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[00:01:31] *** ColaColin has quit IRC
[00:02:44] <noooone> Tomski: okay, I tried that, didn't change anything... still no sources
[00:02:55] <noooone> no idea
[00:04:06] <mobidevelop> Boo sources
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[00:06:01] <noooone> the local maven install way it actually looks the same in the package explorer... but now the sources are attached to the api jar
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[00:06:55] <noooone> it would all be so much easier if he would have just mavenized it himself... stupid aurelien
[00:07:03] <nepjua> for anyone having slow runs on intellij. Intellij 14 EAP works very well
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[00:08:48] <Nesskick> how can i force realease() on a listener?
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[00:54:57] <davebaol_> Nesskick: your question is a bit cryptic.
[00:55:10] <Nesskick> sorry
[00:55:12] <davebaol_> Do you mean remove? if so there should be a removeListener in the class where you found addListener
[00:55:26] <Nesskick> forget it
[00:55:42] <Nesskick> i already fixed it
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[01:51:25] <Maximus_> @nexsoftware_ could you send me a link to that banner ad example? I forget to bookmark it
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[02:00:50] <fauge> anybody here to help me?
[02:01:06] <fauge> im having problems drawing a stupid spritebatch
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[02:04:30] <Oonej> try drawing a smart spritebatch
[02:05:37] <fauge> oonej can you please help me
[02:05:38] <fauge> http://pastebin.com/yaHyYdWP
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[02:06:20] <Oonej> what are you trying to draw?
[02:07:09] <Oonej> fauge
[02:07:29] <fauge> the screen sprite
[02:07:44] <Oonej> first off, you are drawing in the show method
[02:07:57] <Oonej> in your render method, do ...
[02:08:12] <Oonej> screen.draw(batch);
[02:08:21] <Oonej> in between your draw begin and draw end
[02:08:38] <Maximus_> should cam.update and batch.setProjectionMatrix not be in the render() instead of show()?
[02:08:48] <Oonej> that too
[02:09:29] <Oonej> having your draw batch in the show method will draw it once, during launch... then wont do it again
[02:09:39] <Oonej> and since you are doing a clear on the graphics, you wont see it
[02:09:43] <Oonej> you have to redraw ever render
[02:11:03] <fauge> i dont draw during the show()
[02:11:08] <fauge> i just instantize my variables?
[02:11:53] <Oonej> correct
[02:12:00] <Oonej> you draw in your render method
[02:12:03] <fauge> no im saying in the code i dont
[02:12:26] <Oonej> in your code you are not drawing in your render method, you are drawing in your show method
[02:12:26] <fauge> what line am i drawing on?
[02:12:46] <Oonej> comfirm
[02:12:56] <Oonej> 111
[02:13:01] <Oonej> ierr
[02:13:19] <Oonej> nm, you aren't drawing anything
[02:13:21] <Oonej> my mistake
[02:13:36] <Oonej> i see what you are doing
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[02:13:50] <Oonej> second
[02:14:27] <fauge> http://pastebin.com/pgq2Yigg
[02:14:30] <fauge> theres a better one
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[02:15:16] <Oonej> and that doesn't draw anything?
[02:15:51] <fauge> ya
[02:16:06] <fauge> i think the camera is getting misplaced
[02:16:24] <Oonej> change the camera to 0, 0
[02:16:27] <Oonej> see if it draws it then
[02:16:30] <Maximus_> You can cam.update in both the show and render, not sure if that is the problem
[02:16:41] <Maximus_> you call cam.update*
[02:16:56] <Oonej> that shouldn't be an issue
[02:16:58] <Oonej> i dont think
[02:17:27] <fauge> but the render gets called every frame so it wouldnt change it that much
[02:19:19] <Oonej> fauge
[02:19:20] <nepjua> http://paste.ubuntu.com/8135792/ i use this to find out if something is misplaced :)
[02:19:21] <Oonej> its drawing it
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[02:20:30] <fauge> its not switching screens properly i think
[02:20:55] <Maximus_> What is the line you are calling to switch screen?
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[02:21:38] <fauge> http://pastebin.com/Dux6sHtf
[02:21:56] <fauge> line 147 maximus
[02:22:07] <fauge> 149*
[02:23:14] <Maximus_> Try - ((Game)Gdx.app.getApplicationListener()).setScreen(new ShopScreen(conegame,player,wave));
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[02:25:16] <Oonej> fauge
[02:25:22] <Oonej> the problem lies in the viewport of your camera
[02:25:28] <Oonej> you didn't specify one
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[02:26:02] <Oonej> cam.viewportHeight= 400;
[02:26:02] <Oonej> cam.viewportWidth = 800;
[02:26:06] <Oonej> i added that, and i see images
[02:26:15] <Oonej> i also moved everything to 0, 0
[02:26:28] <fauge> yup thats it
[02:26:31] <fauge> thanks!
[02:26:33] <Oonej> yup
[02:27:23] <Oonej> fauge depending on how you want to move forward with this, i would recommend doing some consideration on your resize method and how you handle the screen resolutions
[02:27:37] <Oonej> just some food for thought
[02:28:09] <fauge> im keeping it a static size
[02:28:14] <fauge> and im doing ld30 so no time
[02:28:28] <Oonej> not sure what ld30 is, but ok
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[02:31:20] <Tomski> Its a game jam, make a game in 48/72 hours
[02:31:28] <Oonej> oh cool
[02:31:30] <Tomski> Ludum Dare is probably the largest one
[02:31:41] <Oonej> link?
[02:31:43] <Oonej> what do you get?
[02:32:02] <LiquidNitrogen> $1million
[02:32:10] <Oonej> lies
[02:32:12] <Tomski> You get to make a game
[02:32:43] <Oonej> i can do that without a game jam lol
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[02:41:15] <cobolfoo> there are known stories of a ludum dare entry that evolved into a complete game ?
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[03:09:16] <twc> Hello. Would anyone mind assisting me with an issue I'm having trying to clone, and work with, my current libgdx project?
[03:09:57] <TEttinger> twc, what's the issue?
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[03:10:25] <twc> I'm encountering Gradle errors after trying to clone it and work with it in Eclipse.
[03:11:06] <twc> I receive Gradle build failures on each sub-project.
[03:11:10] <TEttinger> clone libgdx, or a project?
[03:11:41] <twc> Apologies, my own personal project. A tutorial actually.
[03:11:54] <twc> It currently resides in my own repo on Bitbucket.
[03:12:05] <TEttinger> can you link, or is it private?
[03:12:20] <twc> It's private, but I believe I can fix that.
[03:12:57] <TEttinger> mostly the errors would be helpful first, on a pastebin
[03:13:09] <twc> Alright.
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[03:14:48] <twc> Error while initializing classpath container Gradle project hierarchy is inconsistent for 'drop-desktop' (this repeats for android, core and html)
[03:15:10] <twc> I have drop-android, drop-core, drop-desktop and drop-html in package explorer in Eclipse.
[03:15:35] <twc> So unlike on my other machine, there is no "drop" folder/subproject.
[03:15:54] <TEttinger> sounds like you have used gradlew eclipse on one machine but not the other or something?
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[03:16:29] <TEttinger> are you importing as a gradle project or are you generating an eclipse .project file and importing that way?
[03:16:51] <twc> I'm attemping to import it as a Git project from my Bitbucket repo.
[03:17:10] <TEttinger> oh!
[03:17:15] <TEttinger> that explains it maybe
[03:17:25] <twc> Machine A: Created the libgdx project, imported it into Eclipse as a Gradle project - no problems. Dropped it out on my Bitbucket repo.
[03:17:35] <TEttinger> I think the git import may not realize that it's a gradle project
[03:17:47] <twc> Ah ok.
[03:17:49] <TEttinger> I would clone the repo locally using actual git tools
[03:17:57] <TEttinger> and just import it as gradle
[03:18:02] <twc> Awesome.
[03:18:07] <twc> That gives me some direction then.
[03:18:08] <TEttinger> eclipse git was really unpleasant for me, tbh
[03:18:27] <twc> Recommend command line or SourceTree?
[03:18:29] <TEttinger> it seemed to not figure out that you can't use absolute paths on git
[03:18:35] <twc> I see.
[03:18:36] <TEttinger> sourcetree I'd say
[03:18:43] <TEttinger> but I use both
[03:19:01] <twc> Ok, just so I'm clear. Pull the repo in SourceTree, then try and import as a Gradle project in Eclipse. Right?
[03:19:02] <TEttinger> (I only use sourcetree rarely and for mercurial repos)
[03:19:07] <TEttinger> yes
[03:19:12] <twc> Excellent.
[03:19:26] <twc> Any other ideas after that, if it doesn't work?
[03:20:07] <TEttinger> then you'd want to fix the paths, which varies based on what's different between the computers' versions of the project
[03:20:30] <twc> Ok.
[03:20:37] <twc> Thanks so much for the help. I really appreciate it.
[03:21:05] <TEttinger> no prob, progrmor needed a git basics thing a while back in here and I spent a day and a half, off an on, getting it working :P
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[03:21:41] <TEttinger> (he'd never used git before, and it would have really helped him had he been using it earlier)
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[03:23:02] <twc> :)
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[03:28:58] <twc> Ok, TEttinger, got it imported into Eclipse as a Gradle project, but the structure looks different than the other machine. Do I need to build all of these within Eclipse now or something?
[03:29:38] <twc> So I have tutorial as a parent folder (with a G for Gradle), then sub-folders of build, drop, drop-android, drop-core, drop-desktop, drop-html
[03:29:41] <TEttinger> hm, right click the project(s) and refresh? I can't remember how it works, there's some gradle refresh thing
[03:30:01] <TEttinger> what is drop?
[03:30:12] <TEttinger> is that the gradle project folder?
[03:30:36] <twc> drop is the droplet tutorial from the wiki.
[03:30:42] <TEttinger> (tbh I use similar tools to gradle but not gradle itself)
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[03:31:46] <twc> tutorial, which is the parent folder that has all the drop-android, drop-html, etc., is the only one showing as a Gradle folder.
[03:32:05] <twc> Gradle -> refresh all didn't seem to change anything.
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[03:34:07] <twc> Trying to do an import -> Gradle of drop (instead of the tutorial folder) complains about the ANDROID_HOME environment variable not being set.
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[03:39:34] <hissing_girl> hissing
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[03:39:55] <TrofSivart> hey guys :)
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[03:41:18] <TrofSivart> anyone listen to prog metal?
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[03:43:45] <fauge> hey trof
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[03:44:07] <TEttinger> TrofSivart: does Mastodon count?
[03:44:59] <TrofSivart> absolutely TEttinger
[03:45:12] <TEttinger> new Mastodon album this year woo
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[03:45:48] <TEttinger> twc, if android_home isn't set, you can set it or use local.properties
[03:48:39] <twc> TEttinger, yeah, trying to get that working. Evidently, I'm not doing that correctly. Thought doing a set ANDROID_HOME=C:\Program Files (x86)\Android\android-sdk would work, but that doesn't seem to be right.
[03:48:48] <TEttinger> right
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[03:49:13] <TEttinger> try: ANDROID_HOME=C:\PROGRA~2\Android\android-sdk
[03:49:24] <TEttinger> issues with spaces
[03:49:26] <twc> Ah, right! I will.
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[03:52:09] <twc> Same thing, argh.
[03:52:19] <twc> It is getting set when I check it too.
[03:52:30] <twc> Do I need to restart Eclipse for that?
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[03:54:48] <fauge> when i do the gwt compile i get the superdev refresh
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[03:55:48] <nick-ant-workn> TEttinger : http://youtu.be/kGT-lXxzQos video update
[03:55:57] <nick-ant-workn> for the game you never got to see :-)
[03:56:14] <fauge> thats cool! keep up the good work
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[03:58:29] <TEttinger> nice nick-ant-workn!
[03:58:40] <nick-ant-workn> its getting there
[03:58:45] <nick-ant-workn> a few more months
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[04:00:04] <TrofSivart> lols. thought I could set more than one contact listener
[04:00:16] <TrofSivart> yet another facepalm :'(
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[04:03:21] <JrodManU> Alright, I am failing with interfaces, is there a simple way to call a method in your android project from the core project? Or do you have a good tutorial with interfaces on how to do this?
[04:03:46] <twc> TEttinger, Project location doesn't exist: C:\BitbucketRepos\tutorial\drop\core
[04:04:20] <TEttinger> so you changed it in one but didn't commit?
[04:05:32] <twc> I created a local.properties file with the sdk.dir set, which works...so now I need to commit and push that local.properties to the repo first?
[04:05:41] <twc> Or am I misunderstanding?
[04:05:51] <TEttinger> err, no
[04:05:56] <twc> k
[04:06:10] <TEttinger> local.properties is different on every machine, and almost never goes on git
[04:06:18] <TEttinger> it defaults to being ignored by git
[04:06:22] <twc> k
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[04:07:12] <JesusCM> ye of little faith, trust in Jesus Code McChrist!
[04:07:17] <JesusCM> anyways so im making a new app
[04:07:27] <JesusCM> what do you guys think is hot in the market
[04:07:35] <TrofSivart> swing copters
[04:07:43] <TEttinger> yeah, 3d swing copters
[04:07:54] <JesusCM> yeah I saw that the game from the guy who made Flappy Bird
[04:08:07] <JesusCM> 3D swing copter lol
[04:08:22] <TEttinger> spinning camera
[04:08:29] <JesusCM> google just wiped a whole slew of clones from that game
[04:08:32] <TEttinger> always, even paused
[04:08:39] <JesusCM> lol
[04:08:42] <JesusCM> brb
[04:08:47] <TEttinger> vomit copter
[04:08:55] <TrofSivart> genius
[04:12:22] <twc> TEttinger, so the only thing that works is importing the tutorial folder (which houses drop, drop-android, etc) into Eclipse. Then I have the tutorial folder (shown as a Gradle object/folder), with drop, drop-android, etc. all underneath it.
[04:13:45] <twc> That isn't right either.
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[04:15:04] <TEttinger> yeah, you do want all of them though
[04:15:14] <TEttinger> the gradle project has all the sub-projects
[04:16:38] <twc> Yeah...no idea what happens in-between it landing on Bitbucket and being cloned that breaks that gradle structure that is already in place on the originating machine.
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[04:19:07] <fauge> does anybody have expirience with html deployment
[04:20:21] <fauge> oh and look at my ld entry http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40489
[04:21:58] <twc> TEttinger, I appreciate the help. Still no luck on my end. I'll keep at it tomorrow and see what comes up.
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[04:28:22] <Breno> hey guys, whats up
[04:28:29] <Breno> I have a question
[04:28:37] <Breno> I followed the tutorials and all that
[04:28:51] <Breno> but my tiledmap flickers when I move right and down
[04:29:00] <Breno> any idea of what might be happening?
[04:29:14] <TEttinger> twc, I'm not sure why the structure changes
[04:29:21] <Breno> (flickers -> only in the borders)
[04:29:35] <TEttinger> Breno, there's all sorts of things that can cause that, but it's likely a bad packing job
[04:29:48] <Breno> hum
[04:30:22] <TEttinger> if two textures are adjacent and touching, they can flicker over adjacent ones in the texture atlas or however you load images
[04:30:53] <TEttinger> typically you use texturepacker with libgdx and ensure 1-2 px minimum distance
[04:31:14] <Breno> hum.. but in my case, the player is centered
[04:31:21] <Breno> and the only other thing being rendered is the map
[04:31:36] <Breno> and the player always stays in the center, because the camera is following him
[04:32:19] <TEttinger> right, that's correct
[04:32:24] <Breno> I'll investigate a little more then
[04:32:29] <Breno> I must be doing something weird.
[04:32:36] <TEttinger> but the texture edge flicker is ususally caused by the images
[04:32:52] <Breno> Also, what is the max size in tiles or in pixels for a map? Maybe it could be a performance issue
[04:32:54] <TEttinger> are you using a texture atlas?
[04:33:17] <Breno> no I'm not
[04:33:22] <bhldev> @fauge can't seem to move my dude looks like your canvas doesn't have focus
[04:33:27] <bhldev> use tabindex=1 to focus
[04:33:29] <TEttinger> I use one larger than 1080p size but I don't use tiled. it will not render beyond the edges of the screen
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[04:34:06] <Breno> oh I see
[04:34:10] <Breno> maybe it's a Tiled issue then
[04:34:42] <Breno> I wonder if.. well.. the camera moves first and then there's a "black" space on the screen because the map wasn't rendered there yet.
[04:34:48] <TEttinger> no, what image are you using?
[04:35:10] <Breno> I'm using a 100x100 tiles map, 64x64 tiles
[04:35:16] <TEttinger> is it just, for example, a bunch of square blocks that you slice up manually to render different tiles?
[04:35:36] <Breno> nope. it's literally the map itself.
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[04:35:58] <TEttinger> that's uh not why people use tiled?
[04:36:04] <TEttinger> the map is one giant image???
[04:36:25] <Breno> what I did so far was: I create the map, 100x100 tiles, 64x64 tile size. I render it. it's ok if I move up or left, but right and down is.. glitchy
[04:36:27] <JesusCM> so yeah uh i think a swing copters clone is in order
[04:36:28] <TEttinger> which edges are causing trouble?
[04:36:36] <JesusCM> not a blatant rip off, ill make it fresh
[04:37:14] <TEttinger> Breno, can you show a screenshot or video capture?
[04:37:52] <TrofSivart> lolz, I actually fixed this damn collision thing. <3
[04:38:13] <TEttinger> nice TrofSivart
[04:38:13] <Breno> yeah
[04:38:20] <Breno> I'll record something and I'll show you
[04:38:24] <Breno> brb
[04:38:37] <TrofSivart> interesting how you can use interfaces as callbacks in Java. never would have thought of that
[04:38:54] <TrofSivart> well not as literal callbacks but similar functionality
[04:40:02] <mobidevelop> Interface all the things
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[04:50:56] <TrofSivart> So I am making this framework thing
[04:51:04] <TrofSivart> And I have some framework related constants
[04:51:28] <TrofSivart> and I want future users to be able to use the same constant class
[04:51:36] <TrofSivart> but I don't want them to have to modify the class
[04:51:43] <TrofSivart> so I was thinking about using JSON
[04:51:57] <TrofSivart> is that a good/bad idea?
[04:52:22] <TrofSivart> also for assets
[04:52:41] <TrofSivart> kinda like how haxeflixel does it, if you've used that before
[04:55:15] <TEttinger> I'm aware of haxeflixel but have not used it
[04:55:37] <TEttinger> so the constants may need to be modified?
[04:55:41] <TrofSivart> right
[04:55:47] <TEttinger> then they aren't constant?
[04:55:55] <TrofSivart> constant at runtime
[04:56:34] <TrofSivart> supported resolutions, virtual width / height, physics timestep, etc
[04:56:40] <TEttinger> oh man
[04:56:46] <TEttinger> virtual width height is a variable
[04:56:53] <TEttinger> landscape/portrait mode on android
[04:57:13] <TrofSivart> im developing for desktop only
[04:57:27] <TEttinger> resizing the window then
[04:57:28] <TrofSivart> :)
[04:57:39] <TrofSivart> virtual width and height stay the same
[04:58:01] <TEttinger> so it just stretches?
[04:58:06] <TrofSivart> well I letterbox it
[04:58:18] <TrofSivart> and maintain aspect ratio
[04:58:42] <TEttinger> this sounds like a non-flexible framework so far
[04:59:12] <TrofSivart> tbh it's only meant for my own personal use
[04:59:22] <TEttinger> ok fair enough
[04:59:39] <TrofSivart> BUT I still don't want to modify my constants class every time i start a new prototype
[04:59:55] <TEttinger> then just modify the class, or be smart you and make them variables but not change them
[05:00:11] <TEttinger> set them once and never write code that changes them after that
[05:00:36] <TrofSivart> I mean................ idk. I'll find a solution. Maybe I'm just being stubborn
[05:00:42] <TEttinger> coding for "smart me" rather than "potentially dumb user" is easier
[05:01:04] <fauge> agreed
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[05:05:02] <TrofSivart> yeah I'll just have a constants class and modify it
[05:06:26] <TEttinger> why do they need to be constant if you're the only one using it though?
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[05:06:48] <TEttinger> add javadoc that says "dont change moar than once plz"
[05:07:19] <TrofSivart> Well I made the class becuase I use them more than once through the code. So I just change the value in the constants class and it gets changed everywhere its referenced.
[05:07:21] <TEttinger> or set them in the constructor and don't provide setters
[05:08:03] <TEttinger> (that last one guarantees one change as long as reflection isn't used)
[05:09:28] <TrofSivart> yeah I'll figure it out
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[05:11:47] <TEttinger> Breno_: got something to show?
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[05:13:51] <Breno_> https://www.youtube.com/watch?v=HjMvbHBZkYU
[05:14:34] <TEttinger> Breno_, so the issue is not the pink hair and shoes cropping wrong, but the right and bottom edges of the map?
[05:15:02] <Breno_> yep
[05:15:15] <Breno_> ignore the "player" sprite :P
[05:15:28] <Breno_> watch the borders (right, bottom and left)
[05:15:32] <Breno_> they get black sometimes
[05:15:33] <TEttinger> which tiled loader are you using?
[05:16:10] <Breno_> TmxMapLoader
[05:17:43] <nick-rain-king> http://www.pasteall.org/pic/75962
[05:18:09] <TEttinger> nick-rain-king, is she the swing copter???
[05:18:21] <nick-rain-king> thats my girl
[05:18:32] <nick-rain-king> seriously
[05:18:34] <nick-rain-king> drugs are bad
[05:19:26] <JesusCM> bahaha
[05:20:36] <fauge> does anybody know how to remove the stupid superdevrefresh in html deployment
[05:21:06] <JesusCM> https://play.google.com/store/apps/details?id=com.concentration.test someone trying to profit off the name with a completely unrelated app
[05:21:09] <JesusCM> pathetic
[05:24:50] <TEttinger> Breno_, try seeing what's different if you use OrthoCachedTiledMapRenderer instead of OrthogonalTiledMapRenderer (or vice versa)?
[05:26:01] <fauge> does anybody know how to remove the stupid superdevrefresh in html deployment
[05:26:08] <fauge> TEttinger
[05:26:26] <TEttinger> fauge: yesterday someone mentioned removing the button from the html file
[05:26:30] <TEttinger> and that was all it took
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[05:27:06] <Breno_> oh cool
[05:27:13] <fauge> oh the actual file
[05:27:30] <Breno_> I'll try that, TEttinger
[05:27:42] <TEttinger> Breno_, yeah, I don't know if cached will be better or worse
[05:27:52] <TEttinger> cached puts it on the GPU
[05:28:03] <Breno_> so it should be better
[05:28:08] <Breno_> lets see
[05:28:22] <TEttinger> unless on a machine with a really bad gpu
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[05:33:00] <mobidevelop> O.o
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[05:33:18] <mobidevelop> What's wrong with map rendering?
[05:34:03] <TEttinger> mobidevelop, the right and bottom edges of bren<tab>'s map were flickering
[05:34:08] <mobidevelop> Ah
[05:34:24] <TEttinger> but only those two
[05:35:01] <mobidevelop> Cached renderer would help from the standpoint of by default it caches an extra half screen in every direction
[05:35:09] <TEttinger> yep, that helps
[05:35:14] <TEttinger> that might do the trick
[05:35:18] <fauge> Tettinger where is the button code ? is it in the index.html?
[05:35:44] <TEttinger> mobidevelop: is the superwebdev button in index.html in GWT?
[05:35:51] <mobidevelop> It is
[05:35:54] <TEttinger> I have honestly never used gwt
[05:36:52] <mobidevelop> Just delete the one line (I think it is an <a> tag)
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[05:38:17] <mobidevelop> As for map flicker at edges, that tends to be caused by incorrect code structure.
[05:41:22] <JesusCM> is Jesus Code McChrist in your hearts today?
[05:41:44] <JesusCM> joy comes to the lives of those who can truthfully answer "Yes" :)
[05:41:52] <TEttinger> JesusCM: like in indiana jones and the temple of doom?
[05:42:06] <JesusCM> um pardon?
[05:42:16] <JesusCM> what does that have to do with....
[05:42:39] <mobidevelop> Seems legit
[05:43:10] <TEttinger> https://www.youtube.com/watch?v=KBIdcUxdgo0 in your heart
[05:43:37] <JesusCM> oh hahaha
[05:43:59] <fauge> hmmm so the buttons removed...but it wont take key input
[05:45:12] <mobidevelop> It
[05:45:27] <mobidevelop> Click it
[05:48:12] <JesusCM> why is it Swing Copters plural if there is only one copter?
[05:48:22] <JesusCM> its madness i tell ya, MAAAADNESSSS
[05:48:54] <mobidevelop> There is more than one
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[05:49:30] <JesusCM> oh i see you unlock them
[05:50:16] <JesusCM> my internet is so bad
[05:50:23] <JesusCM> people in Africa laugh at me
[05:51:00] <JesusCM> oh good
[05:51:17] <JesusCM> ami still here
[05:51:19] <TEttinger> yes
[05:51:33] <fauge> Tettinger or @mobi heres the game http://fauge.itch.io/test
[05:51:56] <JesusCM> sometimes i think im still in the chat then i type and i realize i had ping out some time ago
[05:52:05] <JesusCM> pinged*
[05:52:09] <fauge> i cant get it to move, but when i click the superdev refresh button it works
[05:52:55] <TEttinger> JesusCM, if you're on webchat check the server tab
[05:52:56] <mobidevelop> There is no superdev button silly
[05:53:10] <fauge> i know, bc i took it out
[05:53:20] <fauge> but on the one there is it works if i press it
[05:53:31] <JesusCM> im not sure what you are talking about Tett
[05:53:43] <fauge> but on the one it doesnt have, the key input wont work
[05:53:44] <mobidevelop> So put it back in and press it
[05:54:09] <TEttinger> JesusCM, uh what client are you using that doesn't say you've been disconnected
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[05:54:29] <fauge> but how do i get other people to get it to work
[05:54:37] <JesusCM> well sometimes it does say i got disconnected
[05:54:51] <JesusCM> im on firefox
[05:54:53] <JesusCM> other times it just happens silently
[05:54:56] <mobidevelop> fauge: it is probably because itch.io put it in an iframe
[05:55:13] <fauge> is there some other free webhosting for it?
[05:55:49] <nexsoftware> http://commondatastorage.googleapis.com/itchio/html/19276/index.html
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[05:58:10] <JesusCM> damn swing copters is harder than Flapy Bird
[05:58:27] <fauge> how did you do that nex?
[05:58:27] <JesusCM> Jesus is struggling
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[05:59:39] <JesusCM> what are you guys thoughts on implementing Google play services?
[05:59:40] <nexsoftware> fauge, I looked at the src attribute of the iframe
[05:59:47] <JesusCM> do users really care about posting scores to Google + ?
[05:59:52] <nexsoftware> Nope
[06:00:09] <JesusCM> it seems overhyped
[06:00:28] <JesusCM> yeah fuck it
[06:00:28] <JesusCM> i would personally never bother
[06:00:28] <JesusCM> fuck google
[06:00:34] <nexsoftware> http://codepen.io/soulwire/pen/Ffvlo
[06:00:36] <JesusCM> ill just use their ads and analytics
[06:01:37] <TEttinger> JesusCM, and I'll just block both
[06:01:48] <JesusCM> lol
[06:01:57] <JesusCM> yeah its easy to disable ads just turn of your wifi
[06:02:16] <JesusCM> makes you wonder why so many knuckle heads complain about them
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[06:03:37] <fauge> oh i see thanks Nex!
[06:05:02] <JesusCM> anyone ever upgraded Android OS on a rooted device before?
[06:05:20] <JesusCM> Jesus had the coruage to root his tablet, and it was successful
[06:05:37] <JesusCM> but Jesus fears firmware upgrade
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[06:09:37] <JesusCM> guess not
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[06:12:49] <JesusCM> .....
[06:13:51] <TEttinger> JesusCM, kinda
[06:14:08] <TEttinger> I installed cyanogenmod or something like it on an android tv stick
[06:14:19] <JesusCM> i see
[06:14:32] <JesusCM> but not a full upgrade like icecream to kitkat
[06:14:36] <TEttinger> it was fairly straightforward, but different devices need different things
[06:14:41] <TEttinger> it is a different OS
[06:14:55] <TEttinger> cyanogenmod is an unofficial android version
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[06:15:32] <JesusCM> oh i see
[06:15:36] <JesusCM> maybe ill try it after i make a new app
[06:15:49] <JesusCM> i want the device to be functional for testing at least
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[06:29:12] <fauge> whats wrong with the regular ios?
[06:29:19] <fauge> i mean android os
[06:29:52] <JesusCM> nothing i just want the new features
[06:30:36] <JesusCM> kitkat allows you to natively record your device
[06:30:51] <JesusCM> that would make it easy for me to make gamplay videos
[06:32:04] <nexsoftware> I've never used that feature
[06:32:06] <LiquidNitrogen> is it possible to change the base name of my project? com.liquidnitrogen.test isnt what i want lol
[06:32:40] <fauge> yeah its possible but might take a little
[06:32:55] <nexsoftware> It is a dreadful process
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[06:33:34] <JesusCM> ive done it
[06:33:38] <JesusCM> dead simple really
[06:33:59] <fauge> if you know where to look probably easy
[06:34:04] <LiquidNitrogen> does it involve kerosene and a lighter?
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[06:34:11] <nexsoftware> sledgehammer
[06:34:18] <LiquidNitrogen> :/
[06:35:04] <LiquidNitrogen> oh well. i will perhaps just not care.. as is my custom with almost everything
[06:35:19] <JesusCM> then uninstall it
[06:35:28] <JesusCM> then reinstall windows
[06:35:32] <JesusCM> you have to hit your computer with a sledgehammer really hard
[06:35:34] <JesusCM> then reinstall ecipse
[06:35:39] <JesusCM> then throw pc out the window
[06:35:51] <JesusCM> buy new one start over and there you go
[06:35:55] <JesusCM> that easy
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[06:36:12] <LiquidNitrogen> my sledge hammer is up at the forest. i will have to wait untill tomorrow before i can launch
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[06:40:20] <JesusCM> shovel works too if you hit it hard enough
[06:44:08] <JesusCM> damn mosquitos
[06:44:15] <JesusCM> in my room i cant see em
[06:44:34] <LiquidNitrogen> you need some cyanide spray for that
[06:44:36] <JesusCM> ast 3 nights the eat my legs and feet around 9 o clock
[06:44:42] <JesusCM> past
[06:45:00] <JesusCM> its like they are on a schedule
[06:53:22] <JesusCM> https://play.google.com/store/apps/details?id=de.mindme.flappydickman
[06:53:33] <JesusCM> humanity will be punished for this ^
[07:00:33] <fauge> haha i felt like making that
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[07:00:46] <fauge> but i didnt cause people would be like dude are you gay or something
[07:00:54] <JesusCM> lol
[07:01:08] <JesusCM> i just watched the gameplay video for this one : https://play.google.com/store/apps/details?id=com.BitchzillaStudios.FlyingDick
[07:01:15] <JesusCM> Jesus was in tears
[07:01:47] <fauge> good music lol
[07:02:06] <JesusCM> yeag
[07:02:08] <JesusCM> h*
[07:02:25] <JesusCM> dick games never go big
[07:02:40] <JesusCM> google wont advertise them or allow them in top results
[07:03:04] <fauge> makes sense
[07:03:20] <JesusCM> i really want to make a clone of swing copters
[07:03:44] <JesusCM> but im not sure how i should make it unique
[07:03:50] <TEttinger> make it better
[07:04:06] <JesusCM> yeah i played swing copters and its really lacking
[07:04:10] <TEttinger> swing copters is terrible
[07:04:15] <JesusCM> indeed
[07:04:27] <JesusCM> 3.8 rating might as well be 1
[07:04:42] <JesusCM> considering how many shit games are given 4s and 5s
[07:05:08] <JesusCM> i could easily improve the physics
[07:05:14] <JesusCM> and mechanics
[07:05:17] <JesusCM> thats the easy part
[07:05:30] <JesusCM> im not sure what to change the subject to
[07:05:39] <JesusCM> like what should i call it instead of swing copters
[07:06:36] <JesusCM> 3.5 rating actually
[07:06:45] <JesusCM> that aint good
[07:09:54] <fauge> Jesus did you make swing copters?
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[07:11:32] <JesusCM> lol no
[07:11:44] <JesusCM> it was the Dong Nyugen guy
[07:11:50] <TEttinger> dongmaster dong
[07:11:56] <JesusCM> lol
[07:12:04] <JesusCM> the dude who made Crappy Bird
[07:12:16] <JesusCM> and swing crapter
[07:12:51] <JesusCM> shit was released a few days ago and already has 500k - 1million downloads
[07:12:58] <JesusCM> just cause the name behind it
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[07:17:48] <JesusCM> im likin the new eclipse juno
[07:18:03] <JesusCM> luna*
[07:18:16] <JesusCM> Jesus much pleased
[07:21:25] <TEttinger> http://youtu.be/F1SfzV67Bqw?t=1m47s
[07:21:32] <TEttinger> JesusCM: this is you
[07:22:35] <TEttinger> also, https://www.youtube.com/watch?v=p6z0Zay9itk
[07:22:49] <JesusCM> ahaha that is Jesus indeed
[07:24:35] <JesusCM> Jesus the pimp :)
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[07:32:18] <JesusCM> i was in a play one
[07:32:20] <JesusCM> once*
[07:32:22] <JesusCM> https://www.youtube.com/watch?v=iSVR94c0bqM
[07:32:35] <fauge> 991 lines of code for my Ld game
[07:32:42] <fauge> is that high or low?
[07:33:10] <JesusCM> Ld game?
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[07:33:51] <fauge> ludum dare...48 hours to make a game from scratch
[07:33:57] <JesusCM> oh
[07:34:11] <JesusCM> well no one can answer your question
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[07:34:34] <JesusCM> without knowing the type of game and complexity involved
[07:34:52] <fauge> http://commondatastorage.googleapis.com/itchio/html/19064/index.html
[07:34:54] <fauge> take a look at it
[07:36:27] <JesusCM> lol its funny
[07:36:53] <JesusCM> how do u get money
[07:37:04] <JesusCM> am i suppose to have a gun or something
[07:37:19] <fauge> space to fire
[07:37:24] <fauge> and you get money by killing cones
[07:37:31] <LiquidNitrogen> is it possible to specify specific images for mipmaps? the autogenerated ones blend the edges of my tiles into eachother
[07:37:42] <JesusCM> ive killed them but im still broke
[07:37:49] <fauge> keep killing them
[07:39:36] <JesusCM> there ai is so easy to trick
[07:39:51] <JesusCM> i just stand platform above and rain death
[07:40:00] <fauge> i didnt have time to make the ai smart lol
[07:40:04] <fauge> i only had 2 days
[07:40:08] <JesusCM> yeah
[07:40:22] <JesusCM> thats why i think LD should be like a week at least
[07:40:41] <JesusCM> and you cant tell when you are buying things
[07:40:42] <fauge> there are other competitions that are longer
[07:40:49] <JesusCM> such as?
[07:40:56] <LiquidNitrogen> im not playing that.... you used default font!
[07:41:14] <JesusCM> lol Liquid
[07:41:44] <fauge> http://www.onegameamonth.com/
[07:41:50] <fauge> lol liquid i have another font
[07:41:54] <fauge> but i didnt use it
[07:42:06] <fauge> im going to bed ill change it when i can
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[07:42:43] <JesusCM> maybe i should make a game called Swing Jesus
[07:42:58] <LiquidNitrogen> man.. space to shoot? i say mouse button to shoot would be way nicer but ill see
[07:43:10] <JesusCM> yeah mouse shoot
[07:43:31] <LiquidNitrogen> yek its breaking my brain-hand coordination
[07:43:31] <JesusCM> you aim with it anyways so its more natural
[07:44:13] <fauge> i was thinking only a 4 directional shooter
[07:44:25] <fauge> but...the mouse kinda seems nateral
[07:44:33] <fauge> and ill fix more stuff later
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[07:44:41] <LiquidNitrogen> ok. if you change it to mouse click to shoot i will plau it
[07:44:52] <LiquidNitrogen> ok bye
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[07:45:47] <JesusCM> rock me rock me rock me sexy jesus
[07:46:12] <LiquidNitrogen> cant you be more sensible JesusCM?
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[07:46:58] <JesusCM> sensible?
[07:47:11] <TEttinger> and not make a swing copter clone?
[07:47:16] <JesusCM> Jesus Code McChrist is too sexy for that
[07:47:24] <JesusCM> why not?
[07:47:35] <TEttinger> I dunno
[07:47:38] <JesusCM> look this industry is built on plagarism
[07:47:39] <TEttinger> it's an awful game
[07:47:56] <JesusCM> angry birds is a reskin of that castle flash game
[07:48:13] <JesusCM> the little blue bird that splits in 3, the bomb bird, its all a rip
[07:48:40] <JesusCM> bastards are in this business man
[07:48:48] <JesusCM> candy crush same story
[07:48:50] <LiquidNitrogen> nearly every game is a clone of some other game with something added/changed
[07:48:54] <JesusCM> Jesus is only following the money
[07:49:36] <JesusCM> Copters being awful is good, that means i have my work cut out for me
[07:49:42] <JesusCM> i just have to improve it
[07:50:07] <JesusCM> thats why its hard to make successful angry birds clone
[07:50:14] <JesusCM> no one will play it when the original is perfectly fine
[07:50:48] <JesusCM> Swing Satan?
[07:50:51] <LiquidNitrogen> for a start, you could make the first 3 seconds a warm up, rather than only the first 0.1 seconds
[07:51:03] <JesusCM> lol true
[07:51:29] <LiquidNitrogen> and secondly you could have some variation in the stages
[07:51:43] <JesusCM> yeah variety is good
[07:52:16] <JesusCM> dong messed up
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[07:52:29] <JesusCM> it coulda been way better
[07:52:48] <LiquidNitrogen> i dont think dong knows a lot about game design.. though i havnt seen any of his other work
[07:52:59] <JesusCM> Flappy Bird
[07:53:03] <JesusCM> he got lucky
[07:53:06] <LiquidNitrogen> but even making a shitty simple game like that, theres no reason not to add some good design to it
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[07:53:22] <JesusCM> that game suddenly got popular out of the blue
[07:53:33] <JesusCM> it was already on the market for like 8 months
[07:53:43] <LiquidNitrogen> yeah, its random as.. theres plenty of other little doger games
[07:53:47] <LiquidNitrogen> dodger
[07:54:02] <JesusCM> with similar style gameplay
[07:54:17] <JesusCM> but this game just misses the mark
[07:54:24] <JesusCM> the gameplay isn't very fluid
[07:54:25] <LiquidNitrogen> my game will beat it though
[07:54:37] <JesusCM> hes obviously trying to replicate the success
[07:54:40] <JesusCM> are you making one right now?
[07:55:04] <LiquidNitrogen> i tried copters and i couldnt even work out how to control it untill someone told me. thats not good
[07:55:10] <LiquidNitrogen> yeah im making chainsaw cat
[07:55:30] <JesusCM> chainsaw hat lol
[07:55:50] <JesusCM> yeah it took me awhile to understand too
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[07:55:57] <JesusCM> hes instructions suck
[07:56:00] <JesusCM> his*
[07:56:26] <JesusCM> people download then just uninstall
[07:56:27] <LiquidNitrogen> all it needed was the words "tap to swap direction"
[07:56:30] <JesusCM> i bet the retention rate is low
[07:56:44] <ttf-IV> hi, how do i go about making the shading on my 3d model more impressive in libgdx Opengl2.0?
[07:56:45] <JesusCM> lol i know
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[07:58:07] <JesusCM_> see it happened the ghost disconnect
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[08:00:16] <JesusCM_> so whats cat chainsaw gonna be like
[08:00:28] <TEttinger> ttf-IV, got any screenshots?
[08:00:41] <TEttinger> I don't do 3d but quite a few people do here
[08:00:48] <JesusCM_> hey aint no room for two Jesuseses
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[08:00:59] <JesusCM_> ah there we go
[08:01:11] <JesusCM_> see that delayed quit
[08:01:16] <JesusCM_> thats my problem
[08:01:21] <TEttinger> JesusCM_, yeah, it's common
[08:01:26] <LiquidNitrogen> its in the past
[08:01:39] <JesusCM_> lol
[08:01:47] <ttf-IV> well i have low poly human models with smooth shading. that's about it. their faces have blocky shading.
[08:02:21] <ttf-IV> could i use normal maps?
[08:03:27] <ttf-IV> im using default shader because that's what libgdx uses on opengl 2.0, or rather that's what ogl20 uses
[08:03:28] <TEttinger> not that many people are active right now, keep it in mind if you see Xoppa, especially, join or maybe ask kalle_h
[08:04:24] <ttf-IV> okay ill ask them
[08:04:43] <ttf-IV> i know a lot about 3d modelling but programming 3d is new to me
[08:06:13] <TEttinger> well kalle_h doesn't use libgdx now but does this (windows only, looks great though) https://www.youtube.com/watch?v=PwFQp6eizTw
[08:06:45] <TEttinger> if it comes to shaders, kalle_h knows just about everything it seems
[08:06:59] <LiquidNitrogen> oh.. i thought they were using libgdx for hardland :|
[08:08:40] <ttf-IV> i wish i knew shaders better
[08:09:55] <ttf-IV> why not use libgdx? is he using directX or a newer OpenGL?
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[08:16:46] <TEttinger> ttf-IV, hardland wouldn't run on android (too high-end graphics), so they only needed to target desktop anyway, where libgdx would be fine but they may have had existing code or could use another engine like Unreal
[08:17:54] <ttf-IV> makes sense
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[11:06:07] <MoshDev> What time its?
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[11:06:41] <MatrixBirds> 5:06 pm
[11:14:57] <noooone> actually it's 11:14am
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[11:21:18] <mk1> actually it's stardate 68114.2
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[11:25:49] <[twisti]> is LD over yet ?
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[11:32:51] <blomman> I'm getting "did you forget to inherit a required module?" when compiling my GWT project. This is because I'm using java.utils.Calendar and my own SDK binding and some other stuff. Can I somehow solve this?
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[11:33:23] <mobaxe> guys this ball bounces the same height always, I want it bounce more http://pastebin.com/6KRiP3VC i tried restition already
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[11:47:25] <Ashiren> fixtureDef.restitution = 0f;
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[11:53:58] <gentlemandroid> You'd have to set it to a > 1 restitution wouldn't you?
[11:54:15] <gentlemandroid> And watch it go crazy unstable probably
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[11:56:07] <dixxy> hey! is there any guide for troubleshooting for gwt compiling?
[12:03:18] <mobaxe> i tried everything with restitution
[12:03:22] <mobaxe> it doesnt work
[12:06:29] <gentlemandroid> Restitution may clamp at 1, it's not really physically realistic to add energy to a body upon collision
[12:06:43] <kalle_h> hello
[12:06:52] <gentlemandroid> Hey kalle_h
[12:06:52] <kalle_h> https://www.dropbox.com/s/g71ilnx4a4otb79/WaterRipples.png?dl=0
[12:07:07] <kalle_h> my procedural water ripple shader finally looks tolerable
[12:07:11] <cackling_ladies> if I want to rotate and/or distort my sprite, I can just change the vertex x&y right? Just did a quick test and that looked funny.
[12:07:41] <[twisti]> is that a mutant alien with an exposed brain, kalle
[12:07:52] <cackling_ladies> http://i.imgur.com/0i6vsMr.png here's the result for your amusement.
[12:08:01] <kalle_h> [twisti]: its ghoul
[12:08:26] <gentlemandroid> cackling_ladies, have to rotate around the sprite center
[12:08:32] <gentlemandroid> That looks like it's rotating around the corner
[12:08:46] <cackling_ladies> yeah I'd have to calibrate that.
[12:09:11] <gentlemandroid> Don't sprites have a rotation already?
[12:10:10] <cackling_ladies> the animation stripe I use are not err for a lack of word, tiled
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[12:10:24] <cackling_ladies> they change size depending on the particular time.
[12:10:35] <cackling_ladies> so where the sprites anchored vary.
[12:10:40] <cackling_ladies> I cannot use the default rotation.
[12:12:41] <dixxy> dammit i hate gwt
[12:12:57] <mobaxe> gentlemanandroid isnt there another way to do that ? as i told you i tried everything with restitution and others,
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[12:18:20] <gentlemandroid> Contact Listener
[12:18:37] <gentlemandroid> Apply an impulse on impact
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[12:25:53] <gentlemandroid> So I just played Bioshock over the weekend, what a tremendous game
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[12:27:55] <noooone> Bioshock 1?
[12:28:21] <gentlemandroid> Yep
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[12:28:37] <gentlemandroid> I'm probably the last person
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[12:34:03] <mobaxe> gentlemandroid you mean this ? fixtureA.getBody().applyLinearImpulse(0, 555f, fixtureA.getBody().getWorldCenter().x,
[12:34:03] <mobaxe> fixtureA.getBody().getWorldCenter().y, true);
[12:35:54] <spriggsy> Hi there, any one have much experience with Rays?
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[12:36:39] <[twisti]> what are you trying to do with them spriggsy ?
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[12:38:28] <spriggsy> ive set a couple to project out the front of a veh to act as whiskers for obstacle avoidance. i can detect when they have collided with a rigid body, but would like to work out how to get the distance to the obj
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[12:39:07] <[twisti]> thats a cool idea
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[12:39:32] <[twisti]> cant help you with the question though
[12:40:15] <dixxy> I mean... it wouldn't compile cause in the gwt.xml, the setup-ui linked the android project assets
[12:40:22] <dixxy> I'm gone mad...
[12:40:27] <spriggsy> no probs, ive tried everything i can think of s far, but still no joy
[12:40:51] <dixxy> Would it be so hard to tell me in the error log that it couldnt find the android project?
[12:40:59] <dixxy> stupid gwt logger
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[12:55:14] <gentlemandroid> That is a cool idea
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[12:58:40] <gentlemandroid> spriggsy, RayCastCallback right?
[12:59:34] <noooone> are you talking about box2d or bullet?
[12:59:41] <spriggsy> thats right, ive used ClosestRayResultCallback with bullet
[13:00:09] <noooone> the callback gives you the collision point
[13:00:12] <spriggsy> im just trying to find the web page where i borrowed some one elses code from
[13:02:09] <spriggsy> this where i managed to get the answer from,http://stackoverflow.com/questions/24988852/raycasting-in-libgdx-3d but changed it from the camera pos to the veh pos
[13:02:21] <noooone> hey, that's me :D
[13:02:32] <spriggsy> ive just seen the posters sig on that page, wouldnt be you by any chance?
[13:03:08] <spriggsy> well in that case, thanks for your help so far. its got me a long way already
[13:03:45] <noooone> the callback has a method getHitPointWorld
[13:07:31] <spriggsy> ahh, just trying that now, i see its a btVector3, is this the same as a normal Vector3? if thats the case i can just use the .dst function to find the float distance
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[13:08:44] <noooone> it should be a Vector3 I think
[13:08:57] <noooone> maybe you are still using an older version?
[13:09:53] <spriggsy> its come up as a btVector3, currntly using libgdx1.3.0, not sure how to work out what version of bullet it is?
[13:10:11] <noooone> hhmmm, weird
[13:10:41] <noooone> I was sure it's a Vector3. but yeah, btVector3 has something like vector.getX() I think
[13:10:49] <noooone> so you can just construct a Vector3 from it
[13:11:07] <noooone> and then use dst() with the ray origin
[13:11:31] <spriggsy> brilliant, ill give it a go now. thanks for your help again
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[13:12:27] <kamiz> Hello
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[13:23:35] <DetlefDev> Hey. Is there a list of what classes GWT is able to compile? It seems to me that not all are avaible.
[13:23:51] <bach> I think there's something on the wiki
[13:26:22] <kalle_h> bach: how is your game shaping up? or is it published already?
[13:26:33] <bach> kalle_h: haha yea it :D
[13:26:37] <bach> *it is
[13:26:43] <kalle_h> I have missed it then
[13:26:52] <kalle_h> where I can buy it?
[13:27:01] <bach> http://store.steampowered.com/app/253150
[13:27:49] <DetlefDev> nice
[13:28:44] <kalle_h> bach: how long greenlighting took?
[13:29:10] <bach> kalle_h: we didn't go through greenlight
[13:29:58] <kamiz> Can someone tell how how do google dev account work? Can i set developer name, and email other than my own google email and public name?
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[13:30:28] <kamiz> I don't know if i should create new account or developing, or use my personal.
[13:30:30] <kalle_h> bach: Did you have some connections to Valce theb=
[13:30:32] <kalle_h> *then?
[13:30:51] <noooone> bach: did you use libgdx?
[13:31:03] <bach> kalle_h: yep :) it's a bit odd. But still possible
[13:31:06] <bach> noooone: yea
[13:31:14] <bach> noooone: libgdx all the way
[13:31:30] <noooone> oh wow, first game with real steam api integration then? because of the achievements
[13:31:40] <bach> I think there's a few others
[13:32:06] <bach> we're also adding workshop integration for the editor
[13:32:12] <bach> well
[13:32:14] <bach> maybe :D
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[13:32:48] <noooone> the editor is also libgdx?
[13:32:52] <bach> yea
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[13:33:30] <kalle_h> Last time I chatted with Valve guys they just said that most should go via greenlight. Even tought we have one game shipped on steam(but with publisher)
[13:34:48] <bach> noooone: this is the editor: https://twitter.com/robotality/status/500629445917827072
[13:35:03] <bach> kalle_h: yea, thing is valve doesn't really seem to enforce strict rules
[13:35:07] <spriggsy> another thanks noooone, you pointer worked out perfect
[13:35:22] <kalle_h> bach: true
[13:35:47] <kalle_h> bach: have you seen our game Hardland progress?
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[13:36:01] <bach> kalle_h: I saw some stuff ages ago
[13:36:05] <bach> but not anything recent
[13:36:12] <kalle_h> https://www.dropbox.com/s/g71ilnx4a4otb79/WaterRipples.png?dl=0
[13:36:31] <kalle_h> This is what I have done recently. Dynamic gbuffer modifation shaders
[13:36:44] <kalle_h> this shader adds wet look and procedural ripples
[13:36:54] <kalle_h> you can see those top of the coin
[13:37:01] <bach> oh man, that looks so sexy
[13:37:06] <bach> love the overall feel
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[13:38:58] <HunterD> hi! can I render a framebuffer using a SpriteBatch?
[13:39:08] <kalle_h> can't wait that I can try your game. It's really beatifull.
[13:39:21] <bach> HunterD: yes
[13:39:33] <noooone> I'll also get it as soon as I'm home :)
[13:39:42] <HunterD> bach: I get black image in the place I set the framebuffer to be rebdered
[13:40:14] <HunterD> kalle_h: which game are talking about?
[13:40:24] <noooone> the reviews so far are good, does it sell well?
[13:40:31] <bach> kalle_h: The game has it's nice moments. But it's really hard for me to look at it objectively. I just see all the compromises hehe
[13:40:49] <bach> HunterD: would need more details to determine the issue
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[13:41:26] <noooone> compromises... is that's why you called it Halfway? :D
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[13:42:44] <bach> noooone: ;)
[13:42:45] <HunterD> bach: http://pastebin.com/zTZRBgzd I test gaussian blur which uses linear filtering for reducing the texture reads. from kalle_h ( http://kallehamalainen.blogspot.ro/2012_03_01_archive.html ):)
[13:42:59] <DetlefDev> Does someone know a way around using Pixmaps when converting a byte[] into an texture without saving it, becasue GWT does not support Pixmaps?
[13:43:24] <bach> DetlefDev: what are you trying to do
[13:43:35] <bach> shaders might work
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[13:44:04] <DetlefDev> I'm downloading an image from an url and then I want to draw it on the screen
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[13:44:28] <DetlefDev> This works via Pixmaps in Desktop but not for HTML
[13:45:23] <bach> Hmm, don't know if it's possible
[13:45:42] <bach> well
[13:45:55] <bach> yea don't know :D
[13:46:32] <DetlefDev> Mmh.. ok. But thanks anyway :D
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[13:47:34] <mk1> DetlefDev: why wouldn't you want to save it?
[13:48:26] <HunterD> bach: I solved it, moved some calls around :)
[13:48:55] <DetlefDev> I thought this only as first solution. I didn't look at I/O when using GWT but this would be my next step.
[13:49:19] <HunterD> is the default sprite batch using some filtering when scaling textures up?
[13:50:00] <bach> HunterD: yes, linear
[13:50:11] <mk1> HunterD: it's not the sprite batch's choice. it's dependent on the texture
[13:50:38] <bach> HunterD: I lied
[13:50:42] <bach> it's nearest
[13:50:48] <mk1> it's neither
[13:51:03] <bach> mk1: well the textures default to nearest
[13:51:07] <bach> so unless you do anything
[13:51:10] <bach> it'll be nearest
[13:51:36] <mk1> yes, but it's the texture not the batch
[13:52:07] <HunterD> thanks. also, when setting filtering for minification or magnification, why are there two words? ex MipMapLinearLinear instead of MipMapLinear
[13:52:28] <HunterD> *two Linear
[13:52:39] <HunterD> *or combinations with Nearest
[13:52:56] <mk1> I'm not quite sure what what is. but basically you can choose if the texture itself is filtered (first)
[13:53:15] <mk1> and if the image itself is blended between two mipmap stages (second)
[13:53:50] <bach> http://www.badlogicgames.com/wordpress/?p=1403
[13:53:58] <mk1> if both are linear it's also called trilinear filtering (bilinear = horizontal and vertical axes of image, trilinear = both + blending mipmaps)
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[13:54:43] <HunterD> I see. Is it costly to use trilinear ?
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[13:58:16] <mk1> nope
[13:58:54] <kalle_h> trilinear cause two texture fetch
[13:58:56] <mk1> well yeah, it is a little
[13:59:17] <kalle_h> but mipmapping may increase perforamance a lot
[13:59:31] <mk1> but it's usually not necessary for 2d games. if you're working with 3d it gets rid of nasty edges
[13:59:37] <kalle_h> so trilinear is usually better than bilinear(without mips)
[13:59:58] <kalle_h> mk1: its needed if you have some zooms
[14:00:02] <kalle_h> or scaling stuff
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[14:00:05] <kalle_h> like particles
[14:00:39] <mk1> mipmapping yes, trilinear filtering... doubtful
[14:01:04] <kalle_h> you will see horrible pop when mipmaps suddendly change
[14:01:48] <mk1> you can stop that by setting the lod bias appropriately
[14:02:41] <kalle_h> you can't stop it
[14:02:58] <kalle_h> at some point mipmap will change when you zoom/scale
[14:03:19] <kalle_h> lod bias has nothing to do with it
[14:04:06] <HunterD> when is the mipmap change activated? considering I have an 8x8 image , will the lower mipmap show when the image covers a 4x4 size on screen or at 3x3 size on screen?
[14:04:50] <mk1> of course it has something to do with it
[14:05:25] <kalle_h> explain it htne
[14:05:27] <kalle_h> *then
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[14:06:03] <mk1> the lod bias decides when to switch to another mipmap. if you set it correctly you won't see any pop, because the larger mipmap is set when four texels are used for rendering one pixel
[14:06:41] <mk1> which, when filtered, equals the single texel in the lower mipmap
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[14:09:15] <kalle_h> you are assuming that mipmaps are always filtered bilinearly
[14:09:26] <kalle_h> which is not very good choise
[14:10:40] <mk1> and why is that?
[14:10:46] <mk1> especially with scaling/zooming
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[14:11:21] <InspiredNotion> Hello
[14:11:44] <mk1> anyway, it's just a way to suppress mipap filtering. I'm not saying it should be used like that
[14:12:17] <kalle_h> http://number-none.com/product/Mipmapping,%20Part%201/index.html
[14:13:26] <kalle_h> Trilinear is super cheap for its benefits. I would use that or Anistro(good for non uniform scaling in 2d games) as default
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[14:21:46] <poxip> hi
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[14:22:40] <poxip> i gonna start new project for android with libgdx, and i think what resolution should i use for asstes, 1080p, 720p or 800x480?
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[14:23:08] <poxip> this mean default scene size
[14:26:09] <kalle_h> I would't use pixels as scene size
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[14:29:05] <InspiredNotion> well poxip, depends if you want o make resource for multiple sizes, so you could check the creen density and apply acordingly, otherwise its up to you to be honest but most devices i would say have high res.. your call
[14:29:21] <InspiredNotion> *screen
[14:29:25] <poxip> mhm
[14:34:15] <InspiredNotion> poxip this may help, scroll down to the screen part http://developer.android.com/guide/practices/screens_support.html recommended 480 x 800 normal - large, extra large is 1280x800.. your choice..
[14:34:47] <InspiredNotion> i currently use 480x800 and add linear texture filter for scaling which works nicely
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[14:36:08] <poxip> InspiredNotion: thx, i use pixelart graphic (not even pixelart)
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[14:36:37] <InspiredNotion> kk, yw
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[14:40:56] <blomman> Is it possible to export HTML5 project as a canvas?
[14:41:01] <blomman> And avoid webGL somehow?
[14:41:28] <DetlefDev> mk1: now I know why I don't want to save it. With HTML5 I naturally can't save the files locally. :D
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[14:42:59] <mk1> DetlefDev: makes sense
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[14:50:57] <InspiredNotion> blowman sorry i don't know much about HTML5 tbh, Nexsoftware loves the stuff :)
[14:51:36] <nexsoftware> O.o
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[14:52:25] <nexsoftware> the html5 backend requires webgl
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[14:53:43] <blomman> Okay, thanks for the answers! :)
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[14:59:51] <[[derek]]> I attempted to use monogame this morning
[14:59:53] <[[derek]]> it did not go well
[15:00:10] <nexsoftware> heh
[15:00:19] <[[derek]]> First I attempted to install Visual Studio, ruh oh, it wanted me to update windows.
[15:00:31] <[[derek]]> I tried to do that, "Update failed"
[15:00:41] <[[derek]]> then I said stuff it and went back to linux and libgdx.
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[15:00:51] <[[derek]]> And life has been good ever since
[15:02:01] <nexsoftware> Can't vouch for the linux aspect, but I can say good call on the libgdx.
[15:02:03] <Getterac7> hehe... i recently installed VS2013 as well... and also had to struggle with updating Windows... I really wonder why Win7's SP1 is required to install the software, besides forcing people to update their OS...
[15:02:34] <[[derek]]> Probelly uses some API in Windows 7 included in service pack 1
[15:02:49] <[[derek]]> Updating in debain is so much easier
[15:02:54] <[[derek]]> You don't even need to restart
[15:03:13] <Getterac7> yeah, that was another thing... i probably had to restart Windows like 5 times.
[15:03:16] <[[derek]]> I think I upgraded from 32bit to 64bit without restarting
[15:03:26] <[[derek]]> I'd like to see you do that in windows.
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[15:08:53] <staxx6> Hi!, shouldn't "Gdx.graphics.getWidth()" return the surface/ display width? Get only 640px from this methode... (should be 1920)
[15:09:34] <[[derek]]> staxx6: it returns the current width of the window the game is playing in in pixels
[15:09:46] <Kyle873> [[derek]], heh
[15:09:53] <Kyle873> I also gave up on bothering with MonoGame
[15:10:03] <Kyle873> if you get far enough to actually start working with it, you'll end up hitting the pipeline
[15:10:06] <Kyle873> ...which barely exists
[15:10:14] <Kyle873> and is super cumbersome to use
[15:10:25] <Kyle873> it's either that or install VS2010 and use XNA 4's content pipeline
[15:10:30] <Kyle873> which is also a gigantic PITA
[15:10:45] <Kyle873> been messing with libgdx the last 2 days, super impressed
[15:11:19] <Kyle873> loving it so far, plus, being able to instantly run/test really fast on my Android is really awesome
[15:11:30] <[[derek]]> from what I've seen C# is a nicer language than java
[15:11:44] <Kyle873> yeah I generally prefer C#
[15:11:47] <[[derek]]> My uni course uses c# so I thought I would get to know it by creating a game
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[15:12:07] <Kyle873> I think my only gripe with Java is that things can get extremely "wordy"
[15:12:10] <Kyle873> if that makes any sense
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[15:12:54] <Kyle873> I messed with C# and XNA a lot, until MS killed off XNA
[15:13:00] <Kyle873> so I needed to check out other options
[15:13:10] <Kyle873> and frankly, MonoGame just doesn't feel like it's there yet
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[15:15:54] <staxx6> Uh okay, but then how I get the (native) resolution for fullscreen?
[15:16:15] <Kyle873> isn't there a getCurrentDesktopResolution() method in Graphics or some such?
[15:16:30] <Kyle873> Gdx.graphics.getDesktopDisplayMode()
[15:16:44] <Kyle873> that's it
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[15:20:01] <staxx6> Ahhh, that is it, thanks!
[15:21:29] <Kyle873> yeah I may have read like 90% of the wiki and javadocs last night hehe
[15:21:40] <mobidevelop> O.o
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[15:30:05] <davebaol> Kyle873: then I'd expect you're a bit confused now :)
[15:30:07] <dixxy> ehehe
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[15:35:15] <integer_> Hi all
[15:35:20] <DetlefDev> I used an java.io.OutputStream and accidentally saved a file to my internal storage. But I'm not able to find it with my explorer. Can someone tell my where the root folder of the application is when im running it in eclipse?
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[15:37:24] <integer_> I have a question related with in-apps in Android for libgdx. I've implemented it, and in-apps works fine. But my app crashes after few seconds after in-app window appears on the screen. Exception that throwing is something like: "Too long wait for synchronize"
[15:37:42] <integer_> Can anyone had deal with this trouble?
[15:37:46] <poxip> InspiredNotion: i tested some assets for 800x480 resolution, and it looks awful on hd (720p) screen. :/
[15:38:20] <poxip> i gonna test 720p textures
[15:38:29] <integer_> Can anyone give me example of android in-app with last libgdx version?
[15:39:37] <poxip> integer_: https://github.com/libgdx/libgdx/wiki/Running-Demos
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[15:43:39] <integer_> I've just looked all examples. Didn't find anyone with in-app purchases
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[15:55:39] <mobidevelop> integer_: that means something is preventing the pause sequence from completing for at least 4 seconds which is detected and treated as a deadlock
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[16:09:36] <integer_> mobidevelop, can you explain it more? maybe, some simple example, link about this trouble?
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[16:10:39] <mobidevelop> It isn't a common problem, so I don't have any links. What type of device? Are you doing anything in your pause method?
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[16:17:26] <integer_> A trouble is on a lot of devices. Just checked pause() method - it's empty
[16:18:08] <integer_> Did you successful implement in-app with last libgdx version?
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[16:20:05] <integer_> Maybe I should call pause() method manually?
[16:23:01] <mobidevelop> You should not cause pause manually
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[16:23:23] <mobidevelop> I don't do IAP so can't offer anything with regard to implementation
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[16:24:01] <mobidevelop> *not call pause...
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[16:25:03] <progrmor> TEttinger ?
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[16:37:39] <Getterac7> Anyone here participate in LD#30?
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[16:39:32] <Getterac7> I didn't get a chance unfortunately. Was busy working on a more long-term game engine.
[16:42:10] <kalle_h> make games not engines :)
[16:43:23] <robitx_zzz> what's LD#30<
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[16:44:55] <Getterac7> robitx: the 30'th competition of Ludum Dare, a 48-hour game development competition. http://www.ludumdare.com/compo/2014/08/20/welcome-to-ludum-dare-30/
[16:45:59] <robitx> 48 hour is too short, month and half would do
[16:47:55] <matthewt> 6 months
[16:48:26] <robitx> 6 full job?
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[16:54:07] <kalle_h> 48h is more than enough
[16:54:55] <[[derek]]> hum?
[16:55:05] <progrmor> Anyone got an idea why I get "Error, reading file "uiskin.json" Although I dont even call on that file : http://pastebin.com/5aXrxfBE
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[16:56:01] <[[derek]]> I nth
[17:00:14] <Getterac7> progrmor: clean project and rebuild?
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[17:00:23] <progrmor> I´ve tried that
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[17:02:24] <integer_> skin = new Skin(Gdx.files.internal("uiskin.json")); - but it commented
[17:02:40] <integer_> maybe something loads in Assets?
[17:03:21] <integer_> check Assets.load(
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[17:11:46] <progrmor> What about the Assets.load ?
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[17:13:09] <[twisti]> why not just see what line you get that error on ?
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[17:15:34] <Getterac7> progrmor: if a line is being called that is commented out, then it's Eclipse or whatever that is wonky and not building the class or something.
[17:20:51] <integer_> what is error number line?
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[17:25:22] <progrmor> just to be clear, when I save the uiskin.json to my assetfolder, I go in to https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.json and then "Raw" and save as text document?
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[17:26:56] <integer_> yes
[17:27:00] <progrmor> ok
[17:27:06] <Getterac7> progrmor: well make sure the file is "uiskin.json" and not "uiskin.json.txt" ... Windows likes to hide file extensions.
[17:27:11] <integer_> but you should also save uiskin.atlas file
[17:27:35] <progrmor> Getterac7 yes but I can just remove that extension in eclipse then?
[17:27:50] <integer_> uiskin.json just description, and there are references to other files in uiskin.json
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[17:30:58] <Neomex> you should ScissorStack.popScissors after batch.end, after batch.flush ?
[17:31:34] <progrmor> http://pastebin.com/wv9gJEn0 http://pastebin.com/VubYAxhq Can anyone take a look? I´´ve tried everything it feels like...
[17:31:48] <progrmor> Error"Reading file uiskin.json"
[17:32:36] <robitx> did you downloaded default font?
[17:32:44] <progrmor> yes
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[17:38:36] <robitx> I dont see it, and thankfuly I dont use eclipse, try to double check all 5 files you need (not counting your pictures)
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[17:43:54] <HunterD> hi! how can I render a framebuffer into a half size one and have the linear sampling activated ? is it possible?
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[17:45:28] <progrmor> deault.fnt , uiskin.json, uiskin.atlas, uiskin.png, default.png robitx ?
[17:45:41] <robitx> yes
[17:46:15] <progrmor> well then I got them all
[17:46:18] <kalle_h> HunterD: sampling is used when reading from texture. not when writing
[17:47:08] <HunterD> kalle_h: so I have to render to full size framebuffer. can I set the framebuffer to have linear sampling when reading from it?
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[17:48:05] <kalle_h> HunterD: you can render in what size you want
[17:48:27] <kalle_h> you can set framebuffer backing texture to use what sampling you like
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[17:56:31] <hackhalo2> is it possible to take a 64x64 transparent image and strech it to fit a 320x540 area? i assume there is, but google hasn't been nice to me
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[17:58:34] <Getterac7> hackhalo2: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-float-float-
[17:59:53] <hackhalo2> ah ok, i see
[18:00:18] <hackhalo2> I was in the right area, but didn't look far enough down
[18:01:05] <DetlefDev> The wiki says that local and internal files are saved relative to my applications directory. Where can I find this directory when im running it without compiling it in eclipse? Or is it only stored in RAM?
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[18:01:28] <HunterD> kalle_h: I will test with the getColorBufferTexture() function and set the filtering on it
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[18:02:24] <DetlefDev> Because I accidently saved a file with java.io.OutputStream but I'm not able to find it with my windows explorer
[18:02:27] <hackhalo2> DetlefDev, basically the directory is ${project_root}/whatever/the/dir/is
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[18:03:32] <DetlefDev> Ok but there is no file. but when i make Gdx.files.internal("housing_room01.jpg").exists() it returns true
[18:03:54] <hackhalo2> local saves it outside the jar, internel is inside the jar (but it's read only)
[18:05:05] <DetlefDev> Where is the jar located?
[18:05:30] <cobolfoo> technically, a JAR is a zipfile, I gues you can open it while it is running, maybe there is a lock on the file :)
[18:05:44] <hackhalo2> the jar i'm refering to is your libGDX application
[18:06:00] <hackhalo2> if you packaged it, it'll be a jar file
[18:06:05] <DetlefDev> yes i know.
[18:06:17] <DetlefDev> but im trying to find it when im running it directly in eclipse
[18:06:22] <hackhalo2> (if you use maven, it'll be in ${project_root}/target
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[18:07:48] <hackhalo2> using what you said you used, the file would be at ${project_root}/housign_room01.jpg
[18:09:11] <DetlefDev> I cant find it :D. And now suddenly it returns false.
[18:09:49] <DetlefDev> But thank you
[18:09:53] <hackhalo2> refresh your eclipse workspace
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[18:12:22] <hackhalo2> alright, I got the texture to resize, but now it's not updating when I resizt the screen
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[18:17:09] <progrmor> quick question, I just refreshed the actual .json file inside eclipse, and it worked? Does it even work like that?
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[18:25:15] <feck> i guess so.. eclipse can be iffy
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[18:50:09] <Kyle873> heheh
[18:50:13] <Kyle873> just found a type in the javadocs
[18:51:01] <Kyle873> Graphics.SetDisplayMode(int width, int height, bool fullscreen) - Tries to set the display mode width the given width and height in pixels.
[18:53:47] <noooone> what about that?
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[18:57:17] <mobidevelop> it says it sets displaymode width instead of with
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[18:58:13] <Kyle873> tiny mistake, but a mistake nontheless
[19:02:50] <kalle_h> http://c0de517e.blogspot.fi/2014/08/minimalism.html
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[19:10:21] <Maximus_> Anyone know how to check if the phone running your app is conencted to the internet? My app currently creates a banner ad that just appears as a blank box if their is no connection so I wish to test it before displaying the ad.
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[19:14:49] <titoasty> hi all
[19:15:08] <Ashiren> well, the ad api should know about it itself
[19:15:24] <Ashiren> but http://stackoverflow.com/questions/4086159/checking-internet-connection-on-android
[19:15:59] <Maximus_> I thought the api would took care of it but I keep getting a black banner instead, thanks for the link
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[19:26:19] <integer_> Maximus, just try to ping your ad network
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[19:28:12] <integer_> as example, InetAddress.getByName("your_address").isReachable(1000);
[19:28:22] <integer_> waits for one second
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[19:52:05] <Lecherito> Is it possible to use google login inside your game so people doesn't need to register?
[19:52:32] <Getterac7> Lecherito: yes, you can use google play
[19:52:51] <Lecherito> but I mean, not only for google game services
[19:53:12] <Getterac7> oh, like google auth service... i'd think so?
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[19:56:31] <MrsSmith> Hiiii, I'm looking for an easy binding for iAd for robovm.
[19:57:14] <MrsSmith> The bindings I like most and I know how to handle them are those: http://libgdx.badlogicgames.com/robovm-ios-bindings/
[19:57:34] <MrsSmith> they are really easy to implement.
[19:58:08] <MrsSmith> is there something like that for iAd?
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[20:00:06] <cobolfoo> Lecherito: you pinged me few days ago? :)
[20:00:24] <Lecherito> oh, did I? xD
[20:01:30] <Lecherito> I don't really remember
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[20:01:50] <cobolfoo> yeah then no problem
[20:03:21] <cobolfoo> have you tried this: http://www.nuggeta.com/news/LibGDX-API-released!.html ?
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[20:10:34] <Lecherito> I did cobolfoo
[20:10:45] <Lecherito> Not too much because I was too newbie for that
[20:11:01] <Lecherito> Nuggeta is pretty cool
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[20:26:29] <tvg> hi all... I'm having a bit of a problem with the scaling viewport and libgdx...
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[20:26:49] <tvg> i want to unproject the mouse coordinates, so I can pick an entity of my level
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[20:27:09] <tvg> bet the unproject returns a wrong value, as soon as I have gutter bars on top or on the side
[20:27:27] <tvg> anyone experienced something similar?
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[20:44:38] <robitx> davebaol: ping
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[20:47:34] <davebaol> robitx: pong
[20:48:11] <robitx> davebaol: how do I make multiline string in bunde? simple \n doesnt work
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[20:49:09] <robitx> I'm cleaning my strings in code and using i18n, thanks for that utility btw.
[20:49:17] <davebaol> robitx: I think it's a rendering problem
[20:49:34] <davebaol> try to log the string taken from the bundle
[20:49:50] <davebaol> you should see the new line
[20:52:01] <robitx> got it working, I mixed it with another mistake :)
[20:52:12] <davebaol> good :)
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[21:19:51] <BlueProtoman> davebaol, can haz steering behaviors?
[21:20:49] <nepjua> Hi, i'm putting my mainstream classes outside of game's namespace. Eclipse says that it cannot resolve them import org.nepjua.gdx.base.BaseScreen; it can build it but cant resolve. What's the pattern used to manage common classes
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[21:35:35] <qwrty2014> hello all! Xoppa are you active?
[21:35:42] <Xoppa> yes
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[21:37:18] <qwrty2014> im making a 3d game and id like to do normal mapping to improve the shading on my modelinstances. im using ogl2.0 and i assume normal mapping is not possible with the default shader? how do i manage this?
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[21:39:32] <Xoppa> qwrty2014, you can use this shader if you like https://gist.github.com/xoppa/9766698 by default it only supports one directional light, you can use it by specifying the files to the (config of the) constructor of the modelbatch
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[21:44:28] <qwrty2014> thank you. it gives me error. i think it's not finding the directional light? i have set one directional light to my environment. should i create the light by some another way?
[21:47:19] <Xoppa> other than what?
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[21:48:23] <qwrty2014> environment.add(new DirectionalLight().set(1f, 1f, 0.8f, -2, -2f, -1f));
[21:48:34] <qwrty2014> this is how i have added the directional light
[21:48:56] <qwrty2014> this is the error: error C1008: undefined variable "u_dirLights"
[21:49:46] <Xoppa> show full relevant code in pastebin
[21:50:37] <Oonej> dont do it, its a trick
[21:52:10] <cobolfoo> it is fun to participate to ludum dare ?
[21:52:22] <Mwaro> yep
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[21:54:50] <cobolfoo> I just need to find 2-3 friends and work on a game for a week ?
[21:55:58] <Mwaro> Well its 72 hours
[21:56:03] <cobolfoo> ok
[21:56:05] <Mwaro> Unless you do it on your own, then its 48
[21:56:33] <tnelsond> you can still do 72 hours on your own. But that's the jam not the compo
[21:56:52] <InspiredNotion> hey peeps, trying to set an image to the mouse.Y position but it ius swinging either way from the center point.. so if i move the mouse up it goes down and vice versa.. i am using the mouseMoved from InputProcessor, imageY = screenY; .. not sure why though ..
[21:57:30] <Mwaro> Touch is y down
[21:58:01] <Mwaro> Are you not using a camera?
[21:58:24] <InspiredNotion> hmm i want to use touch for another action.. is the mouse is over the window i would like the image to follow the Y pos
[21:58:26] <InspiredNotion> no stage
[21:58:40] <InspiredNotion> so yes and no
[21:58:43] <InspiredNotion> :)
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[21:59:35] <robitx> anyone here uses incremental achievements in gpgs?
[21:59:42] <qwrty2014> Xoppa: http://pastebin.com/f0Wddy2H
[21:59:50] <qwrty2014> i hope i did it right
[21:59:50] <cobolfoo> I have a game idea but it would be more 1 week than 72 hours :) anyway thanks for the info
[21:59:52] <Xoppa> InspiredNotion, something like Vector3 touchPos = stage.getViewport().unproject(new Vector3(touchX, touchY, 0);
[22:00:40] <InspiredNotion> Xoppa you beauty ;)!
[22:00:47] <Xoppa> qwrty2014, which libgdx version?
[22:01:02] <InspiredNotion> thought i only had to use that on the touch events
[22:01:20] <progrmor> anyone else coding with Daskeyboard?
[22:01:45] <Xoppa> qwrty2014, btw, dont modify opengl render stage outside the shader
[22:02:45] <qwrty2014> i dont remember the libgdx version, how to check it?
[22:03:03] <qwrty2014> at one time it was the newest and its using gradle
[22:03:26] <Xoppa> com.badlogic.gdx.Version.VERSION or something like that
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[22:09:31] <nepjua_> what's the best way to combine scene2d with box2d with debugrenderer ? anyone know an example code about this
[22:10:28] <qwrty2014> Xoppa my libgdx version is 1.0.1
[22:10:46] <qwrty2014> i found it from build.gradle file in my root directory
[22:11:08] <Xoppa> that's too old, you'll need a more recent version for that shader to work
[22:11:32] <qwrty2014> oh...
[22:13:05] <qwrty2014> awesome, updating is easy on gradle
[22:13:11] <qwrty2014> what version should i go with?
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[22:15:29] <Xoppa> you could go with nightly or the latest stable
[22:15:56] <TEttinger> latest stable is 1.3.1 still, I hope
[22:16:06] <TEttinger> hasn't updated again from under me :)
[22:17:11] <qwrty2014> ill go with stable i guess. anything i should change in my code?
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[22:19:59] <Xoppa> api changes should be relatively well documented https://github.com/libgdx/libgdx/blob/master/CHANGES see also the blog postings
[22:21:42] <qwrty2014> thank you
[22:21:53] <qwrty2014> im still getting the same error though
[22:22:05] <qwrty2014> should i create a dir light?
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[22:23:46] <Xoppa> pastebind the full relevant code (the one you actual use) and stack trace
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[22:33:26] <qwrty2014> thank you xoppa i got it to work. the problem was not using environment on some modelbatch.render() calls :s
[22:33:54] <Xoppa> yay!
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[22:34:43] <Xoppa> if you want to fall back to the default shader in case no environment is specified then you can extend the DefaultShaderProvider to do so
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[22:47:00] <qwrty2014> xoppa, now my ambient is totally black. how can i change that?
[22:47:26] <Xoppa> ambient = white;
[22:47:55] <Xoppa> that will set your ambient variable to whatever you defined as white
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[22:49:03] <InspiredNotion> guys how do i cycle through an enum, state of an object every time there is a collision? so move to the next state?
[22:49:21] <InspiredNotion> or do i need to setup a load of ifs?
[22:50:05] <InspiredNotion> just wondering if there is like setNextValue() or something
[22:50:48] <Xoppa> if you add it then it could be
[22:51:20] <Xoppa> there's no one stopping you from adding a method to the enum
[22:51:43] <LandoSystems> not sure if i understand the question but you can for (EnumType enumVal : enumerations.values()) { ... } to cycle through each enum?
[22:51:55] <LandoSystems> hey everyone, quick question... using box2dlights and all the lights show and shadow bodies correctly, if I turn on RayHandler.useDiffuseLights(true) all the sprites look way better (not washed out) except no lights are actually drawn... any ideas?
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[22:52:31] <qwrty2014> what exactly is 'ambient'? should there be such a variable?
[22:52:42] <InspiredNotion> Think that what i mean Lando, cheers.. Xoppa fair point i guess i am not sure how to get the values.. but now i think i do ;) cheers
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[22:53:03] <Xoppa> LandoSystems, using the latest version? Iirc due to a recent change you can specify the blend function
[22:53:34] <Xoppa> qwrty2014, i dont know, you only specified that your ambient is totally black, so i guessed that you was referring to a variable
[22:53:38] <LandoSystems> yeah, using 1.3.1
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[22:53:45] <LandoSystems> of libgdx... 1.2 i think of box2dlights
[22:54:17] <Xoppa> LandoSystems, check https://github.com/libgdx/box2dlights/pull/22 (2 days ago)
[22:54:18] <Maximus_> Anyone use admob?
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[22:56:19] <LandoSystems> Xoppa, so do I need to update to a snapshot version of box2d lights?
[22:57:15] <qwrty2014> okay. thanks Xoppa for your help. ill try to figure the rest on my own :)
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[22:58:01] <Xoppa> LandoSystems, i guess it's worth a try. I havent used box2dlights yet, so cant say much more about it, but I assume it depends on the problem you're experiencing and whether this might/should solve it.
[22:58:06] <Xoppa> qwrty2014, yw
[22:58:19] <kalle_h> http://advances.realtimerendering.com/s2014/index.html
[22:58:22] <kalle_h> lots of goodies
[22:58:48] <LandoSystems> Thanks Xoppa, i'll see if I can figure out how to pull a nightly for box2dlights
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[23:02:50] <kalle_h> http://forum.outerra.com/FMX/presentation/
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[23:11:34] <LandoSystems> Xoppa thanks so much!!! Switching to box2dlights:1.3-SNAPSHOT and enabling diffuse lights as in that pull request is working... ludum dare here we come!
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[23:16:12] <Maximus_> When disconnected from the internet the banner area where my ad should appear still shows on screen. Should admob not automatically detect this and not load the area?
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[23:21:02] <BlueProtoman> What's a good way to have a credits roll with Scene2D, like at the end of a movie?
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[23:23:41] <BlueProtoman> My problem is that I want the credits to move vertically exactly as far as it is tall; but I don't know how to compute how tall it is since it's already inside another Table
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[23:35:31] <InspiredNotion> Got a slight issue which i am sure is down to me, but if i set a animation to Playmode.NORMAL; it does not play.. I have set the animTime to update only when the state changes but still does not shoiw for some strange reason.. it works fine if set to looping but i dont need that :)
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[23:36:46] <InspiredNotion> any suggestions?
[23:36:52] <Mwaro> show ya code
[23:37:09] <InspiredNotion> k one moment
[23:37:21] <InspiredNotion> slightly messy as just bashing out in last couple hours
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[23:38:02] <giwrgos88> hello, can libgdx read tilemap in xml layout instead of base64(zlib)?
[23:39:09] <[twisti]> giwrgos88: yes, but not all backends support all tilemap modes
[23:39:41] <giwrgos88> what is backends?
[23:39:47] <[twisti]> i think desktop can read anything tiled can save, but android and gwt have both things they cant read
[23:39:57] <giwrgos88> im working only on android game
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[23:40:00] <[twisti]> desktop, android, gwt, ios and blackberry are the backends
[23:40:07] <[twisti]> libgdx is the frontend
[23:40:34] <[twisti]> pretty good money on android being able to read xml fine
[23:40:41] <[twisti]> since lots of android stuff is in xml
[23:41:02] <InspiredNotion> @Mwaro http://pastebin.com/YZyGkHTF
[23:41:12] <giwrgos88> so i cannot have xml tiled on android right?
[23:42:39] <Mwaro> InspiredNotion, you aren't doing anything with your animation there?
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[23:43:09] <InspiredNotion> one sec.. left out some code.. sorry
[23:43:14] <InspiredNotion> doh
[23:43:15] <[twisti]> giwrgos88: i would expect you can
[23:43:39] <[twisti]> since, like i said, lots of android stuff is already in xml, so its very unlikely that android wouldnt support xml tiled files
[23:43:44] <TEttinger> giwrgos88, I would think some of the renderers are the ones that can be incompatible?
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[23:43:48] <[twisti]> but in the end youre going to have to try to find out
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[23:43:48] <InspiredNotion> http://pastebin.com/GNDewxPe
[23:44:19] <giwrgos88> @[twisti] it's true but there is not enough time :P
[23:44:28] <TEttinger> ludum dare?
[23:44:56] <[twisti]> oh right on
[23:45:06] <[twisti]> maybe someone here with android set up could try it for you
[23:45:41] <InspiredNotion> Tomski http://pastebin.com/77JPu8Yp
[23:45:44] <giwrgos88> i'm working on my dissertation and i don't have time to try new things
[23:46:26] <Tomski_> InspiredNotion, looks like you arent changing anim3Time?
[23:46:29] <Tomski_> You set it to 0
[23:46:51] <InspiredNotion> yeah just noticed that.. but still not doing anything though
[23:47:01] <Tomski_> What is it doing?
[23:47:42] <InspiredNotion> the velocity.x sets to 0, but freezes on the last fram of the animation for HIT2
[23:47:43] <harha_> Playing around with physics out of boredom. :D How does this look to you guys? :P https://www.dropbox.com/s/wlf9nkn9uqdkjs7/javaw%202014-08-26%2000-39-20-19.webmhd.webm
[23:48:13] <pmartino> fun
[23:49:10] <harha_> Idk how to improve it though, maybe collision checking/response next or something.
[23:49:53] <Tomski_> InspiredNotion, if you aren't looping it will just sit on the last region
[23:49:58] <Tomski_> unless you take the delta back to 0
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[23:50:48] <InspiredNotion> .. yeah i was kinda thinking that.. so i created a seperate animTime for the last animation, but its the first animtion that freezes, not the last
[23:50:52] <InspiredNotion> if that makes sense
[23:51:19] <InspiredNotion> .. so its just not kicking in the annimation that is set to Normal Playmode for some reason
[23:51:59] <InspiredNotion> so yeah the last anim3Time only gets updated if the State if DEAD, but its not doing it for some odd reason
[23:52:11] <InspiredNotion> state*is
[23:52:34] <Tomski_> You removed the anim3Time = 0?
[23:52:41] <InspiredNotion> yep..
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[23:52:45] <InspiredNotion> will clean one sec
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[23:54:26] <InspiredNotion> something really odd is going on.. the animation will only update if i am clicking on the screen...
[23:55:01] <InspiredNotion> boom got it
[23:55:07] <InspiredNotion> Thanks Tomski
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[23:59:44] <progrmor> it takes ages for my application to switch screen.. Sometimes it even crashes trying to load a texture. What may be wrong?
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   August 25, 2014  
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