main worry right now :)
[13:27:40] <[twisti]> what does java say to the last one ?
[13:28:01] <Angergard> Incompatible operand types boolean and Class<? extends Util>
[13:28:28] <[twisti]> oh, instanceof T of course, not of type
[13:29:10] <Angergard> Maybe this : c.getFixtureA().getUserData().getClass().isAssignableFrom(type)
[13:30:58] <Angergard> Didn't work, I'm going to do this without generics, Thank you for the help!
[13:31:04] <[twisti]> oh yeah, thats right, type erasure
[13:31:28] <Angergard> Found it on stackoverflow
[13:32:17] <[twisti]> what doesnt work about the last one ?
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[13:33:16] <Angergard> I don't know, but if I comment out that code, it works (only returning null) I'm going to instanceof - cast everything
[13:38:16] <noooone> leakedbits: add a Table with two rows to the scrollpane
[13:38:41] <Angergard> F*ck, so java wasn't the problem.
[13:38:55] <leakedbits> noooone: yeah, I was trying that. I figured out that my problem was with the cell width. The text was not being wrapped. Thank you ;)
[13:40:53] <Angergard> Found the source to the crash atleast,
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[13:57:53] <Angergard> Yay, I found a work around.
[13:57:57] <Angergard> I just moved the missile
[13:59:08] <Angergard> lol
[13:59:47] <davebaol> any simple way to exclude an instance member from json serialization?
[14:00:11] <Lecherito> private transient int doNotSerializeMe;
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[14:03:37] <davebaol> just as I was hoping, thanks
[14:03:55] <davebaol> then you have to set it manually on deserialization, right?
[14:10:03] <Angergard> Aaaaaaaaaaand it crashed again
[14:14:08] <Lecherito> davebaol: if you want to deserialize but not serialize: @Expose(serialize = false, deserialize = false)
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[14:15:33] <davebaol> Lecherito: I mean with libgdx json, not gson
[14:15:38] <Lecherito> oh
[14:15:47] <Lecherito> then dunno :c
[14:16:02] <davebaol> thanks anyways :)
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[14:21:14] <Angergard> Yeeeeeeeeeees!
[14:21:26] <Angergard> No worries, I solved it somehow
[14:21:27] <[[derek]]> gwt isn't loading my game properly, it keeps saying error, assest not loaded: "assesturl" not sure what is up with that
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[15:24:02] <[twisti]> i dont know who i talked to about binary json in libgdx the other day, but i found it, its the UBJson* classes in the util package
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[15:37:53] <EyeOfMidas> Anyone here doing ludlum dare?
[15:38:22] <dixxy> aye
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[15:43:55] <[twisti]> EyeOfMidas: also Angergard, Tann_ and fauge i think
[15:44:01] <[twisti]> dixxy: you got a progress page ?
[15:44:09] <Tann_> Yeah! Ludum dare whoo : D
[15:44:43] <dixxy> not much of a progress to show i'm afraid xP
[15:44:49] <dixxy> i made a couple of posts on ld
[15:45:14] <Tann_> I don't know if I should be posting stuff on LD or my site. I imagine it doesn't matter.
[15:45:24] <[twisti]> we should organize some LD preps next time
[15:45:34] <Angergard> I hate Box2D Soooooooooooo much right now
[15:45:36] <[twisti]> they always catch me by surprise
[15:45:55] <Angergard> Tann_ looks really good!
[15:46:03] <Tann_> Cheers : D
[15:46:10] <EyeOfMidas> I wish libGDX had some screen/stage transtition managers or something
[15:46:20] <Tann_> That's mostly my artist though
[15:46:20] <[twisti]> doesnt it ?
[15:46:30] <[twisti]> i vaguely recall seeing some blend over thing
[15:46:30] <EyeOfMidas> I haven't found any
[15:46:34] <EyeOfMidas> writing my own
[15:46:47] <EyeOfMidas> fades, blackouts and slides so far
[15:47:03] <EyeOfMidas> But it doesn't really... fit nicely
[15:48:03] <Tann_> Haha awesome : D
[15:48:18] <Tann_> 964 is a good score
[15:49:05] <Angergard> Also [twisti], My camera is a big shit, the origin is in the middle, is it because I've set the position 0,0,0?
[15:49:10] <[twisti]> its almost 4pm but so far ive not done anything at all
[15:49:42] <[twisti]> Angergard: still dont know anything at all about box2d :|
[15:50:13] <Angergard> No, the OrthographicCamera, I've set the position to 0, 0, 0. Is the origin then in the middle?
[15:50:33] <[twisti]> yes
[15:50:39] <[twisti]> its a camera
[15:50:40] <Angergard> F*ck
[15:50:55] <EyeOfMidas> not exactly sure what you're trying to do, but a 0,0,10 position works for me pretty well
[15:51:00] <[twisti]> see where location is
[15:51:02] <EyeOfMidas> position the camera above the plane
[15:51:16] <Angergard> Didn't think of that
[15:51:26] <[twisti]> orthographic is the blue lines, perspective is red
[15:51:47] <[twisti]> but both 'are' in the middle
[15:51:53] <dixxy> scene2d has transictions
[15:52:06] <EyeOfMidas> @dixxy link?
[15:52:28] <dixxy> mm i remember some yt video about it
[15:52:36] <Angergard> Thanks!
[15:53:24] <dixxy> sorry cant find it
[15:53:29] <dixxy> maybe i was mistaken :c
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[15:54:05] <[twisti]> theres a few things on google about libgdx scene transitions with the universal tweening engine
[15:54:13] <[twisti]> which is probably be the cleanest solution
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[16:06:36] <mobidevelop> I made a scene transition thing at one point, it was magical.
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[16:07:20] <EyeOfMidas> @dixxy this video is really helpful
[16:07:23] <EyeOfMidas> thanks
[16:07:52] <dixxy> i'm glad i was able to help :D
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[16:12:24] <Angergard> It would be useful if Java crash dump would include what line number it crashed on
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[16:34:46] <davebaol> mobidevelop: how to handle cross references with libgdx json?
[16:35:13] <davebaol> is there a way to exclude a field from serialization without making it transient in code?
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[16:39:06] <noooone> davebaol: I don't get what you mean, but you can write your own serializers
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[16:40:09] <davebaol> I'd like to avoid writing serializer/deserialize
[16:40:21] <davebaol> I want the user is able to do it
[16:40:29] <davebaol> if needed
[16:40:56] <davebaol> I know you can do it with gson and jackson
[16:41:07] <davebaol> can you with libgdx json?
[16:42:12] <noooone> I don't think so
[16:42:34] <noooone> you would need to keep track of the objects that were already serialized and need to give each object some kind of ID
[16:43:13] <noooone> cycles are probably out of scope for the simple libgdx json serializing
[16:43:38] <fauge> well first of all in persons update class you need stateMachine.update
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[16:44:37] <davebaol> with gson/jackson you can instruct the serializer that some fields are json-transient
[16:44:58] <davebaol> without them being actually java transient
[16:46:37] <davebaol> DefaultStateMachine.owner should be json-transient in this case
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[16:51:59] <mobidevelop> Just mark it as transient?
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[16:52:33] <EyeOfMidas> hey, did Table.drawDebug get changed in Scene2d?
[16:53:43] <mobidevelop> the way that Jackson/Gson do it is with annotations, libgdx json doesn't have anything like that
[16:53:44] <Oonej> EyeOfMidas no, why?
[16:53:50] <mobidevelop> EyeOfMidas: yes
[16:53:54] <Oonej> i lied
[16:53:59] <Oonej> lol
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[16:54:04] <Angergard> There's a Scene2DDebugRenderer
[16:54:28] <EyeOfMidas> So I don't call Table.drawDebug() anymore? What is the right way to do it now?
[16:54:56] <davebaol> mobidevelop: yeah but that's just halph of the problem because Person's deserializer should set person.stateMachine.owner = person
[16:55:06] <EyeOfMidas> or is just calling stageTable.debug() all I need to do?
[16:55:10] <Angergard> Don't take my word, I think you can, but Scene2DDebugRenderer does it also along with drawing debug for the rest of the scene2d stuff which isn't a table
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[16:55:33] <EyeOfMidas> I guess my real question is; if you are already doing it, what are you doing?
[16:56:13] <EyeOfMidas> oh, I see
[16:56:19] <EyeOfMidas> Thanks @Angergard
[16:56:48] <mobidevelop> davebaol: so have it do that
[16:57:06] <Angergard> ,np
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[16:57:41] <davebaol> mobidevelop: Person is a user class
[16:57:52] <mobidevelop> Then it is their responsibility
[16:58:01] <davebaol> ok
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[17:00:22] <Angergard> Yees! Box2D doesn't crash anymore, I might just save my Ludumdare this time!
[17:01:24] <Tomski> doesnt sound like fun
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[17:01:54] <mobidevelop> Box2d crashes are what makes games fun
[17:02:09] <bhldev> box2d eh
[17:04:10] <Angergard> I really really love Box2D
[17:04:54] <Angergard> ./s
[17:08:08] <Tomski> replace crash message with you lose
[17:08:12] <mobidevelop> There you go
[17:08:15] <fauge> haha
[17:08:21] <Angergard> Haha!
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[17:16:16] <fauge> im not using box2d...i need to learn how
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[17:22:48] <Tomski> Quaternions are the shit
[17:23:49] <fauge> whats the point of one tomski
[17:24:04] <Angergard> 3d rotation
[17:24:07] <Tomski> To screw with your head untill it explodes
[17:24:11] <Angergard> and that
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[17:31:48] <noooone> my LD 3d mmorpg is taking shape, the five continents are modelled and the animations for most of the 10 races and several enemies look pretty smooth... just need to balance the 7 different classes a bit more and tweak the random item generator
[17:32:24] <noooone> would be done much faster if I wasn't alone
[17:32:38] <Angergard> noooone Jam or Compo?
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[17:33:21] <noooone> jam
[17:34:20] <noooone> damnit, compo is what i meant
[17:34:45] <Angergard> Any playable link yet?
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[17:35:44] <[twisti]> noooone: are you making stuff up to intimidate the poor LD contestants that are already this -><- close to cracking ? :)
[17:36:10] <Angergard> lol
[17:36:44] <noooone> no of course not... wait a few minutes, I'll start the server and deploy the GWT client
[17:37:38] <Angergard> My game is.... alright
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[17:38:12] <fauge> my games probably terrible compared to that noooone
[17:38:25] <fauge> but i still want to make a game in 48 hours, still an achievment
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[17:38:28] <Oonej> my game is done! :D
[17:38:37] <Angergard> A 3d mmorpg in 48 hours... op
[17:38:42] <Oonej> lol
[17:38:54] <Angergard> Link? oonej
[17:39:41] <Oonej> took me ~30 hours or so... graphics and all
[17:39:47] <Oonej> just wanted to publish a game 0.o
[17:40:03] <noooone> "Connected Worlds" theme?
[17:40:09] <Angergard> Man, you must have work non stop, nice graphics!
[17:40:17] <Oonej> non-stop? lol
[17:40:19] <Oonej> i work for a living
[17:40:22] <Oonej> i did this on the weekends
[17:40:42] <Angergard> Oh, this isn't a ld game?
[17:40:47] <Oonej> it is
[17:41:04] <Angergard> Did you make it this weekend och many weekends?
[17:41:06] <Oonej> by ld, do you mean libgdx?
[17:41:12] <Tomski> Ludum darew
[17:41:12] <Angergard> No, Ludumdare
[17:41:14] <Tomski> wwww
[17:41:21] <[twisti]> wwwwwwwwwwwwwwwwwwwwwwwww
[17:41:22] <Tomski> nice Oonej
[17:41:23] <noooone> we need more w here
[17:41:23] <Angergard> aaaaaaaaaaaaaaaaaaaaaaa
[17:41:23] <Oonej> i did it in 2 or 3 weekends, i have a social life too
[17:41:26] <Oonej> thanks tomski
[17:41:34] <noooone> social life, buh
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[17:41:38] <Tomski> We all doing LD have no social life
[17:41:38] * noooone thumbs down
[17:41:40] <Angergard> Good job oonej!
[17:41:47] <fauge> haha agreed tomski
[17:41:52] <Oonej> thanks angergard :)
[17:41:57] <Oonej> i have 2 other games in the works
[17:42:01] <[twisti]> 1 Star - "Author has social life, fuck that guy."
[17:42:04] <Angergard> @tomski Pretty much
[17:42:07] <Oonej> just waiting for my partner to finish the damn networking!
[17:42:09] <mutilator> :(
[17:42:20] <mutilator> i was going to do ld but this ebola thing got in my way
[17:42:21] <Angergard> lmfao [twisti]
[17:42:42] <Angergard> Your name in Swedish sounds pretty funny oonej.
[17:42:47] <Oonej> :)
[17:42:49] <Oonej> o no?
[17:43:16] <Angergard> Pretty much : D
[17:43:27] <Oonej> yeah i have been told a few times :)
[17:43:38] <Oonej> i pronounce it 'ownage'
[17:43:45] <Oonej> lol
[17:43:55] <Angergard> Hahaha :)
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[17:44:45] <Angergard> Are you guys listening to any good music during ld?
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[17:45:47] <Oonej> right now, the rolling stones... that just dated me :(
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[17:51:48] <Angergard> deadmau5 ftw
[17:51:58] <Tomski> now now
[17:52:11] <Tomski> tycho
[17:54:14] <Angergard> Really digging the song Awake right now
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[17:55:21] <Tomski> yeah
[17:56:07] <fauge> we can use public music in our game right?
[17:56:21] <Angergard> Compo, no sadley
[17:56:31] <Tomski> compo has to be all your own shet
[17:56:43] <fauge> damn
[17:56:54] <noooone> btw, did the standard bitmap font of libgdx always had a shadow?
[17:56:57] <fauge> im just going to record myself making sounds
[17:57:09] <fauge> libgdx has a standard font?
[17:57:18] <noooone> new BitmapFont()
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[17:57:27] <fauge> omg that would make life so much esier
[17:57:53] <Angergard> On the question of standard, does libgdx have standard Scene2D Skin?
[17:57:54] <noooone> it's arial-15 or something
[17:58:08] <Angergard> Yup, arial-15 it is!
[17:58:21] <noooone> not natively, but you can copy the "standard skin" from the tests
[17:58:30] <Angergard> Ok, thanks!
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[18:01:26] <Angergard> F*ck, thunder, going to have to shut down my computer, see ya!
[18:01:36] <noooone> get a laptop
[18:01:37] <fauge> haha
[18:01:39] <nexsoftware> O.o
[18:01:45] <fauge> or just dont care :P
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[18:01:50] <noooone> that also works
[18:01:57] <noooone> he got scared
[18:02:07] <fauge> think about the chance that it will actually strike where you are working
[18:02:14] <diphtherial> hey, for anyone who's using box2d, how do you deal with applying a continuous force each frame to bodies that are colliding?
[18:02:56] <matthewt> i've had one machine ruined by a thunderstorm-induced power cut
[18:03:23] <matthewt> haven't had any problems since getting a surge protector though
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[18:05:12] <fauge> well wouldnt windows just recognize it as an unexpected shutdown
[18:05:20] <fauge> so it would be able to resume normally
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[18:06:00] <noooone> 9300 LOC + 5200 comment lines... I think that's a pretty good statistics for my current game :D
[18:06:10] <nexsoftware> O.o
[18:07:17] <noooone> but well, it's 280 classes and they all have 7 comment lines because of the header
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[18:10:03] <fauge> haha
[18:11:05] <fauge> when i deploy to html its saying it cant find my gamescreen class
[18:11:11] <Neomex> what game noooone
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[18:12:45] <noooone> a 3D first person game with randomly generated mazes and RPG/rogue-like elements
[18:12:57] <noooone> Delver like graphics
[18:14:01] <noooone> it's called "A mazing Game" :D
[18:14:20] <noooone> brilliant, I know
[18:14:31] <[twisti]> thats a mazing pun
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[18:15:03] <noooone> haha :D
[18:15:21] <Angergard> Nice pun! :D
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[18:17:50] <noooone> it's going pretty well, been developing the prototype since a few months now... maybe I can link a more finished prototype in a few weeks
[18:20:50] <vestu> 9300 LOC ffffuuuUUUUUUUUUUUUU ;@
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[18:23:20] <noooone> it's not that much if you divide it by the 280 classes
[18:23:40] <mobidevelop> 280 classes seems like overkill
[18:24:21] <fauge> yeah thats only like 30 loc average
[18:24:30] <fauge> 33.2*
[18:25:01] <noooone> a lot of them are not implemented yet... right now I have only rectangular mazes, but I plan on adding triangular, hexagonal, octogonal, circular and diamond shaped ones... that's like 50 more empty classes to be implemented ^^
[18:25:23] <fauge> haha
[18:25:44] <fauge> noooone im having a problem deploying to html and it seems to be in my dependencies want to help me?
[18:26:06] <noooone> but yeah... I'm developing JavaEE at my job... everything there is extremely structured and overkill
[18:26:32] <noooone> I guess I got used to that
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[18:27:12] <noooone> exactly...
[18:28:07] <noooone> fauge: what do you mean by the dependencies?
[18:29:04] <fauge> nevermind...but its still giving me an error with my enemy states...
[18:29:08] <noooone> all errors I ran into when deploying to html was always due to reflection in 99%
[18:29:21] <Neomex> got any screenshots?
[18:30:14] <Ashiren> always in 99%?
[18:30:42] <noooone> yeah, it's like 100% * 99%
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[18:31:11] <Ashiren> thats 9900%%
[18:31:36] <mobidevelop> O.o
[18:31:42] <Angergard> Why don't you guys use Milestones on github?
[18:31:50] <mobidevelop> For what?
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[18:32:17] <noooone> I can upload some screenshots, 1 sec
[18:32:51] <Neomex> holyshit the enterprise fizzbuzz
[18:32:54] <Neomex> thats scary
[18:33:04] <Angergard> If you have for example multiple issues, you could add those to the milestone v1.3.2. When all issues has been completed, you release v.1.3.2. Not the best explanation
[18:34:02] <mobidevelop> Yeah, we aren't going to do that. We release what we want when we want.
[18:34:23] <Tomski> sassy
[18:34:35] <matthewt> Neomex: enterprise fizzbuzz?
[18:35:04] <mobidevelop> We never know what is going into release until we say "oh, I guess we should make a release..."
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[18:40:31] <Angergard> @mobidevelop, makes sense! For smaller projects like mine they divide the project quite good.
[18:41:17] <Tomski> mobidevelop, finally someone else has my problem!
[18:41:19] <mobidevelop> Angergard: it would make sense for libgdx if we were in a feature development stage
[18:41:33] <Neomex> noooone recreate win98 labyrinth screensaver plox plox :D
[18:41:55] <mobidevelop> Tomski: your problem?
[18:42:00] <Tomski> the lwjgl natives
[18:42:08] <mobidevelop> Never heard of it
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[18:44:05] <fauge> thats by far the best screensavere
[18:44:32] <noooone> not sure how to make a screensaver with libgdx
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[18:45:25] <mobidevelop> Tomski: you should close that issue
[18:46:17]
<noooone> oh, here is one more: http://i.imgur.com/pHH8Nqq.png I try to make minecraft-like weapons... I take a sprite and turn it into a box-y model... in this case some staffs
[18:46:29] <Tomski> mobidevelop, that wouldnt help me find the cause
[18:46:51] <mobidevelop> It isn't a libgdx issue
[18:47:03] <fauge> yes finally i got my project to compile to html5
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[18:53:43] <mobidevelop> Tomski: why exactly do we add mavenLocal() as the first entry for allprojects dependencies?
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[18:54:01] <mobidevelop> Should we even add that by default?
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[18:54:58] <Tomski> No
[18:55:00] <Tomski> Lets get rid of it
[18:55:24] <noooone> does it hurt?
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[18:55:39] <Tomski> In very rare cases, apparently
[18:55:47] <noooone> hm
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[18:56:11] <Kotcrab_> mavenLocal() allows to add dependencies from local maven repository, right?
[18:56:17] <Tomski> It should be the same as snapshots, if you want it and know what you're doing, you can add it yourself
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[18:58:31] <noooone> but then I need to know what I'm doing :(
[18:58:55] <noooone> usually I just roll my head around on the keyboard and hope that the resulting code will work
[18:59:09] <bhldev> afternoon peeps
[18:59:49] <bhldev> libgdx just reached 1.0 right not in feature mode yet
[18:59:53] <bhldev> maybe libgdx 4.0 :P
[19:00:28] <Neomex> please someone sit for a month straight and implement things libgdx is missing :d
[19:01:31] <noooone> what's missing?
[19:01:41] <noooone> the make-everything-okay-button?
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[19:03:02] <Angergard> @ noooone
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[19:03:24] <lordjone> Hey!
[19:03:27] <Tomski> The one that codes for you
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[19:04:50] <noooone> we need a libgdx mascot
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[19:05:43] <lordjone> noooone: why ? how is going ?
[19:06:31] <noooone> the question is: why not? and it's going great :D
[19:06:56] <Angergard> noooone Great idea!
[19:07:07] <Angergard> Now what kind of mascot would it be?
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[19:08:24] <lordjone> noooone: good :)
[19:08:55] <lordjone> noooone: wtf ?!
[19:09:25] <lordjone> noooone: i vote for a sloth
[19:09:34] <noooone> sloth was my 2nd thought
[19:10:12] <Angergard> Slow sloth = Slow libgdx?
[19:10:27] <Angergard> Should be a snow leopard
[19:10:36] <Angergard> :D
[19:10:44] <lordjone> yeah that one looks cool
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[19:14:55] <mobidevelop> Smiling sloth works for me
[19:16:08] <davebaol> a doped sloth
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[19:17:41] <Neomex> does libgdx support culling for sprites?
[19:18:01] <mobidevelop> If you implement it
[19:18:04] <fauge> i think so, you mean like only rendering whats on the screen
[19:18:08] <bhldev> scene2d culls
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[19:19:11] <mobidevelop> Thought that's not a good enough reason to do something crazy like use scene2d for gameplay
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[19:19:29] <bhldev> depends on what kind of game
[19:19:43] <c0ke> Neomex I have some good news for you
[19:19:55] <bhldev> I found out midrange game company dev is mostly heavy ui based and uses scene graph for everything including custom layout tools for artists
[19:20:14] <mobidevelop> Ui stuff, sure
[19:20:22] <bhldev> no wonder midrange companies have so much troubles they have to make a certain kind of game to stay afloat
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[19:21:01] <nepjua> I saw a tutorial that was using scene2d on game logic, isn't it for ui ?
[19:21:19] <bhldev> there's scene2d.ui and scene2d
[19:21:22] <c0ke> Scene2d.ui is for ui, Scene2d can be used for anything you like
[19:21:29] <fauge> supposed to be nepjua
[19:21:38] <bhldev> how much time did nathan spend optimizing scene2d
[19:21:43] <fauge> but thats like saying i cant use a waterbottle for a squirt gun
[19:22:39] <nepjua> thanks, i'll look into the wiki and see if it can be useful to me :)
[19:22:45] <mobidevelop> Scene2d outside of the ui doesn't offer a whole lot.
[19:23:18] <mobidevelop> Mostly just pain
[19:23:48] <Tomski> I forget there is scene2d out of ui
[19:23:53] <bhldev> so here's how midrange <50 man game company making casuals goes artists use some custom editor like unity or some custom editor to layout all the images then it craps out json and the images then it gets loaded by the engine which is a scene graph
[19:24:07] <bhldev> almost all custom work
[19:24:27] <bhldev> the toolchain is fuckin everything
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[19:24:48] <bhldev> can't have that kind of workflow without a scene graph
[19:26:13] <mobidevelop> Nothing wring with a scene graph
[19:26:17] <mobidevelop> Wrong
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[19:27:01] <bhldev> okay give me another toolchain that doesn't involve the artists complaining that the programmers fucked up the layout
[19:27:28] <lordjone> here are using flash…
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[19:27:44] <bhldev> well flash has scene graph
[19:28:10] <bhldev> anyway enough pimping scene2d lol nvm
[19:28:19] <mobidevelop> I think bhldev is arguing with himself
[19:28:28] <bhldev> ya ;p
[19:28:30] <lordjone> they are using flash just to convert the swf to mwf format and replacing action script with c++...
[19:29:00] <bhldev> for real?
[19:29:06] <bhldev> eww
[19:29:13] <nepjua> just looked into the wiki, it actually have similar workflow to cocos2d
[19:29:19] <Aryantes> Everything comes down to talent of designers and implementors (this a word?) bad programmers make everything bad anyways regardless of how good technology is
[19:29:26] <Aryantes> i see a lot of sad stuff in my workplace hehe
[19:29:45] <lordjone> bhldev: yes, and it’s like every damn shit data driven, they could have data driven thei mothers if the could…
[19:32:59] <bhldev> scene2d is my god I worship scene2d scene2d can fuck my mom
[19:33:06] <bhldev> lol let's just hope it's frickin fast
[19:33:19] <lordjone> what are you doing bhldev ?
[19:33:45] <bhldev> not sure yet just some card game or casual with no physics but ui heavy should be good for it
[19:34:37] <bhldev> I will make data driven engine that loads json into scene2d objects and crap it out on the screen
[19:35:07] <mobidevelop> Sounds crappy
[19:35:07] <Aryantes> I'm making tactical rpg with scene2d for everything
[19:35:15] <mobidevelop> Also sounds crappy
[19:35:24] <Aryantes> its gonna load serialized crap and also crap characters onto the screen
[19:35:49] <bhldev> perhaps mobidevelop but it is my dream ;p
[19:35:50] <mobidevelop> Yep, crappy.
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[19:37:08] <bhldev> nuking my asus ux32vd installing linux mint 17 on it now
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[19:37:38] <nepjua> i spent 2 days building a workflow similar to scene2d, i wish i had known this when i started it could save me 2 day :)
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[19:38:46] <bhldev> hey
[19:38:50] <bhldev> it might be worth it if just 2 days
[19:39:45] <mobidevelop> I would say you are better off spending the two days building something yourself
[19:39:59] <EyeOfMidas> ouch
[19:40:16] <mobidevelop> If you said two months, I'd have a different opinion
[19:40:37] <bhldev> is it really as fast with just 2 days of work you must be a miracle worker
[19:40:53] <bhldev> also different definition of 2 days if its 48 hours then fine but two 3 hour days after work no way
[19:41:51] <mobidevelop> Scene2d itself is pretty simple, ui is the complex part.
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[19:42:24] <mobidevelop> You could probably write core scene2d in a couple hours if you already know what you want from it
[19:42:49] <bhldev> if you knew libgdx
[19:43:08] <bhldev> and it wouldn't be optimized or fast
[19:43:16] <mobidevelop> You don't really need to know libgdx for it
[19:43:31] <mobidevelop> I also don't think scene2d does much to be fast or optimized
[19:43:45] <bhldev> that's unfortunate
[19:44:18] <bhldev> seems like game company's secret engine tech is fast scene graphs with fast transforms ;p
[19:44:20] <nepjua> i just built what i needed, it's still incomplete :)
[19:45:10] <nepjua> i always used workflows like scene2d so i couldnt write one line of code 2 days because i'm not used to libgdx way of doing things
[19:45:52] <bhldev> ya
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[19:46:07] <bhldev> you work at game company nepjua or flash?
[19:46:38] <nepjua> no, i'm alone, i used phaser a little. Then i used cocos2d-js for a time
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[19:47:09] <nepjua> the logic was always similar, every object manages its own logic and draw itself
[19:47:40] <vestu> and that's how the cookie crumbles
[19:47:49] <nepjua> most of the examples i see on libgdx, a big class manages most of the logic
[19:48:06] <nepjua> i respect that but i'm not used to it :)
[19:48:15] <bhldev> I was sent the latest cocos2d-js book to review on my blog
[19:48:24] <bhldev> when it comes I will review it and let you look
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[19:49:26] <bhldev> I'm coming back to libgdx
[19:49:33] <nepjua> @bhldev i didnt spent too much time on it :) thanks i'll be waiting for your review
[19:49:33] <mobidevelop> Again?
[19:49:39] <bhldev> I don't care how "hard" java is anymore it's the way to go
[19:49:52] <bhldev> yeah libgdx is like drugs once you start you always come back
[19:50:10] <pmartino> seems easier than objective c
[19:50:11] <[twisti]> java is hard ?
[19:50:21] <bhldev> but yeah mobidevelop this time permanently, if job is javascript I can't do javascript again at home it will drive me insane sorry
[19:50:33] <nepjua> pmartino: objective c code hurts my eyes
[19:50:54] <mobidevelop> Java is super hard
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[19:51:00] <pmartino> :|
[19:51:28] <lordjone> cobol use cobol
[19:51:42] <matthewt> java is the new cobol
[19:51:58] <nepjua> java is beautiful :)
[19:52:26] <mobidevelop> Now now
[19:52:42] <nepjua> by the way, what kind of dark-magic libgdx uses to get rid of GC
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[19:53:00] <[twisti]> 'get rid of gc' ?
[19:53:02] <pmartino> why would libgdx get rid of gc
[19:53:03] <mobidevelop> The blackest of magic
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[19:53:23] <nepjua> well, you dispose most of the libgdx objects yourself
[19:53:23] <Tomski> Every year we sacrifice someone from this channel at random
[19:53:27] <lordjone> vodoo
[19:53:32] <[twisti]> disposing != gc
[19:53:43] <[twisti]> disposing is about cleaning up opengl-bound resources
[19:54:31] <nepjua> [twisti]: i dont know the details but in a way there is some manual management
[19:54:33] <bhldev> libgdx avoids it
[19:54:45] <bhldev> use the custom collections
[19:54:57] <[twisti]> there are a variety of things in which libgdx lightens the load on the gc
[19:55:02] <nepjua> bhldev: fixedsize arrays ?
[19:55:10] <[twisti]> like object pools
[19:55:59] <mobidevelop> And magic
[19:56:13] <[twisti]> dont tell him about the magic
[19:56:19] <[twisti]> i almost had him convinced its just tricks
[19:56:26] <mobidevelop> Damn, sorry
[19:56:40] <nepjua> [twisti]: does it use any native way to access the memory outside of jvm ? Or only careful design ?
[19:57:16] <bhldev> I don't know if it uses jni stuff
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[19:57:42] <bhldev> maybe I should work from source and learn these things
[19:57:42] <mobidevelop> There is native code
[19:57:43] <lordjone> nepjua: yes, sometimes, but it’s almost magic
[19:57:44] <[twisti]> jni is used, but not in any gc related things i think
[19:58:12] <mobidevelop> Yeah, the jni stuff isn't about gc really
[19:58:21] <nepjua> lordjone: i wouldn't mess with the magicians :)
[19:58:47] <lordjone> nepjua: eheheh :)
[19:58:56] <davebaol> and dispose just frees resourses allocated by native code
[19:59:43] <davebaol> gc can't do that of course
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[20:00:58] <nepjua> it's really cool, you have a managed memory for everything except some selected classes
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[20:01:19] <nepjua> performance + sanity :D
[20:01:23] <Ashiren> silly question - click listener of textbutton in scene2d, howto?
[20:01:34] <Ashiren> i has added event listener but it detects also hovering
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[20:02:37] <mobidevelop> textButton.addListener(new ClickListener() {});
[20:02:58] <mobidevelop> Override clicked method
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[20:04:24] <Ashiren> woo thankies
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[20:07:18] <nepjua> running in intellij takes 4-5 seconds when it takes 1 second on eclipse, i really like intellij are there any way to optimize it ?
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[20:09:39] <bhldev> intellij autobuilds everything when you start there should be an option
[20:09:58] <nepjua> bhldev: in run configuration ?
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[20:10:31] <bhldev> I think project
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[20:11:12] <progrmor> TEttinger , are you there?
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[20:14:30] <nepjua> @bhldev couldnt fint it :)
[20:19:18] <bhldev> :(
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[20:21:33] <Maximus_> Does anyone know the average time it takes to switch between screens? Is the speed always the same or does it depend on certain factors?
[20:23:21] <nexsoftware> It depends on what you do in your screen hide, constructor, and show methods.
[20:24:43] <nexsoftware> Objviosly the constructor only comes into play if you constuct the screen when switching to it
[20:24:53] <nexsoftware> nice typo
[20:25:03] <nexsoftware> Obviously
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[20:26:53] <Maximus_> My game takes roughly 0.5 seconds to switch screens, it's not bad but noticable. I implemented my own game state manager and the switch is instant, I'm just wondering why the screen system in libgd is slower
[20:28:23] <Lecherito> the real helpsy
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[20:50:04] <nepjua> just for curiosity, is it wise to use libgdx for an application ? It offers very good cross-platform features
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[20:55:38] <waldohatesyou> nepjua: I don't think so, since every feature of libgdx is geared towards game development
[20:56:05] <Lecherito> damn, i hate every other irc help channel, no one is ever talking
[20:56:21] <waldohatesyou> maybe you should start a conversation then
[20:56:49] <bhldev> nepjua I am thinking of that as well
[20:56:57] <bhldev> there's very few other options and libgdx has the scene2d.ui
[20:57:07] <Lecherito> do you think i haven't tried?
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[20:57:41] <nepjua> waldohatesyou: does libgdx consumpt more battery than other approachs ? nearly every application i see always animating something :)
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[20:59:00] <fauge> anybody here decent with ai?
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[20:59:52] <nepjua> Lecherito: you just said "the real helpsy" i didn't know what did you need help for :)
[21:00:20] <nepjua> fauge: i'm noob :)
[21:00:26] <Lecherito> why you say so? I was referring to mobidevelop
[21:00:33] <Lecherito> he's da helpsy
[21:01:51] <Lecherito> and i said it's every other, not this, this one is too awesome
[21:02:22] <mobidevelop> O.o
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[21:05:26] <fauge> whats a good way to jump in ai? like to know when its a good time to jump
[21:07:08] <mobidevelop> o.O
[21:12:12] <fauge> anything mobi on the ai jump
[21:12:32] <mobidevelop> Fancy c0ke
[21:12:52] <mobidevelop> fauge: nope, that is very application specific
[21:13:40] <mobidevelop> Think about what you as a human would use as a reason to jump at a particular moment, then code it.
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[21:28:06] <fauge> yeah i got a pretty decent one
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[21:37:58] <davebaol> fauge: you need jump points and landing pads
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[21:38:32] <davebaol> and you have to ensure that the agent has enough speed
[21:38:52] <fauge> davebaol ill revisit it if needed, i have less then 6 hours to finish
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[21:41:45] <waldohatesyou> nepjua: I have no idea
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[22:37:39] <Daepso> Hi, I have small problem : I package my application using "gradlew desktop:dist", then when I run the jar the audio don't work. Does someone know why?
[22:38:46] <Tomski> Any errors?
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[22:40:02] <axhtrh145> hi all, simple question: how do i get diffuseUV from a material with a texture?
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[22:41:15] <Daepso> Tomski : there is no error
[22:42:21] <Tomski> Daepso, are you playing audio as soon as its loaded?
[22:42:35] <Daepso> hmm yes
[22:42:41] <Tomski> Try hacking in a little delay
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[22:48:28] <Nesskick> Hi
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[22:51:46] <axhtrh145> how do i get the uv color of my material?
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[22:54:20] <ParkourGrip> my friend asks why is there no Vector4
[22:54:40] <ParkourGrip> guess he needs it for OpenGL stuff
[22:56:06] <[twisti]> what for exactly ?
[22:56:41] <Ashiren> when is screen.dispose() called? because for me its never :V
[22:56:49] <noooone> exactly. never.
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[22:56:52] <[twisti]> youre supposed to call it
[22:57:06] <Ashiren> meh
[22:57:11] <noooone> I don't re-use my screens, I call it in hide()
[22:57:21] <Ashiren> clever
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[23:00:15] <Maximus_> Anyone here use admob banners in their game?
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[23:00:41] <nexsoftware> I do
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[23:01:30] <axhtrh145> someone? how do i get texture color from material?
[23:01:54] <Maximus_> My banner is forcing my game screen is get smaller in order to fit them both onto screen, how do I simply lay the banner over the game?
[23:02:02] <Maximus_> to get smaller*
[23:02:03] <JrodManU> Do you have to load an ad everytime you show it? Google play service ads on android
[23:02:22] <JrodManU> No idea, ads are complicated arn't they :l
[23:02:35] <JrodManU> It's an interstitial ad^^^
[23:04:52] <esvee_> finally got the Doom 3 glow effect applied to lines
[23:05:11] <Maximus_> Does this example lay the banner on top of the app instead of forcing it to shrink?
[23:05:16] <fauge> ads are not worth it
[23:05:22] <nexsoftware> Maximus_, yes
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[23:06:45] <axhtrh145> someone please? i know it must be simple. how do i get color data from a texture in a material?
[23:07:47] <noooone> on the GPU, aka as in a shader, or CPU for some kind of pre-processing?
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[23:15:13] <esvee_> any comments on the shaders? :D
[23:15:55] <axhtrh145> very cool, i wish you could teach me
[23:16:01] <axhtrh145> are those meshes or models?
[23:16:19] <esvee_> meshes
[23:16:37] <esvee_> the main level geometry is created in blender
[23:17:18] <esvee_> the best part actually is that all of this is box2d ready (the yellow lines are the collision polygons)
[23:17:27] <axhtrh145> ok
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[23:17:51] <esvee_> i put links to all of the blogs/articles i used to create everything
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[23:17:58] <axhtrh145> the green outlined effect is very cool. i think it could be used to deform a sand terrain or water?
[23:18:34] <esvee_> yup! actually i had a real spring-mass system (verlet-integration) but the effect was way too much for my purposes
[23:18:39] <esvee_> but it can look like water in no time
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[23:19:50] <Squagem> Hey, guys! Got a question about networked game development using simple java sockets. Basically, I have one "gateway" server that initially accepts all my clients, but I then want to have 2 unique clients play a game together. Should I spawn a different Server for that game alone between the two?
[23:19:59] <Squagem> Having some difficulty figuring out the best approach here :/
[23:20:01] <Justin-C> <esvee_> looks good man.
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[23:21:08] <esvee> sorry i disconnected, the internet connection here is horrible
[23:21:36] <Justin-C> <Squagem> You dont need another server you can have one client connect to the other one Adhoc
[23:21:44] <Justin-C> You should check out Kryonet
[23:21:46] <esvee> it's funny how those trickey effects might actually look better than full-on post-processing fx
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[23:22:23] <Justin-C> yeah it looks nice. I like the glow effect.
[23:23:16] <esvee> it's all meshes created from box2d polyliens :)
[23:23:18] <esvee> *polylines
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[23:24:40] <esvee> really made me appreciate doing stuff in screen space
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[23:26:25] <kofalt> Is there a RoboVM IRC channel as well?
[23:26:34] <matthewt> hey guys
[23:26:37] <matthewt> what's a scene graph
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[23:28:46] <Maximus_> nexsoftware_ That example was exactly what I was looking for, thanks a lot. Is it normal for the ad to take like 5 seconds to load up on launch?
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[23:31:27] <Squagem> Justin-C, I'll give that a try - thanks!
[23:32:13] <JrodManU> When making an interface, should it be it's own class?
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[23:32:24] <JrodManU> It's for platform specific stuff
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[23:34:35] <Lecherito> Is it possible to login with google in libgdx, and use that login with my custom webservice?
[23:34:54] <Lecherito> to avoid fake calls?
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[23:41:55] <std232526276> if im using material.get(0).* what do i type into the * in order to get color data of some sort?
[23:42:06] <nepjua> i lost my connection for a few hours, just when we were discussing normal applications with libgdx
[23:42:14] <noooone> doing compile fileTree(dir: '../libs', include: '*.jar') and adding both tween engine jars to that folder (api and sources), why does it not find the sources?
[23:42:28] <noooone> even when removing the api one completely, the sources aren't found
[23:42:56] <noooone> when I open the jar with 7zip, the files are there, but in eclipse I just have empty packages when I look at the dependencies
[23:43:23] <nepjua> std232526276: dont know about material, you can assign material.get(0) to a reference (m for example) and try to autocomplete m
[23:43:42] <Squagem> noooone , did you refresh the gradle dependencies in Eclipse?
[23:43:47] <noooone> I did
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[23:44:34] <noooone> Tomski, any idea?
[23:44:44] <noooone> mobidevelop?
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[23:45:52] <Tomski> noooone, whats the source jar called?
[23:46:01] <noooone> tween-engine-api-sources.jar
[23:46:15] <Tomski> and the normal jar is tween-engine-api.jar?
[23:46:22] <Tomski> Both in same directory?
[23:46:25] <noooone> tween-engine-api.jar, yep
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[23:46:38] <noooone> and yes
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[23:48:37] <noooone> after the "refresh all" in eclipse, the class files were found, and I had both .jars in my dependencies, but when opening the sources one, it didn't have any content, only 3 empty packages
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[23:49:12] <noooone> opening it via the eclipse package explorer
[23:49:43] <mobidevelop> What's wrong?
[23:50:12] <noooone> after removing tween-engine-api.jar it's still the same... but now I get compile errors because the classes aren't found at all, neither with, nor without sources
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[23:55:11] <davebaol_> <@mobidevelop> the way that Jackson/Gson do it is with annotations, libgdx json doesn't have anything like that
[23:55:11] <davebaol_> I was recalling correctly. You can exclude fields without having to use hardcoded annotations
[23:55:11] <davebaol_> with gson via ExclusionStrategy, with jackson via BeanSerializerModifier ;)
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[23:56:21] <mobidevelop> Ah, well, libgdx also doesn't have that. :)
[23:56:29] <davebaol_> yep
[23:57:26] <noooone> Tomski: okay, I just used the local maven install... that worked instantly as expected
[23:58:03] <noooone> I wanted to have a build that I can just checkout and it will work without having to locally install the dependencies, but well... not that important
[23:58:11] <Tomski> noooone, it might be that you have to rebuild models
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[23:58:50] <noooone> Tomski: you mean to delete and recreate the projects?
[23:58:56] <Tomski> Mebe
[23:59:16] <Tomski> well not recreate, just remove from workspace and reimport
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[23:59:27] <noooone> yeah, that's what I meant