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[00:00:35] <Xoppa> probably your screen switching code
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[00:07:37] <InspiredNotion> night
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[04:19:07] <awareApps> I have a simple box2d body that i want to be able to move left and right
[04:19:41] <aegamesi> anyone know why I might just randomly get a "com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: BEBAS.ttf (Internal)" from FreeTypeFontGeneratorLoader, despite the fact that the ttf file is *definitely* in the assets folder?
[04:19:50] <EyeOfMidas> kinematic body?
[04:21:18] <awareApps> nope i havea dynamic body
[04:23:03] <awareApps> gah looks like i need to learn skins and styles for imagebutton
[04:23:09] <awareApps> it doesnt take just textures
[04:23:27] <EyeOfMidas> Not really. I just make a custom style
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[04:26:24] <aegamesi> oh! cool!
[04:26:33] <aegamesi> the reason it was weird, is because the file is "BEBAS.TTF"
[04:26:42] <aegamesi> and I was loading it as "BEBAS.ttf"
[04:26:56] <aegamesi> it must be case sensitive on like... fat32 or ext or whatever it is android 4.4 uses, and not case sensitive on NTFS!
[04:27:08] <EyeOfMidas> @aegamesi case-sensitive ftw. Good find
[04:27:44] <cobolfoo> always use files in lowercase :)
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[04:35:06] <aegamesi> also that totally didn't fix the problem
[04:36:06] <awareApps> not much source code to study on imagebuttons
[04:36:47] <awareApps> all of it is for menus not on screen user controls
[04:38:49] <EyeOfMidas> wait, you want like, an on-screen d-pad?
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[04:39:23] <awareApps> yeap
[04:39:24] <Jonn> hi
[04:39:28] <awareApps> hey jonn
[04:39:57] <Jonn> :)
[04:40:34] <awareApps> the touchpad is there but i want just a simple left and right button
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[04:47:00] <aegamesi> seriously, this is really weird
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[04:52:08] <Jonn> can anyone help me?
[04:52:19] <Jonn> im stumped
[04:52:22] <awareApps> perhaps i entered libgdx with too little experience
[04:52:58] <awareApps> getting stuck on putting a dpad on a game… strong
[04:55:16] <Jonn> sigh place is dead
[04:55:49] <awareApps> they were helping me a bit before you came
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[04:57:27] <Jonn> perfect timing
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[04:58:18] <derpssl> I HAVE ARRIVED
[04:58:26] <derpssl> hmmm why is my name derpsll
[04:58:34] *** derpssl is now known as sinistersnare
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[04:58:45] <sinistersnare> I HAVE ARRIVED
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[04:59:14] <awareApps> can the arrived one help with a novice make a simple left and right dpad?
[05:00:30] <sinistersnare> idunno
[05:01:16] <sinistersnare> are you using something like scene2d.ui.Touchpad?
[05:01:29] <awareApps> no
[05:01:45] <awareApps> i was trying to get just load a texture and do it simple
[05:01:59] <sinistersnare> ok sounds good
[05:02:02] <sinistersnare> whats your problem?
[05:02:02] <awareApps> im not adept with scen2d actors and skins and such just using box2d for now
[05:02:23] <awareApps> i just dont know how to go about doing it
[05:02:32] <sinistersnare> use a Sprite
[05:02:33] <awareApps> all the google results are menu buttons or textbuttons
[05:03:11] <sinistersnare> what?
[05:03:36] <Jonn> the body renders but has no texture
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[05:03:43] <Jonn> im stumped by this
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[05:04:14] <sinistersnare> are you awareApps or is this a separate problem?
[05:04:30] <awareApps> nah we dont know each other
[05:04:36] <Jonn> this is seperate
[05:04:44] <sinistersnare> ok
[05:04:59] <sinistersnare> well i have no expertise in box2d :O
[05:05:18] <Jonn> oh thats unfortunate
[05:05:24] <sinistersnare> sorry
[05:05:34] <Jonn> np
[05:06:24] <sinistersnare> awareApps, you looking into sprites?
[05:06:53] <awareApps> yea i know how to draw them but dont know how to assign them as left or right buttons
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[05:08:39] <sinistersnare> just do a simple `if leftButton.getBoundingRectangle.overlaps(touchPosition) { leftButtonTouchCodeHere(); }
[05:09:05] <Jonn> phoenixw hav you used box2d?
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[05:09:34] <EyeOfMidas> has anyone used the Scene2d ui ProgressBar class?
[05:09:44] <EyeOfMidas> What is a knob?
[05:10:00] <Jonn> knobs are for scrollbars
[05:10:04] <sinistersnare> EyeOfMidas, thats where the bar is
[05:10:26] <Jonn> thats what you drag and scroll
[05:10:56] <EyeOfMidas> I wanted to make a loading screen, but the progress bar is a little confusing
[05:11:41] <awareApps> sinister im too much of a scrub to understand
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[05:15:11] <sinistersnare> awareApps, do you not understand where my code snippet goes, or what it means? or something else?
[05:15:27] <awareApps> all of the above
[05:15:41] <awareApps> i will admit my knowledge on libgdx is very limited
[05:15:55] <awareApps> ive only created two java android apps before and they were not games
[05:17:06] <sinistersnare> ok so are you able to draw the sprite?
[05:17:52] <awareApps> i originally thought so because the test game i made before i could
[05:18:12] <awareApps> but looks like it keeps getting nullpointers if i try to draw the texture
[05:19:01] <sinistersnare> the code you sent to me doesnt seem to be using Texture or Sprite am i missing something?
[05:19:49] <awareApps> hold on thats before
[05:22:20] <sinistersnare> ok brb need to turn over laundry
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[05:27:00] <sinistersnare> youre getting a NPE on 'MyGame.res.getTexture("right");'?
[05:28:24] <awareApps> yeas
[05:28:39] <awareApps> no i am getting it at batch.begin
[05:28:56] <sinistersnare> you never create the SpriteBatch
[05:30:36] <sinistersnare> batch = new SpriteBatch(); in your constructor
[05:31:23] <awareApps> unfortunately it still gives npe at batch begin
[05:32:06] <sinistersnare> are you sure? post the code with it constructed
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[05:36:47] <sinistersnare> and the NPE is on the same line?
[05:36:57] <awareApps> yeas
[05:37:49] <sinistersnare> i just dont think its an NPE...
[05:38:02] <sinistersnare> ugh
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[05:39:18] <awareApps> you want my source code?
[05:39:27] <awareApps> im just too pleb atm
[05:40:10] <mobidevelop> stack traces are good
[05:40:13] <TEttinger> could Play be constructed with some default constructor? or am I thinking C#
[05:40:38] <sinistersnare> yes Stacktrace plz
[05:40:40] <TEttinger> also the file is really called Play.java right
[05:40:41] <awareApps> 08-25 20:22:16.543 16709-16709/com.devvy.jumper.android E/AndroidGraphics﹕ waiting for pause synchronization took too long; assuming deadlock and killing
[05:40:41] <awareApps> 08-25 20:23:25.233 17006-17021/com.devvy.jumper.android E/AndroidRuntime﹕ FATAL EXCEPTION: GLThread 2928
[05:40:43] <awareApps> Process: com.devvy.jumper.android, PID: 17006
[05:40:44] <awareApps> java.lang.NullPointerException
[05:40:45] <sinistersnare> not here plox
[05:40:46] <awareApps> at com.devvy.state.Play.render(Play.java:116)
[05:40:47] <awareApps> at com.devvy.handler.GameStateManager.render(GameStateManager.java:29)
[05:40:49] <awareApps> at com.devvy.main.MyGame.render(MyGame.java:52)
[05:40:50] <awareApps> at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:414)
[05:40:51] <awareApps> at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
[05:40:52] <TEttinger> gah why
[05:40:52] <sinistersnare> please pastebin
[05:40:52] <awareApps> at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
[05:40:53] <awareApps> 08-25 20:23:29.323 17006-17006/com.devvy.jumper.android E/AndroidGraphics﹕ waiting for pause synchronization took too long; assuming deadlock and killing
[05:40:53] <sinistersnare> please god
[05:40:54] <awareApps> oops that doesnt look good
[05:40:55] *** awareApps was kicked by mobidevelop (awareApps)
[05:40:59] <sinistersnare> :(
[05:41:12] <Jonn> lol
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[05:41:20] <Jonn> freakin noobs
[05:41:22] <awareApps> sorry about that
[05:41:36] <TEttinger> awareApps: the file is really called Play.java right
[05:41:44] <awareApps> yeas
[05:42:15] <TEttinger> if it's called Play3.java and you still have Play.java around from an earlier version, it will only see the Play.java because the class is named Play
[05:42:31] <mobidevelop> It kills the app then reports an NPE?
[05:42:37] <awareApps> no just the gist is called play3.java
[05:42:43] <awareApps> its still named play.java
[05:42:52] <awareApps> yeas mobid
[05:43:20] <sinistersnare> thats sketchy
[05:43:24] <sinistersnare> try on desktop
[05:44:21] <awareApps> wow it works on desktop
[05:44:26] <TEttinger> was there an error before the first pause sync error?
[05:44:43] <awareApps> no i dont believe so
[05:44:43] <TEttinger> very strange...
[05:45:30] <mobidevelop> The only think that can cause an NPE at the line, with that stack trace, is the batch being null.
[05:45:34] <mobidevelop> Thing
[05:47:26] <awareApps> g-got it
[05:47:33] <Jonn> okay even when i try to draw the sprite with by itself and no bodies, i get nothing
[05:47:39] <awareApps> :D
[05:48:05] <awareApps> but it appears huge despite its size
[05:48:49] <Jonn> completely stumped
[05:49:02] <Jonn> double checked the png too
[05:50:24] <mobidevelop> Maybe testT is not what you think it is
[05:51:10] <bhldev> evening peeps
[05:51:19] <mobidevelop> Howdy
[05:51:21] <TEttinger> hey bhldev
[05:51:27] <Jonn> pardon?
[05:51:33] <sinistersnare> hullo
[05:51:34] <Jonn> its a texture of course
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[05:52:37] <TEttinger> hm, Jonn: there's a line outside of a method that initializes testT.
[05:52:38] <TEttinger> private Texture testT = new Texture(Gdx.files.internal("test.png"), true);
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[05:52:52] <TEttinger> I'm not sure if that's considered safe
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[05:53:15] <Jonn> um my other app has that
[05:53:20] <Jonn> an it works fine
[05:53:29] <Jonn> and*
[05:54:03] <mobidevelop> Debuggers are your friend
[05:55:57] <Jonn> i dont see how that would help here
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[05:57:32] <mobidevelop> That's probably why you can't find the problem
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[05:59:58] <awareApps> i give up for today
[06:00:03] <awareApps> ill be back tomorrow folks
[06:00:15] <awareApps> thanks to sinister and mobid
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[06:02:11] <Jonn> what debugger would help me with this?
[06:02:23] <hissing_girl> what problem you are having?
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[06:02:55] <Jonn> no sprite/texture appears
[06:03:19] <Jonn> first i thought it had something to do with my box2d body
[06:03:33] <Jonn> so i followed basic debugging and tried rendering a sprite by itself
[06:03:39] <Jonn> but it still doesn't show
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[06:05:03] <cackling_grandma> have you tried initializing testT in the construtor instead of out of? You need opengl context on the thread for them to initialize, which might not be available if you do that.
[06:05:34] <Jonn> i have indeed tried the constructor
[06:05:37] <Jonn> still no go
[06:05:55] <cackling_grandma> very well, leave it there for now.
[06:06:46] <Jonn> i made an app before and i just coped the code over
[06:06:54] <Jonn> so its amazing to me that it fails to work
[06:07:04] <Jonn> the file is a carbon copy
[06:08:35] <Jonn> can build path errors cause this?
[06:08:38] <cackling_grandma> this is a 10x10 screen, correct?
[06:08:49] <Jonn> like i dont have the correct libraries checked
[06:08:59] <Jonn> 10 x 10 meters
[06:09:28] <cackling_grandma> looks like 10 pixels width and height to me.
[06:09:38] <Jonn> its not
[06:10:29] <Jonn> i can tell by the background
[06:10:55] <Jonn> ive had bodies rendered on size 1 x 1 meter
[06:11:15] <Jonn> bodies on it rendered*
[06:11:31] <cackling_grandma> stage background?
[06:11:32] <Jonn> clearly within screen bounds
[06:11:34] <Jonn> but no sprite
[06:11:44] <Jonn> a texture background
[06:12:29] <cackling_grandma> texture background from which object?
[06:13:05] <Jonn> ah that was it my god im dumb, the background was rendering before everything else
[06:13:10] <Jonn> i feel so stupid!
[06:13:26] <Jonn> well rendering after actually
[06:13:31] <Jonn> which put it in front
[06:13:38] <cackling_grandma> yeah you rendered stage after everything else
[06:14:22] <Jonn> its not that
[06:14:25] <Jonn> its a background texture
[06:14:34] <cackling_grandma> again, from which object?
[06:15:08] <Jonn> its okay now it works
[06:15:17] <cackling_grandma> great.
[06:15:59] <Jonn> thanks anyways
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[06:17:51] <Jonn> i understand the code, the libraries, etc
[06:18:03] <Jonn> i just suck at debugging
[06:18:07] <Jonn> and i always make mistakes
[06:18:47] <Jonn> well bye for now
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[06:21:47] <sinistersnare> that was fun
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[06:25:25] <nexsoftware> super fun
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[06:27:31] <cackling_grandma> wow, what the hell
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[06:41:01] <boog> stuff
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[06:59:12] <noooone> I seriously have got 247 consecutive days of logins on stackoverflow... and I didn't even pay attention to that, lol
[06:59:18] <noooone> I should spend less time there ^^
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[07:04:03] <nexsoftware> Only 6 for me
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[07:09:14] <cackling_grandma> there's no built in java function for vector rotation right? like public float[] rotate(float[] baseVector , float amountInRad)
[07:09:50] <noooone> I don't think so, but why not use libgdx for that?
[07:10:28] <cackling_grandma> where's that?
[07:10:30] <nexsoftware> Vector2/3 have rotate
[07:11:00] <cackling_grandma> neato
[07:11:20] <cackling_grandma> hmmm then I'll have to construct a vector2 object...
[07:11:28] <cackling_grandma> nvm I'd just punch in the fomula by hand.
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[07:14:18] <noooone> you can use a pool, or use a static tmp vector
[07:14:31] <noooone> code duplication sucks
[07:15:02] <noooone> why are you working with float[] in the firs tplaceß
[07:15:03] <boog> i use Pools for this stuff.
[07:15:14] <noooone> *first place?
[07:15:16] <boog> Vector2 v = Pools.obtain(Vector2.class);
[07:15:39] <cackling_grandma> which keyboard are you using, noooone? :D
[07:16:05] <noooone> german
[07:16:14] <noooone> QWERTZ
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[08:32:00] <cackling_grandma> what's the dirty field in Sprite for?
[08:34:02] <mk1> it's slutty
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[08:35:54] <mk1> cackling_grandma: for some transformations the vertices need to be recalculated, e.g. rotation
[08:36:15] <cackling_grandma> I see.
[08:36:26] <mk1> the dirty boolean inhibits updating the vertices until the last moment
[08:36:52] <mk1> or rather: it doesn't instantly update the vertices but waits until they're needed
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[09:54:50] <hissing_girl> what's sprite rotation standard? 360 or pie?
[09:56:08] <ollipekka> i don't understand the question?
[09:56:12] <ollipekka> 0`?
[09:58:24] <hissing_girl> I mean setRotation(0) = setRotaion(360)
[09:58:36] <hissing_girl> or setRotation(0) = setRotation(Math.PI)
[09:58:48] <hissing_girl> actually nvm, I could test it.
[10:00:32] <hissing_girl> wait I cannot, return nothing -.-;
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[10:05:04] <Waynes> How do I get the texture id?
[10:06:06] <cackling_grandma> you dont. you assign them
[10:06:16] <Waynes> no, opengl assigns them
[10:06:40] <cackling_grandma> you can bind them where you want.
[10:07:07] <cackling_grandma> textureObject.bind(id);
[10:08:39] <Waynes> no, I want the id generated by glGenTextures, not the texture unit
[10:10:44] <cackling_grandma> that I cannot help :(
[10:10:49] <Waynes> :(
[10:10:55] <Waynes> thanks anyway
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[10:11:40] <mk1> Waynes: getTextureObjectHandle
[10:11:49] <mk1> method of Texture
[10:12:09] <Waynes> ah, thanks :D
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[10:23:43] <titoasty> damn, someone knows where has Table.drawDebug gone ?
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[10:27:15] <titoasty> argh what happened
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[10:28:07] <TEttinger> titoasty, API changed in 1.3.0
[10:28:26] <TEttinger> I think there's just draw with some flag to enable debug
[10:28:32] <Ashiren> table.setDebug(true)
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[10:29:57] <titoasty> ok so no more need to call Table.drawDebug ?
[10:30:42] <c0ke> Nopeski it's automatic now
[10:30:44] <titoasty> it was useful..
[10:30:58] <c0ke> No different to table.setDebut(true)
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[10:31:09] <c0ke> debug*
[10:31:31] <cackling_grandma> sprite.setPosition(x,y) calculate the top left corner taking into account current setOrigin(x,y) right?
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[10:32:02] <[[derek]]> mobidevelop: thanks for solvign my issue!
[10:32:22] <cackling_grandma> wow, tit toasty & tet tinger? What a time x_x
[10:33:26] <titoasty> yes it's different
[10:33:51] <titoasty> before it was possible to call set debug on tables and display debug lines if necessary
[10:33:54] <TEttinger> cackling_grandma: should I /nick Tittinger?
[10:33:59] <titoasty> by calling Table.drawDebug
[10:34:22] <TEttinger> titoasty, but you still can
[10:34:46] <titoasty> draw or not debug lines with a single call ?
[10:35:20] <TEttinger> you don't use drawDebug, you use the same draw call as normal, but also (once) call .setDebug(true) and .setDebug(false) when you don't want debug lines
[10:35:44] <TEttinger> it should be less code since you don't need to check whether you're in debug mode to know what method to call
[10:36:27] <Waynes> state is bad, see opengl
[10:36:32] <titoasty> so I must recall setDebug on every tables to switch from debug mode to not
[10:36:55] <TEttinger> yes?
[10:37:14] <TEttinger> I don't think this should be a huge problem or anything
[10:37:44] <TEttinger> now you can also change the lines' color, if you couldn't see them on some backgrounds
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[10:39:23] <titoasty> it's for a ui tool, it's not very practical now
[10:39:37] <titoasty> i'll change my way to do it if no choice
[10:39:58] <TEttinger> what makes this less practical?
[10:40:02] <cackling_grandma> it's probably best to use what's there, rather than forcing your way.
[10:40:04] <TEttinger> you can still draw debug lines?
[10:40:17] <c0ke> I don't see the issue
[10:41:53] <TEttinger> that said, you could implement your own drawDebug in a wrapper around the existing draw and setDebug functions and it would be one line, but also a complete waste of time
[10:41:54] <titoasty> before it was possible to put some tables in debug mode, and display debug lines with a call to drawDebug. so it was possible to display ALL debug lines or not with a single call, without needing to change the state of all tables
[10:42:26] <c0ke> If your quarrel is that you now have to set it on the individual tables, that's an improvement. An easy workaround is just have a static boolean somewhere, and set all of your tables drawDebug to it. Change one boolean, all tables now draw debug
[10:42:31] <c0ke> Adapt
[10:42:34] <TEttinger> but you were still changing the state of the tables before
[10:42:43] <titoasty> just at creation
[10:42:54] <TEttinger> and yeah do what c0ke suggests
[10:42:54] <titoasty> yep it's what I said
[10:43:01] <titoasty> yep it's what I said
[10:43:13] <c0ke> If you are feeling super anal about it, extend Table and call it in the constructor xD
[10:43:31] <c0ke> This feels a bit like a late contender for non-issue of the year award 2014 if you ask me. Anyway, back to work :P
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[10:43:56] <titoasty> I was just checking I was not missing something
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[10:51:06] <titoasty> anyway, thanks for your help
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[10:57:03] <InspiredNotion> Hello
[10:58:16] <Methius> Hi
[10:59:39] <[twisti]> is there a list of libgdx using ld entries ?
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[11:05:48] <Ashiren> lucid dreams? :o
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[11:12:31] <[twisti]> ludum dare
[11:13:45] <titoasty> for information, there is a simple solution : Stage.setDebugAll
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[11:24:39] <tommy_the_dragon> hi all
[11:24:52] <InspiredNotion> hi
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[11:27:20] <leakedbits> Ey guys. I want to add monkey island main theme as an easter egg? Do you know if this is factible in terms of "I don´t want to be sued" xD
[11:27:37] <InspiredNotion> lol
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[11:28:02] <InspiredNotion> depends if your sucessful and worth chasing for the revenue..
[11:28:40] <leakedbits> maybe a mention in the credits...
[11:28:51] <leakedbits> really, I don´t want to be sued in any case xD
[11:29:17] <InspiredNotion> contact them and ask what they say.. dont give your name though..
[11:29:37] <InspiredNotion> they may not mind if you mention them and give them credit
[11:29:57] <InspiredNotion> otherwise personally i stay away from stealing other stuff..
[11:30:11] <InspiredNotion> be creative and enjoy the rid :)
[11:30:16] <leakedbits> InspiredNotion: ok, mail to lucasart xD
[11:30:16] <InspiredNotion> ride*
[11:30:24] <InspiredNotion> yeah why not
[11:30:42] <InspiredNotion> every company loves free exposure
[11:30:51] <InspiredNotion> i would of thought
[11:32:19] <HunterD> I am also curious, about this. If for example I make a game with a bmw car in it, can I be sued?
[11:32:35] <mk1> you can use it if used in a satirical way, but this probably won't hold for your case
[11:32:58] <InspiredNotion> not if you create the car yourself
[11:33:20] <InspiredNotion> well i am no lawyer
[11:33:22] <mk1> actually you can
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[11:33:36] <InspiredNotion> If its artwork
[11:33:37] <mk1> when displaying logos and also copying the car's design
[11:33:37] <HunterD> so any object, if I model it in 3d or buy the model, can be used in games?
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[11:34:03] <mk1> no
[11:34:16] <mk1> it depends on what is patented
[11:34:58] <mk1> if it's clear the car is a BMW (showing the actual logo) then you need to pay licensing fees
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[11:35:04] <leakedbits> EVERYONE SUED! xD
[11:35:25] <HunterD> if no logo appears can the car be used?
[11:35:41] <mk1> if it's just a car that out of coincidence looks VERY MUCH like the bmw you can get away with it. see Counterstrike naming of weapons (CV-47)
[11:36:08] <mk1> I wouldn't use all the details like the motor grill, but the general design of the car an be copied I think
[11:38:00] <InspiredNotion> I am not lawyer in such form but.. just check
[11:38:31] <InspiredNotion> *no such..
[11:38:48] <HunterD> in case an object will need approval to be used, can BMW be contacted to request permission? how much are the cost for licensing a branded car? (like Merc , BMW, Porsche... in the big games)
[11:38:50] <InspiredNotion> mk1 onto it think
[11:39:09] <InspiredNotion> i would of though they would welcome it
[11:39:41] <InspiredNotion> try and get advertisement royalties from bmw.. lol
[11:40:04] <mk1> nope, they wouldn't. licensing is a big issue for racing games. that's why GTA has fantasy cars
[11:40:05] <TEttinger> HunterD: I'm sure some of them would like it if you ask, but others will zealously protect their brand from possibly being used in a bad game or movie or etc.
[11:40:44] <noooone> you can crash the cars in GTA
[11:40:53] <HunterD> can I sue them for not giving the rights to use the car? XD
[11:41:02] <InspiredNotion> good luck
[11:41:07] <TEttinger> they filmed a movie at my house and they needed an aquarium filled with beer cans. they couldn't ask for permission and get it from every company, so they crushed the cans to cover up the logo. every single can.
[11:41:24] <InspiredNotion> lol
[11:41:35] <InspiredNotion> get the school kids round :)
[11:41:40] <TEttinger> seriously it was this guy's job to crush beer cans
[11:41:44] <InspiredNotion> lol
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[11:42:38] <HunterD> I get from this that I can make a racing game with BMW crushed cars
[11:43:11] <mk1> just alter the design a bit and remove the logo
[11:43:17] <InspiredNotion> lol no.. aslong as you can't see its a bmw
[11:43:22] <InspiredNotion> then yes
[11:43:56] <InspiredNotion> with fonts.. are they so strict?..
[11:44:01] <TEttinger> but yeah, remove any identifying marks and it is a car
[11:44:03] <InspiredNotion> been using freely :)
[11:44:03] <mk1> and if you need to display a cell phone. IN NO FUCKING WAY SHOULD IT HAVE ROUNDED CORNERS!!!111oneeleven
[11:44:15] <TEttinger> InspiredNotion: in the US font designs cannot be copyrighted, only font files
[11:44:30] <InspiredNotion> aah ok
[11:44:38] <InspiredNotion> thanks
[11:44:57] <TEttinger> movie magic, making it look awful
[11:45:02] <InspiredNotion> :)
[11:45:28] <mk1> TEttinger: "I don't know who you are, I don't know what you want, but I will find you and I will kill you"
[11:45:37] <InspiredNotion> lol
[11:46:02] <TEttinger> Is that a Taken reference?
[11:46:06] <mk1> yeah
[11:46:12] <mk1> although altered
[11:46:29] <c0ke> I have a very specific set of skills. Skills that make me a nightmare for bugs like you. I will find you, and I will fix you.
[11:46:38] * c0ke hangs himself
[11:46:41] <tommy_the_dragon> mk1: surely if you contacted BMW, they would be likely to let you use it for exposure?
[11:47:09] <TEttinger> apparently some fans of the show The OC tracked down my house (not in Orange County) because it was used to film the finale's wedding scene
[11:47:36] <mk1> tommy_the_dragon: unlikely. your game needs to reflect the (of course good) image of the company, your game needs to be reviewed. I don't think a company would do that. you can of course always try
[11:49:51] <Thoast> nice crib you have :)
[11:50:23] <noooone> why again is your house used to film stuff?
[11:50:29] <tommy_the_dragon> mk1: Yeah, I suppose bureaucracy would get in the way a lot there. But it would make sense for them from a branding perspective, assuming it does reflect well upon them.
[11:50:48] <mk1> yeah, probably
[11:51:15] <noooone> in most games with cars, the cars can crash... no company wants their cars to be displayed like that
[11:51:18] <HunterD> about selling the artworks (3d models on turbosquid for example) the licensing permissions are still required?
[11:53:01] <tommy_the_dragon> HunterD: I assume so, always best to err on the side of caution with that sort of thing.
[11:53:29] <mk1> I suppose. You gain profit by using ip of a company
[11:53:49] <mk1> see Swiss trainstation clock vs. Apple
[11:53:59] <TEttinger> Thoast, from a financial standpoint, there's a specific kind of home that gets reliable revenue from commercials that want to film in a "everyday suburban home" with non-distinguishable geographic characteristics. our home is not one of them
[11:54:22] <TEttinger> noooone, we had it listed with a service for a while
[11:54:32] <Thoast> haha, nicely put :P\
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[11:55:18] <TEttinger> our friends down the street got way more money from indoor and outdoor filming and used it to fund putting in a pool
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[11:57:40] <bach> Salatkopf: you can't use actions with actors in a layout. At least don't expect normal behaviour
[11:57:45] <bach> :)
[11:59:02] <Salatkopf> Yeah well i thought about going without a table... directly adding the actors to the stage. This 'd work, but the table lets me do better positioning...
[12:01:35] <Salatkopf> If i directly add Actors to the stage, i'd have to give them a size that depends on the stages viewport right?
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[12:12:22] <noooone> Salatkopf: that depends on your viewport
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[12:13:34] <Salatkopf> I mean, if i do this in resize(): stage.getViewport().update(width, height, true);
[12:14:02] <Salatkopf> And then give the actors sizes depending on the viewport. It should resize properly, shouldn't it?
[12:14:22] <c0ke> Don't worry about the actors sizes salatkopf
[12:14:26] <c0ke> The viewport worries about that for you
[12:14:57] <c0ke> When you instantiate a stage, the constructor can take a viewport object. There are different viewports that will resize everything differently
[12:15:45] <Salatkopf> I know about this constructor of the stage-class. Will play around al little later, thanks.
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[12:20:50] <tommy_the_dragon> anyone implemented Facebook scores before?
[12:22:11] <tommy_the_dragon> I set a score on facebook then retrieved it and everything is normal, but I can't see any reference to the score on Facebook, but maybe I'm not looking in the right place.
[12:22:44] <tommy_the_dragon> I assumed it would show up in the ticker, but it doesn't seem to have. App is in test mode.
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[12:24:07] <tommy_the_dragon> Do I need to post a story maybe?
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[12:35:19] <tommy_the_dragon> From what I can tell it should be posting to the ticker. Strange. Maybe because it's in test mode.
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[13:18:45] <Neomex> is it possibile to add multiple input processors?
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[13:22:26] <mk1> Neomex: yes
[13:22:35] <mk1> use an inputMultiplexer
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[13:47:14] <noooone> Xoppa: ping
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[13:50:25] <noooone> Xoppa: what do you think about adding MotionState to the bullet extension?
[13:51:44] <noooone> from the tests I mean
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[14:02:21] <mk1> Xoppa refuses to send pong
[14:02:36] <mk1> it's very effective
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[14:24:40] <noooone> who's ruben? why is he op and has never said a word?
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[14:27:57] <robitx> noooone: dont be jealous
[14:32:11] <noooone> T_T
[14:33:54] <mobidevelop> Lol
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[14:38:34] <mk1> he who shall not be named
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[14:45:15] <Xoppa> noooone, btMotionState is already in the wrapper
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[14:47:37]
<wulong710> hello. I found 100 pages libgdx demo on http://github.com. I am sudy game source code named "cuboc". It's a good game. I want to study some complex libgdx game source code . Any one can give some souce code website? It's spend too much time to choose good libgdx game source code.
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[14:48:58] <noooone> Xoppa: yes, but... that's kind of useless
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[14:49:47] <noooone> I think everyone who is using bullet does it like you did it in the tests
[14:49:48] <Xoppa> useless? it's a crucial part of the wrapper, without you would have to poll all teh things
[14:51:36] <noooone> I mean, I copied MotionState from the tests, just like I copied DebugDrawer before... you have moved DebugDrawer and I think MotionState could be moved as well
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[14:53:18] <Xoppa> ooooh, i see, well the MotionState of the tests isn't supposed to be copied like that (and if you do, it's like just 3 loc or so), but you should add some actual logic to it or at least delegate the call
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[14:55:03] <Xoppa> perhaps we could add that so its more clear how to use it
[14:55:36] <Xoppa> something like public interface MotionState { getWorldTransform(Matrix4); setWorldTransform(Matrix4); }
[14:57:39] <noooone> I don't really get that, which actual logic do you mean?
[15:00:16] <Xoppa> anything you need to do when the (game) object moves. e.g. you could remove object when they reach out of the visible area, or the player dies when it's y-coordinate is below zero, etc.
[15:01:22] <tommy_the_dragon> I'm reading up on GWT and libgdx and came across something saying I can't use reflection. Is that the case?
[15:01:26] <noooone> but that implies that I need a custom MotionState class for each special case
[15:01:50] <c0ke> Reflection and GWT do not mix
[15:02:08] <c0ke> You can sort of get bits of it working but it is completely not worth it
[15:02:27] <noooone> I have the "default" MotionState just to keep my transform matrix synced with bullet... and in my Entity.update() method, I do this kind of logic you've just described
[15:02:27] <Xoppa> no, it implies that you would have a different gameobject implementation for each different gameobject
[15:02:31] <tommy_the_dragon> I'll have to refactor then
[15:02:52] <tommy_the_dragon> not quite sure how but I'm sure I'll cobble something together :p
[15:03:06] <Xoppa> why would you perform that kind of logic on a polling base when you can do it event driven?
[15:03:59] <tommy_the_dragon> is there anything else I should know at this stage that GWT won't like?
[15:04:34] <Xoppa> public interface GameObject implements MotionState, RenderableProvider, Disposable, etc.
[15:05:20] <c0ke> Don't use Object in generics anywhere tommy
[15:05:54] <noooone> Reflection in GWT still works in the most common cases
[15:06:39] <c0ke> We refactored all our stuff here at the office out of reflection for GWT because it was being a royal dick about it
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[15:07:02] <noooone> Xoppa: you might be right, but right now it's not really a problem for me
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[15:07:24] <noooone> and I have to update most of my entities anyway every frame
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[15:08:24] <noooone> maybe I'll add an additional callback listener to my MotionState which informs the entity that it has moved... (when bullet calls btMotionStage.setTransform)
[15:08:33] <noooone> *motionState
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[15:09:28] <noooone> c0ke: libgdx even added their own reflection classes to handle the GWT reflection afaik
[15:09:34] <davebaol> :)
[15:10:16] <c0ke> noooone you have to arse around with GWT Generators and deferred binding don't you?
[15:10:41] <noooone> no idea what deferred binding is
[15:10:47] <c0ke> Pain in the arse
[15:10:51] <davebaol> a royal dick
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[15:11:02] <c0ke> davebaol did you really just google royal dick :P
[15:11:33] <tommy_the_dragon> Well I'm writing a library, and part of it deals with adverts. I want to be able to create them from XML, but keep it extensible so new ad networks can be added and such. Am currently just defining the class name in the XML and using reflection to construct the objects.
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[15:11:40] <cackling_ladies> IIRC thousands of years ago, commoners dont have last name
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[15:11:49] <davebaol> c0ke: nope, "royal dick idiom"
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[15:12:00] <cackling_ladies> that mean some one at some point in history, decided to name himself dick
[15:12:11] <Xoppa> noooone, if copying the motionstate from the tests works for you, then just use it, there's no reason to change it after you've implemented it. but i don't think it should be included in the wrapper, because it is very restrictive implementation which is only intended for testing not for actual usage in a game.
[15:12:35] <c0ke> tommy_the_dragon if you are looking to reflectively instantiate those "client side" at runtime you will have problems in GWT
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[15:13:21] <c0ke> But even then, I don't think that facilitates what you need
[15:13:36] <tommy_the_dragon> c0ke: I'll look into that, but I probably need to find another way then. Thanks.
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[15:14:14] <noooone> Xoppa: okay, that makes sense. I've never actually thought about using the motion state for anything else than just keeping the transform matrix synced... might reconsider that in my next project :)
[15:14:17] <c0ke> Hangon look at what dan^r just linked too, it looks like smarter GWT bods than muggins here have worked on this in libgdx on your behalf
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[15:15:03] <noooone> that's what I mean with the libgdx reflection abstraction laer
[15:15:05] <noooone> *layer
[15:15:07] <dan^r> libgdx has some really arcane stuff built in which creates reflection information for you on gwt, as long as you stick to those few wrapper classes
[15:15:20] <c0ke> I can't actually believe someone has built that into LibGDX, that's really insightful xD
[15:15:43] <davebaol> mobidevelop did it IIRC
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[15:15:56] <tommy_the_dragon> dan^r: maybe that covers what I need, thanks.
[15:16:01] <dan^r> I've even got basic annotations working, but I got no feedback so far for my PR :P
[15:16:23] <noooone> I would like to see annotations working
[15:16:40] <c0ke> I haven't even considered GWT really, I wonder if I would need to make many alterations to get it working
[15:16:43] <noooone> then I might consider working on my CDI extension again :D
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[15:19:15] <Darkyen> Hello
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[15:21:29]
<dan^r> noooone: feel free to peek at https://github.com/libgdx/libgdx/pull/2215 ;) all I'm doing right now is to use annotations for some "generic" serialisation of PODs, from/to bytebuffers and json
[15:21:34] <Darkyen> Does anybody know how to properly work with iOSConfig's displayScale? When I set it to 0.5f it scales down properly, but does not render on whole screen (so it only renders into bottom left quadrant)
[15:21:50] <kamiz> Hello, can someone tell me, if I can have multiple managers in Tween Engine?
[15:21:53] <dan^r> noooone: its all prototyping for now though
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[15:23:13] <kamiz> because, my second tween works... not exacly as intended
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[15:24:39] <c0ke> Does anyone know if Ashley has a GWT xml I can inherit as of yet?
[15:24:58] <c0ke> nvm found it
[15:25:00] <c0ke> :P
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[15:26:06] <tommy_the_dragon> dan^r: If I get the class using ClassReflection.forName can I grab a constructor using .getConstructor and instantiate from that? I'm guessing not.
[15:26:42] <dan^r> I don't think so
[15:26:58] <tommy_the_dragon> I can get round that easily though I think, thanks for help :)
[15:28:23] <tommy_the_dragon> In fact, it's probably better this way.
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[15:29:58] <tommy_the_dragon> oh, theres a getConstructor method in ClassReflection anyway.
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[15:38:19] <cobolfoo> with reflexion you can do mostly anything
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[15:38:48] <cobolfoo> reflection
[15:40:05] <Dimitar> Hi, can someone help me. I have a problem when I try to load OGG files from OBB expansion files on android with custom fileHandle, I get error "ArchiveFileHandle cannot be cast to AndroidFileHandle". All other types of files are loaded, the problem is only with the sounds
[15:40:06] <cobolfoo> Class c = ClassReflection.forName("yourclassName"); ClassReflection.newInstance(c); would work
[15:44:21] <Dimitar> Anybody?
[15:47:33] <mobidevelop> cobolfoo: I don't think that would work on gwt
[15:48:01] <mobidevelop> Oh whoops though the new instance was off the Class
[15:48:05] <mobidevelop> Thought
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[15:49:39] <Dimitar> Hi, can someone help me. I have a problem when I try to load OGG files from OBB expansion files on android with custom fileHandle, I get error "ArchiveFileHandle cannot be cast to AndroidFileHandle". All other types of files are loaded, the problem is only with the sounds
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[15:59:14] <mobidevelop> Don't cast to an AndroidFileHandle
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[16:02:44] <mobidevelop> Oh, AndroidAudio does that. Looks like you're going to have to extract the file then use a normal Gdx.files.whatever call
[16:03:03] <Dimitar> so there is no way to read it from the zip file
[16:03:12] <mobidevelop> Nope
[16:03:19] <Dimitar> i have music files that are >20MB
[16:03:22] <Dimitar> ok
[16:03:38] <Dimitar> thank you
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[16:27:08] <blomman> Does anyone know any good tutorial on how to texture polygon shapes in LibGdx?
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[16:51:43] <mobaxe> hi
[16:51:49] <noooone> hiho
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[16:55:12] <[twisti]> blomman: what do you mean exactly by 'polygon shapes' ?
[16:55:21] <[twisti]> maybe explain a bit more what youre trying to do
[16:55:40] <blomman> [twisti]: never mind, I was just being tired :) Thanks anyway
[16:56:16] <[twisti]> alright
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[17:02:30] <TrofSivart> hi
[17:03:24] <TrofSivart> how do i pass a variable into an timer task without making it final?
[17:03:42]
<mobaxe> im really tired. I miss something . could you have a look at this ? http://pastebin.com/wCFUWD8F it destroys bodies weird
[17:07:52] <TrofSivart> wow im stupid
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[17:11:04] <dixxy> question: if I upgrade to the latest libgdx, do I HAVE to use gradle\maven?
[17:11:11] <[twisti]> mobaxe: first guess: you never remove it from gameObjectBodies
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[17:15:19] <mobaxe> twisti i fixed thanks :D
[17:15:29] <[twisti]> yay
[17:15:51] <Darkyen> dixxy: Nope, you don't have to.
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[17:16:20] <dixxy> oh
[17:16:24] <dixxy> perfect then
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[17:16:52] <Darkyen> It is convenient tho
[17:16:59] <dixxy> I was waiting to upgrade to the latest cause i didn't wanna learn new stuff rightaway
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[17:18:45] <Darkyen> It can be a bit of pain at first, before you get used to it.
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[17:20:08] <Darkyen> Modern IDEs do a lot of job that gradle (or similar) would do for you too, it is just a bit more flexible. It all depends on what do you want to do
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[17:22:37] <dixxy> :D
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[17:22:57] <dixxy> maybe it's useful for big projects
[17:23:07] <dixxy> rightnow i'm at drawing squares :P
[17:23:31] <Darkyen> You are probably just fine without it then
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[17:27:00] <mobaxe> hey im going to do finger swipe
[17:27:03] <mobaxe> is this good for me ?
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[17:27:13] <Hovaku> I've set the userdata of a fixture to a custom class and I need to access one of those class' functions
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[17:27:40] <Hovaku> getInstance()
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[17:28:05] <Hovaku> but contact.getFixtureA().getUserData().getInstance() won't work as Java doesn't know the userdata consists of that class
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[17:33:02] <Hovaku> hmm, reflection looks like the best option but it seems a bit much...
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[17:45:16] <dermetfan> Hovaku: just cast...? ((CustomClass) fixture.getUserData()).customMethod(..)
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[17:48:40] <Hovaku> I tried that, it didn't work :/
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[18:23:41] <c0ke> Is it just me or is working with superdevmode the most convoluted nightmare ever conceived
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[18:24:46] <c0ke> Set a break point in your source mapped java, recompile in the browser, and it sometimes decides to show you the java or sometimes the JS in chome devtools
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[18:25:19] <c0ke> When you are in the JS, there's no quick way to the java sourcemap variant, and if you are in the sourcemap good luck ever finding the JS equiv
[18:25:29] <c0ke> Total nightmare. Gimme devmode back
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[18:27:41] <abs25> anyone has a good libgdx book to suggest?
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[19:00:27] <cobolfoo> abs25 any existing book about the subject is likely outdated
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[19:15:10] <kalle_h> hello
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[19:16:20] <kalle_h> I am trying to add nice dynamic foam patterns to water where its collides wiht objects/shores
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[19:17:00] <kalle_h> I tried with using ssao as collision mask but its didn't quite work
[19:17:26] <kalle_h> another idea is to draw topdown shadow view at height of water plane
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[19:17:38] <kalle_h> do anyone have other ideas?
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[19:19:18] <lordjone> kalle_h: perlin or emitter
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[19:20:28] <kalle_h> lordjone: but how
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[19:20:44] <kalle_h> dynamic procedural landscape and lots of dynamic objects
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[19:20:55] <kalle_h> how perlin would help?
[19:21:02] <lordjone> kalle_h: noise to modulate the color i suppose, there was an article i have read time ago written by some technical artist of blizzard
[19:21:16] <lordjone> it wasn’t realtime ocean, but the techinque could be adapted
[19:21:32] <kalle_h> the actual texturing is not the problem
[19:21:42] <lordjone> what’s the problem then ?
[19:21:55] <kalle_h> I just need to get suitable technique how I find all those intersection areas
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[19:22:02] <lordjone> you could have a 3d perlin noise to animate it too
[19:22:14] <kalle_h> still need the areas first
[19:22:15] <lordjone> oh k
[19:22:17] <Aegar> as one who hasn't done much java dev, should i go for eclipse or intellij?
[19:22:40] <kalle_h> and those normal shore line techniques does not fit for us
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[19:23:21] <kalle_h> damn, wrong link
[19:23:55] <kalle_h> there is our typical water. I would need to find those areas near to character, house, tree and shoreline
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[19:25:24] <kalle_h> but I noticed that their system have static shores and dynamic emitters
[19:26:21] <lordjone> they look like animated planes
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[19:27:37] <lordjone> really beautiful graphics
[19:28:28] <kalle_h> Ideally I would like technique that I can use when I am rendering water geometry to gbuffer
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[19:28:46] <kalle_h> maybe I need just hack my ssao aproach bit more
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[19:29:30] <kalle_h> I could also calculate static shore line geometry or texture mask and update that if geometry changes
[19:29:41] <kalle_h> but then I need to solve dynamic objects separately
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[19:32:31] <titoasty> couldn't you try something like for shadow mapping ? a top-down view, so you'd have a texture where water is drawn then use some kind of edge detection
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[19:34:25] <abs25> cobolfoo, so how do I learn libgdx :S
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[19:36:50] <Ashiren> and try the examples
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[19:47:14] <kalle_h> lordjone: but that dosn't help at all
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[19:48:07] <titoasty> kalle_h, couldn't you try something like for shadow mapping ? a top-down view, so you'd have a texture where water is drawn then use some kind of edge detection
[19:48:17] <kalle_h> titoasty: yeah that was my second idea. I am just not sure do I have perf for it. already pushing 10M polygons
[19:48:49] <kalle_h> but I like the idea a lot
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[19:49:17] <titoasty> kalle_h, damn, I can understand why, the game looks amazing, following it on tigsource
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[19:50:05] <titoasty> kalle_h, the ssao plan sounds nice, in theory
[19:50:17] <kalle_h> its almost enough
[19:50:25] <titoasty> can't you add an info where water is drawn ?
[19:50:37] <titoasty> it would reduce depth buffer precision though
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[19:51:05] <kalle_h> how you suggest to add that info?
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[19:51:48] <lordjone> kalle_h: yes, i know, it was just beautiful to see
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[19:52:02] <rekire> hallo guys
[19:52:04] <kalle_h> problem with ssao was that its add too much foam where objects intersect and less where shoreline is
[19:52:21] <titoasty> for example, I create the depth buffer with the shader. so it should be possible to know when a pixel from water is drawn and use one bit to store the info
[19:52:50] <titoasty> you'd store depth on 31 bits and water info on 1 bit
[19:53:06] <titoasty> but you'd have less precision
[19:53:22] <kalle_h> yeah, i understand that but I still don't see how it will help
[19:53:36]
<rekire> I'm quiet new to libgdx. I try to draw a simple triangle on the screen with a texture nothing complicated. I folowed this tutorial here: https://github.com/libgdx/libgdx/wiki/Mesh%2C-color-%26-texture however that seems to be outdated it does not work since it seem that the whole api has changed
[19:54:57] <rekire> could someone point me to a working example?
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[19:58:24] <kalle_h> titoasty: hmm, maybe water edge detection in screenspace and then couple dilation passes
[19:58:41] <kalle_h> but that would be quite view dependant
[19:58:47] <kalle_h> not sure is that good or not
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[20:02:02] <rekire> could someone point me to a working example for drawing triangle with a texture?
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[20:03:45] <rekire> Justin-C: thx I
[20:03:50] <rekire> will try it
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[20:06:43] <kalle_h> and that is simple screenspace depth difference
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[20:08:53] <titoasty> hmm perhaps if water is a flat plane it could be possible
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[20:10:27] <titoasty> oh I've got an idea : if you draw water first and keep depth buffer, then you add all other objects and have a new depth buffer -> then you can check differences between these two buffers
[20:10:38] <kalle_h> titoasty: I guess they render water last without depth writes and read back the current depth buffer value
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[20:11:24] <kalle_h> titoasty: that could work
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[20:11:40] <titoasty> I don't know in which order you draw objects
[20:11:59] <kalle_h> I draw water last to avoid overdraw
[20:12:02] <titoasty> ok
[20:12:05] <kalle_h> but I have ultimate control
[20:12:18] <kalle_h> so its not a problem to change it if needed
[20:12:46] <titoasty> but the solution can be reversed
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[20:13:35] <titoasty> you draw all the objects and have a depth buffer. then you draw water and when water is effectively drawn, you store this info in a buffer
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[20:14:22] <titoasty> hmm the problem is that you'd draw water twice
[20:14:45] <titoasty> OR not a problem if you draw water as a basic plane
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[20:15:40] <titoasty> ok so draw all objects then draw water (just the mesh with no fx) and keep info where water is drawn
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[20:16:19] <titoasty> then draw water with fx and postprocess the buffer to add foam with edge detection
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[20:17:32] <kalle_h> I think its simpler just draw full screen quad and use stencil mask where water is than draw water geom twice
[20:17:53] <titoasty> yes yes
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[20:18:34] <kalle_h> only problem is that this is view dependant
[20:18:38] <titoasty> yes
[20:18:51] <kalle_h> top down shadow map is better in that
[20:18:56] <titoasty> yes
[20:19:04] <titoasty> it's why I proposed that
[20:19:28] <kalle_h> maybe some combination. I would use top down terrain mask and view dependant edge detection for rest of objects
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[20:20:21] <titoasty> or use top down mask as a projected texture ?
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[20:22:07] <titoasty> animating foam sounds harder with view dependant system
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[20:23:16] <kalle_h> animating foam is trivial after I just have mask where to put it
[20:24:14] <titoasty> what was the problem using ssao ?
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[20:26:18] <kalle_h> its bit too noisy and shores don't add enough intensity
[20:26:27] <kalle_h> but characters add too much
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[20:26:42] <kalle_h> I can take some screenshots tomorrow
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[20:27:18] <kalle_h> but maybe with enough noise and good foam pattern all that could been hided
[20:28:05] <kalle_h> I basically don't want to use more than two days for this problem
[20:28:28] <kalle_h> and pure post process pass would be awesome
[20:28:37] <[twisti]> what is foam in game terms ?
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[20:29:12] <kalle_h> [twisti]: it just make the contact with objects and water more visible
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[20:30:14] <[twisti]> ah
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[20:31:08] <[twisti]> oh its like that bubble stuff on the top of waves ?
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[20:33:07] <kalle_h> :)
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[20:37:16] <titoasty> no more idea, sorry :(
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[20:37:46] <titoasty> but I'd be very interested to know how you'll do it
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[20:47:25] <[twisti]> maybe render terrain 2d at low resolution, blur and then use like 0.1-0.2 for foam ridge
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[20:47:52] <kalle_h> [twisti]: yeah that is the top down shadow map idea basically
[20:48:15] <kalle_h> its just expensive to draw terrain and objects again
[20:48:43] <kalle_h> half of the frame is already used for gbuffer pass + shadow passes
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[20:49:03] <[twisti]> maybe you dont need to
[20:49:08] <[twisti]> copy water surface
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[20:51:13] <kalle_h> [twisti]: I didn't quite undestand
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[20:51:30] <[twisti]> well you draw water right
[20:51:43] <[twisti]> so you already know where the water/land edge is
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[20:52:03] <[twisti]> or do you draw water even where land is and let clipping take care of it ?
[20:52:16] <kalle_h> I know where the water is but for edge detection I need to do post process pass
[20:52:56] <[twisti]> oh ok nm then
[20:53:36] <kalle_h> this is annoying problem. Not hard to solve. Lot's of methods but all those have their negative sides
[20:54:52] <kalle_h> but thanks to everyone for ideas.
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[20:56:59] <titoasty> hope you'll find quickly
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[20:57:44] <Azazel_> you may hate me for this question, but
[20:57:56] <Azazel_> I got a bitbucket account, made a mercurial repository
[20:57:59] <Azazel_> I installed mercurial
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[20:58:20] <Azazel_> made a repository in IntelliJ, opened it in mercurial
[20:58:26] <Azazel_> or TortoiseHg to be precise
[20:58:41] <Azazel_> how do I make it put stuff on bitbucket?
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[21:00:17] <Tomski__> Made a repo in intellij? eh
[21:00:46] <Azazel_> shouldn't have done that?
[21:00:49] <[twisti]> Azazel_: with generic questions like that you may have more luck in ##java (but careful, they tend to be a rude bunch)
[21:00:55] <Tomski__> I dont really know what you mean
[21:00:59] <Azazel_> I was just following some instructions
[21:01:05] <robitx> Azazel_: why not git?
[21:01:28] <Azazel_> I don't like the name
[21:01:30] <Azazel_> git
[21:01:39] <Azazel_> I'm not a git
[21:01:39] <Azazel_> you're a git!
[21:01:41] <Azazel_> not using git
[21:01:43] <robitx> mercurial sounds better
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[21:01:46] <Azazel_> git
[21:01:46] <mutilator> CyrusVorazan ping timeout
[21:01:48] <mutilator> o shit
[21:01:49] <Azazel_> rhimes with shit
[21:01:54] <Azazel_> *&
[21:01:55] <mutilator> i was 2 seconds slow!
[21:01:56] <Azazel_> &y
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[21:04:08] <Azazel_> gahh
[21:04:20] <Tomski__> Or go to #mercurial
[21:04:27] <Azazel_> I don't have the energy to read through that
[21:04:39] <Tomski__> then dont try to use it
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[21:04:52] <Azazel_> esp since I know I don't need like 90% of what I'm about to read right now
[21:05:17] <InspiredNotion> would i get into trouble using a popular piece of music in a game ?
[21:05:17] <Tomski__> Thata is the bare minimum that you should know
[21:05:36] <Tomski__> InspiredNotion, if you dont have rights, yes
[21:05:46] <Azazel_> Tutorial - Initializing a Repository
[21:05:46] <InspiredNotion> cheers..
[21:05:51] <Azazel_> I don't fucking need that
[21:06:01] <robitx> InspiredNotion: which song did you used?
[21:06:02] <Tomski__> Yes you do
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[21:06:20] <Azazel_> Let's init a small "hello, world" repository in our file system.
[21:06:27] *** hydra___ has quit IRC
[21:06:30] <Azazel_> no I don't
[21:06:40] <Tomski__> Yep
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[21:06:56] <Azazel_> Tomski__: how about you just ignore me today? I'll do the same, we'll get along famously
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[21:07:02] <Tomski__> "how do I make it put stuff on bitbucket?"
[21:07:32] <InspiredNotion> robitx: Jupiter, the bringer of jolity
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[21:08:10] <GhostNr1> Have anyone get JFileChooser to work. I can get it up and be shown but it is displayed behind, Nate had a very very small post in the forum but I don't understand it.
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[21:09:07] <[twisti]> GhostNr1: its probably going to be easier if you supply your own jframe in the desktop launcher
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[21:09:17] <[twisti]> then you can set that frame as the parent of the jfilechooser
[21:09:38] <GhostNr1> [twisti]: Yea, you might be right.
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[21:11:17] <InspiredNotion> :)
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[21:11:31] <[twisti]> 35 dollars seems incredibly cheap
[21:11:36] <cobolfoo> 35$ is not that much
[21:11:43] <cobolfoo> I pay more for pictures
[21:11:54] <Tomski__> I wonder what it is for commercial games
[21:12:01] <InspiredNotion> lol really what naked ones..
[21:12:02] <[twisti]> if you want a popular, current pop song in your game youre probably going to be looking at paying many thousands
[21:12:54] <robitx> [twisti]: or just implement in game music player, so everyone can choose whatever music they want
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[21:13:17] <InspiredNotion> yeah it would be good to know.. just want a quick fix for my game.. shooting angels.. thought it was quite fitting piece of music.. but dont really want to pay for it
[21:13:21] <[twisti]> heck even most triple A games with budgets of 8 figures dont have current popular music
[21:13:41] <[twisti]> there is of course lots of free music available
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[21:14:12] <[twisti]> robitx: it seems like itd be easier to just let people turn off the game music and turn on itunes or whatever
[21:14:13] <cobolfoo> InspiredNotion: This is not for a flappy clone I presumme :)
[21:14:20] <InspiredNotion> no no..
[21:14:51] <robitx> [twisti]: well not if your game also implements mucis visualization
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[21:15:33] <robitx> shit I just keep generating levels
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[21:18:16] <InspiredNotion> quote - We provide recordings, sheet music, and textbooks to the public for free, without copyright restrictions
[21:19:25] <robitx> currently I am using few songs from incompetech
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[21:20:01] <InspiredNotion> haven't used them ..
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[21:23:12] <InspiredNotion> guys from that statement above.. i am guessing it is ok to use music from the site.. thoughts?
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[21:26:56] <giwrgos88> hello everyone!!
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[21:27:35] <robitx> 162 people welcomes you...
[21:28:20] <InspiredNotion> Hi
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[21:29:29] <robitx> InspiredNotion: 6. Can I use Musopen music in another work that will be sold for profit?
[21:29:29] <robitx> Public domain works are not protected by U.S. copyright law and are free to be used, copied, performed and distributed by anyone for any purpose, even if sold for profit. [However, as noted above, we strongly encourage our users to independently assess whether any given musical work or sound recording is in the public domain before using, copying, performing or distributing musical works or sound recordings found on the Musopen site.
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[21:30:25] <InspiredNotion> so yeah i guess thats a green light if i understand correctly
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[21:31:01] <InspiredNotion> cool thanks for the robitx
[21:31:10] <robitx> see you in prison
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[21:31:55] <InspiredNotion> nice .. didnt realise you were already there ;)
[21:32:23] <robitx> yeah, but for other stuff ;)
[21:33:10] <InspiredNotion> i told you to leave that grandma alone!!
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[21:34:01] <InspiredNotion> aaanyway..
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[21:36:12] <giwrgos88> guys how i can handle savedInstanceState in libgdx? for example resume the game
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[21:37:43] <robitx> giwrgos88: you should never allow your players to pause in the first place :D
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[21:38:18] <giwrgos88> @robitx nice one but if he receive a phone call? :P
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[21:38:32] <mobidevelop> save game state in pause
[21:38:56] <giwrgos88> @mobidevelop how i can do it in libgdx? i know how i can do it in general android app
[21:38:59] <mobidevelop> Don't use savedInstanceState
[21:39:37] <mobidevelop> You might look into using json for simple state or kryo for more complex state
[21:39:45] <giwrgos88> can anyone provide me with a tutorial or keywords to make my search?
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[21:41:12] <giwrgos88> cheers thanks a lot!!
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[21:52:55] <progrmor> Im so sick of eclipse.. is it worth going to NetBeans instead?
[21:53:41] <robitx> intellij
[21:54:48] <matthewt> seconded
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[21:55:54] <[twisti]> the progression of "good" is netbeans -> eclipse -> idea
[21:56:00] <[twisti]> dont go backwards
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[21:58:28] <progrmor> So Netbeans is better than intellij aswell?
[21:58:48] <[twisti]> no
[21:58:50] <[twisti]> other way around
[21:58:53] <[twisti]> netbeans is the worst
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[22:15:36] <pmartino> green blue green blue green blue
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[22:16:58] <robitx> 0,1,0 0,0,1 0,1,0 0,0,1 0,1,0 0,0,1
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[22:26:46]
<progrmor> When I switch screen it takes a really long time and sometimes the application even crashes .. anyone see something that is slowing the screen change down? http://pastebin.com/pmst5vHh
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[22:27:45] <aegamesi> progrmor: intellij from eclipse takes a big of time to get used to... but I find it much better. some things are a bit weird because I've been using eclipse for a while, but it's a lot more lightweight and has *awesome* code suggestion capabilities
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[22:41:34] <robitx> stupid non native question, when I have lets say 3 minutes 15 seconds, and write it like 3:15 - should I put minutes or seconds behind it?
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[22:43:54] <matthewt> what's the context robitx
[22:44:24] <robitx> I am generating levels for game and puting estimate time info in description
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[22:46:15] <Ashiren> 3:15
[22:46:23] <Ashiren> i never seen like 15:3
[22:46:24] <Ashiren> ;o
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[22:48:16] <robitx> Ashiren: very helpfull ;) I tried to google it and see which version have more results, but it gives me crap instead
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[22:49:55] <robitx> i guess i stick with 3:15 minutes
[22:50:00] <[twisti]> robitx: where have you ever seen seconds first ?
[22:50:39] <robitx> I guess explained badly what I wanted
[22:50:49] <robitx> the word behind it, not the order
[22:51:09] <[twisti]> oh, yeah, id go with minutes
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[22:51:34] <[twisti]> because you can say it like that "thre minutes fifteen"
[22:51:36] <[twisti]> three*
[22:51:44] <[twisti]> but you cant say "three fifteen seconds"
[22:51:56] <[twisti]> or i guess you could, but nobody would understand what you mean
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[22:54:20] <matthewt> 3m15s would be concise and unambiguous
[22:54:38] <matthewt> hope that helps robitx
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[22:54:56] <robitx> matthewt: well I am trying to be consistent with GPGS formating
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[22:56:37] <robitx> I wonder how long levels I should generate
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[23:14:25] <Ashiren> well
[23:14:31] <titoasty> can't load file "skogS.png"
[23:14:35] <Ashiren> eeyup
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[23:15:22] <progrmor> titoasty , but..the application are able to load that file 7/10 times.. What can possibly be wrong with it?
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[23:15:50] <titoasty> "Caused by: java.io.FileNotFoundException: skogS.png"
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[23:16:16] <titoasty> I can't help you more
[23:16:37] <Ashiren> umm are you loading that file in render()?
[23:17:16] <progrmor> Ashiren , no. Loading them in the constructor
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[23:18:08] <Ashiren> well just before the exception you have failed: Out of memory
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[23:18:25] <Ashiren> could be some memory leak?
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<progrmor> I cant see where ... I´ve never had this kind of problem before so.. could you take a look maybe? http://pastebin.com/nBsL4Arz
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[23:21:10] <Ashiren> well the FileNotFoundException is pretty self-explanatory
[23:21:24] <Ashiren> and if its ok in desktop 7/10 times then theres something wrong
[23:21:44] <Ashiren> can you show assets.load() method?
[23:21:54] <Xoppa> don't use statics
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[23:22:51] <progrmor> Xoppa , why? Is there any other way when doing android?
[23:23:32] <Xoppa> because on android it isnt guaranteed to be initialized, just do game.assets.load(); etc.
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[23:24:03] <progrmor> Xoppa , oh you mean the void. I thought you meant the textures
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[23:24:26] <Xoppa> also the textures, remove all teh statics
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[23:24:39] <Ashiren> ok, i see nothing that would cause this bug
[23:24:55] <Ashiren> unless you dont have "skogS.png" in you assets
[23:24:56] <progrmor> I think it might been the "static"
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[23:25:05] <Ashiren> (its case sensitive)
[23:25:15] <progrmor> I removed it and it worked. It went smother atleast
[23:25:20] <Xoppa> yeah also use lower case asset names
[23:25:55] <Ashiren> in this static rather hs nothing to do with it
[23:26:06] <Ashiren> but generally try to avoid statics
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[23:27:10] <giwrgos88> hello again. why libgdx continue working after the game has been minimised ?
[23:27:40] <Xoppa> qwrty2014, check the answer in the comments
[23:27:43] <Ashiren> giwrgos88: have you implemented pause()
[23:28:03] <giwrgos88> i have it but is empty
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[23:28:50] <Xoppa> you should pause the game in the pause method :D
[23:29:12] <[twisti]> i dont think pause is called on minimize anyways, assuming you mean desktop minimize
[23:29:28] <Ashiren> when it minimizes, it calls pause(). its up to you, what you put in pause()
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[23:29:37] <Ashiren> if its empty, nothing changes
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[23:31:18] <giwrgos88> sorry i forgot to mention that i'm talking about android
[23:31:44] <Ashiren> its the same
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[23:31:58] <Ashiren> when you press home or other app gets forrground
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[23:34:03] <progrmor> How do I call the load method without it being a static method then? Xoppa?
[23:34:48] <Xoppa> you implement it, you decide, e.g. game.assets.load() would be a possibility
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[23:37:05] <giwrgos88> and on pause i will save the progress state of the game right?
[23:37:19] <giwrgos88> an on the resume to resume the saved progress
[23:37:22] <giwrgos88> and on*
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[23:38:37] <progrmor> Xoppa , But I need to reference to the Asset class inside the Screen class ? Like "public Assets assets;" ?
[23:39:17] <Xoppa> huh? you have a reference to you game don't you?
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[23:42:10] <qwrty2014> xoppa could you explain in short, what i need?
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[23:42:25] <Xoppa> you need a shader
[23:42:44] <qwrty2014> i know, but im currently using modelbatch. do i ditch that?
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[23:43:18] <Xoppa> no, didn't you read that answer?
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[23:44:22] <qwrty2014> reading the tutorial doesnt help me because im already doing things differently
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[23:44:34] <qwrty2014> ive read those tutorials many times already
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[23:44:55] <Xoppa> if you've read it, then you know you dont ditch the modelbatch
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[23:45:21] <Xoppa> how are you doing things differently?
[23:45:51] <Xoppa> qwrty2014, ow, sorry
[23:46:27] <Xoppa> i just realized that i removed the modelbatch in that tutorial for simplicity and reintroduced it in the tutorial after that, now i understand why you asked
[23:46:38] <qwrty2014> ok but do i have to do the whole testshader class? now i have a modelbatch and a shaderprogram with vert and frag shaders. what else?
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[23:47:02] <progrmor> Xoppa , it doesnt seem like it, I cant do game.Assets.load. Assets doesn´t exist in game?
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[23:48:11] <Xoppa> qwrty2014, you'll need to implement the Shader interface like described in the tutorial. If you don't want to do that, then you can't use a custom shader with the 3d api, but you could directly use opengl calls if you prefer that
[23:48:18] <Xoppa> progrmor, then add it...
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[23:49:13] <qwrty2014> xoppa, direct opengl calls? is that by using the default shaderprogram within modelbatch?
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[23:49:51] <progrmor> Thanks Xoppa
[23:49:53] <Xoppa> no, if you don't want to implement the Shader interface, then you can't use a custom shader with 3d api... modelbatch is part of the 3d api
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[23:51:04] <Xoppa> or well, you could modify you shader program to function with the DefaultShader and use that... but in any case it would make things more complicated than implementing the Shader interface.
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[23:51:41] <qwrty2014> okay. then ill have to follow those tutorials. the most complex part was modifying the TestShader.java. a .glsl file was much easier to modify
[23:51:46] <progrmor> Xoppa , should I remove the static from the Textures aswell? Cause now I get that error again
[23:51:54] <qwrty2014> but thanks and ill think ill take the less complex route
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[23:52:34] <Xoppa> progrmor, yes, remove all teh statics
[23:53:16] <Xoppa> qwrty2014, modifying a .glsl file still requires modifying the accompying java files, whether you implement the Shader interface or directly use opengl calls, that doesnt matter.
[23:54:28] <progrmor> Xoppa , ok. still get that damn error though.. I dont understand! It´s like the Asset folder of my project is corrupted or something.. cause I get errors on different png images all the time.
[23:54:34] <Xoppa> qwrty2014, just out of curiousity, what exactly did you find complex to the TestShader.java?
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[23:55:14] <Xoppa> progrmor, rights click on the project, click refresh, then clean all, then try again
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[23:57:00] <qwrty2014> uh :D sorry xoppa, nothing anymore. it all makes sense now that ive struggled with shaders for so long. i think its easier now to understand.
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