[00:00:04] <JesusCM> the size it appears as on the device
[00:00:20] <Xoppa> so the size in millimeter e.g.
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[00:00:57] <Xoppa> that's something that you know upfront
[00:00:58] <JesusCM> i try to achieve a similar look on different devices
[00:01:10] <Xoppa> then use the same unit on all devices
[00:01:14] <Xoppa> e.g. mm
[00:01:17] <Xoppa> or inch
[00:01:52] <JesusCM> well obviously the actual units will change with the screen size
[00:02:00] <JesusCM> the ratio is what should remain the same
[00:02:14] <JesusCM> works great
[00:02:14] <JesusCM> i use resolution and ppi for this
[00:02:22] <Xoppa> like i said, then use the actual units...
[00:02:59] <JesusCM> im not familiar with using those units
[00:03:14] <JesusCM> resolution and ppi work for me
[00:03:31] <Xoppa> well resolution / ppi gives you actual size
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[00:04:06] <JesusCM> i have fonts, buttons, paddings etc generated at larger values for higher resolutions and ppis
[00:04:47] <JesusCM> so nothing is ever too small or too large
[00:05:41] <Xoppa> ok, anyways, the emulator will not help you providing a good picture of how it looks like on a real device with that because either the resolution or ppi will (might) be different from your screen, which is something that no emulator can change
[00:06:00] <JesusCM> i just explained why thats not true
[00:06:09] <Xoppa> no you haven't
[00:06:14] <JesusCM> yes i did
[00:06:31] <Xoppa> where?
[00:06:36] <JesusCM> it cant emulate different pixel densities technically but it will adjust the size of things to mimic it
[00:06:50] <Xoppa> define "adjust the size of things"?
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[00:07:29] <JesusCM> well a higher resolution at the same screen size (higher ppi) will make things appear smaller if you dont account for it
[00:07:37] <JesusCM> this is because the pixels are now smaller
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[00:07:51] <Xoppa> so it does change resolution or ppi
[00:07:54] <JesusCM> the emulators have this effect as well
[00:08:00] <Xoppa> euhm not ppi of course
[00:08:40] <JesusCM> when i make a AVD with the same resolution and screen size as my actual tablet
[00:08:44] <JesusCM> they are carbon copies
[00:08:48] <JesusCM> so i know its working
[00:09:02] <JesusCM> despite the fact that my tablets ppi is significantly higher
[00:09:20] <Xoppa> if the ppi isn't the same then they aren't the same
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[00:09:37] <JesusCM> the sizes are
[00:09:46] <Xoppa> so the resolution is different?
[00:10:06] <JesusCM> the resolution quality is lost
[00:10:10] <JesusCM> but i dont care
[00:10:23] <JesusCM> i just want to see what the layout looks like
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[00:10:50] <JesusCM> i can test clarity at the by using the a device with a more similar ppi to my monitor
[00:11:04] <Xoppa> so why not scale the window then?
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[00:11:29] <JesusCM> it cant do this
[00:11:34] <Xoppa> *scale=resize
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[00:12:04] <lxknvlk> how can i create a installer for ios? i have a game ready, have a jar and an apk file, but how do i get one for ios? i dont want to publish to appstore yet, just need the installer
[00:12:12] <JesusCM> if i make window size bigger resolution follows
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[00:13:08] <Xoppa> so? thats the same as the emulator does
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[00:13:50] <Xoppa> ow, wait, you mean that Gdx.graphics.getWidth()/Height() will return different values?
[00:14:12] <JesusCM> i cant test say 720p at different ppis
[00:14:30] <bhldev> hey guys
[00:14:35] <bhldev> does box2d play nice with scene2d
[00:14:36] <JesusCM> hi
[00:15:05] <JesusCM> whats a physics engine have to do with graphical layout
[00:15:21] <Xoppa> JesusCM, so, you're problem is that you want to simulate a different Gdx.graphics.getWidth()/Height() value?
[00:15:26] <Neomex> bhldev what are you trying to do and probably not
[00:15:28] <Xoppa> lxknvlk, why would i do that?
[00:15:31] <Xoppa> bhldev, no
[00:15:42] <JesusCM> i want to simulate different resolutions and ppis
[00:15:50] <bhldev> just standard shit have a scene graph with physics
[00:16:12] <bhldev> alright I'll think of another way
[00:16:18] <JesusCM> i can see what the size of my fonts and buttons are at a specific screen size and resolution with the emulators
[00:16:26] <JesusCM> the deskto window CANNOT do this
[00:16:26] <Xoppa> JesusCM, i thought we agreed that you can't change the ppi of your monitor
[00:16:48] <JesusCM> i told you it doesn't matter because the size will be adjusted
[00:16:59] <Xoppa> then adjust the lwjgl window....
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[00:20:46] <[twisti]> JesusCM: you seem to think that an emulator set to emulate 800x640 and scaled to 400*320 is going to somehow display something differently from an lwjgl window scaled to 400x320
[00:20:53] <[twisti]> can you explain what difference you expect to see ?
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[00:22:21] <Neomex> wait, libgdx can html5
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[00:22:51] <Neomex> thats so nice
[00:25:36] <Kolo9> I wanna thank you guys. As I was typing out my question that I've been trying to figure out the last several hours, I rubber duckied my way to the answer.
[00:26:01] <bhldev> gl10 is dead for a long time right
[00:26:49] <JesusCM> when i resize a desktop window, it resizes all the font and buttons proportionally
[00:27:00] <JesusCM> this is not what my code does
[00:27:13] <JesusCM> the emulator will correctly proportion using my calculations
[00:27:31] <JesusCM> the desktop looks nothing like real devices except when unscaled
[00:27:53] <Xoppa> what do you mean with "resize a desktop window" do you mean setting a different size in code or resizing it after you've created it?
[00:28:46] <JesusCM> i mean physically using the mouse
[00:29:05] <JesusCM> if i resize a 1280 by 720 window to say 3 inches
[00:29:25] <JesusCM> the font and buttons are proportionally resized
[00:29:30] <JesusCM> NOT using my code
[00:29:51] <JesusCM> they aren't even clickable because they've been FUBARED
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[00:29:59] <Xoppa> then either implement the resize method or use the code to set the correct size
[00:31:02] <JesusCM> which resize method is this
[00:31:33] <Xoppa> the resize method of the applicationlistener
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[00:33:08] <faaj> hey guys, what's up?
[00:33:29] <JesusCM> oh right right
[00:34:11] <faaj> I have a question.. I'm building a ragnarok online clone (just to get the art but then change it later)... so I was wondering if LIBGDX can read .spr files and render them
[00:34:17] <faaj> is there any way I can achieve this?
[00:34:50] <faaj> I was manually converting the .spr to normal png, then creating a texture and only then the animation, but there must be a more.. straightfoward way
[00:35:35] <Xoppa> i don't know what a .spr file is, but i can assure you that libgdx can load them (without you implementing a custom loader)
[00:36:19] <Xoppa> *can't
[00:36:29] <Xoppa> that was a stupid typo...
[00:37:31] <faaj> I see
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[00:49:07] <Xoppa> [twisti], i guess that means that jesus abandoned avd now :D
[00:49:38] <[twisti]> he wouldnt be the first :p
[00:51:11] <Xoppa> jesus was very confident about his believes though
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[01:02:25] <jug6ernaut> I'm trying to use the Dialog class, it doesnt appear to be picking up my touch input, any common mistakes i might have hit?
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[01:49:05] <JesusCM> what sizes should go in the dpi folders (ldpi, mdpi, hdpi, xhpdi) ?
[01:51:45] <JesusCM> nvm
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[02:10:28] <JesusCM> whoa
[02:10:33] <JesusCM> quit storm
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[02:10:51] <JesusCM> lol
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[02:28:17] <danyel> Xoppa, u there?
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[02:29:23] <jcouture> hi
[02:31:21] <TEttinger> hey jcouture
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[02:34:41] <jcouture> I imported my freshly generated project in Android Studio 0.8.6 without problem. But whenever I try to use the IDE to execute the desktop:run Gradle job, it fails because it appears to be executing android:run instead of desktop:run.
[02:34:58] <jcouture> running ./gradlew desktop:run works though
[02:35:12] <jcouture> weird
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[04:40:55] <pmartino> o_________o
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[05:24:47] <cobolfoo> look like libgdx 1.3.1 use a obsolete ashley version, there are plans to upgrade in next libgdx version ?
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[05:36:45] <Kyle873_> so is there like, a discount store I can pick up an artist at? my god I'm so sick of my project ideas dying because I can't art :(
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[05:38:28] <KicStart> Kyle873_: like odesk or behance?
[05:38:54] <KicStart> Kyle873_: see also, fiverr.com
[05:39:18] <Kyle873_> ... damn, I was partially kidding, I didn't know there were ACTUAL sites for that
[05:39:43] <KicStart> Kyle873_: pm me for more discussion
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[05:42:41] <bhldev> can't we use newer ashley no matter what libgdx uses?
[05:42:50] <bhldev> I'm using ashley right now
[05:43:01] <BlueProtoman> Kyle873_: You can probably even ask around various IRC channels. See #gamedev and #reddit-gamedev
[05:43:18] <Kyle873_> interesting
[05:43:32] <Kyle873_> I should maybe actually write shit down in design docs first before running around asking for help
[05:43:37] <BlueProtoman> (But make sure those channels allow it!)
[05:43:42] <BlueProtoman> Design doc or prototype.
[05:43:45] <Kyle873_> because my current idea is A) very niche and B) complicated
[05:43:51] <bhldev> thepixelmonster was here a few months ago
[05:43:57] <Kyle873_> I've been thinking about prototype
[05:43:59] <bhldev> showing off his stuff and offering
[05:44:04] <Kyle873_> and I'm still kinda stuck in engine/language limbo in that regard
[05:44:16] <Kyle873_> right now I might give it a shot in libgdx though
[05:44:21] <Kyle873_> since it's primarily all 2D
[05:44:22] <BlueProtoman> Kyle873_: The solution to your problem is quite literally here. :)
[05:44:31] <BlueProtoman> Also, LibGDX can do 3D
[05:44:33] <bhldev> libgdx is god
[05:44:47] <BlueProtoman> LibGDX is love. LibGDX is life.
[05:44:52] <Kyle873_> I'm not the biggest fan of Java (I think C# is better *ducks*) but I can live with it
[05:44:53] <bhldev> if it wasn't for libgdx I would quit programming
[05:45:04] <bhldev> not quite but I feel like that sometimes
[05:46:46] <BlueProtoman> Kyle873_: Relax, not too many people in this channel actually sing praises about Java. The love is more about LibGDX
[05:48:34] <Kyle873_> hehe
[05:49:13] <Kyle873_> I'd work on C# in a second, but well, the gamedev potential is kind of in the water atm
[05:49:25] <Kyle873_> I was a pretty big user of XNA until MS in their infinite wisdom killed it
[05:49:38] <Kyle873_> tried out MonoGame, but the content pipeline is rediculous to use and it's just not there yet IMO
[05:50:43] <cobolfoo> bhldev I use ashley 1.1.1. with libgdx 1.3.1 , but I had to modify build.gradle to use local jar
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[06:54:03] <dipndawtz> when trying to run gdx-setup.jar for the first time I get Error: could not find or load main class gdx-setup.jar, can anyone offer a solution for this issue?
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[09:24:44] <sinistersnare> so ive decided to screw my table and just add the damned TextButtons to my stage directly.
[09:24:55] <sinistersnare> and im self-harming much less now!
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[09:26:53] <Maximus_> Anyone have any good resources on implementing motion control that allows you to move an object from side to side, along the lines of doodle jumper?
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[09:28:13] <Maximus_> tilt control to be specific
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[10:04:45] <Maximus_> @Tomski Thanks you kind sir
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[11:11:55] <mk1> anyone here using scrollpane?
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[11:15:14] <noooone> mk1: yes
[11:17:02] <mk1> I have a problem positioning the content
[11:17:51] <mk1> I'm passing a table as parameter and add a bunch of labels to this table. the labels appear in the center of the scroll pane, but they should be left/top
[11:20:03] <c0ke> Well a table's default alignment is center
[11:20:21] <noooone> the scrollpane has the size of its widget
[11:20:26] <noooone> and the table the size of its parent
[11:20:48] <noooone> which means the size of your labels
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[11:21:27] <mk1> okay. so I added expandX().left().top() to my labels. now they're left aligned, but still not at the top if the labels don
[11:21:31] <mk1> don't fill the scrollpane
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[11:21:55] <noooone> what about expendY()?
[11:22:00] <noooone> *expand
[11:22:14] <mk1> nope
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[11:23:29] <mk1> ah, got it.
[11:23:34] <noooone> how?
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[11:24:23] <mk1> missed to expand the scrollpane in y direction
[11:24:52] <noooone> how did you do that? I was not able to set any size of my scrollpane
[11:26:28] <c0ke> At the point it's added to the table perhaps? table.add(moose).expandY
[11:27:52] <noooone> but that sets the size of the cell surrounding the scrollpane to expand, not the scrollpane itself
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[11:29:29] <_Luca91_> hello mates
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[11:30:24] <noooone> hi
[11:30:42] <_Luca91_> I need sine hints.. how can I detect a collision between two images ? I'm asking that because I know that there is a Intersector.overlaps function, but it want rects as parameters... so how can I get the my image rect ?
[11:31:12] <_Luca91_> *get the rect of my image
[11:31:47] <noooone> scene2d Image?
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[11:32:04] <_Luca91_> noooone, yes
[11:32:25] <noooone> you need to create it yourself
[11:32:36] <_Luca91_> mmmh
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[11:33:45] <noooone> position = stage.localToStageCoordinates(image.getX(), image.getY()); new Rectangle(position.x, position.y, image.getWidth, image.getHeight)
[11:33:50] <noooone> pseudo code, won't compile
[11:34:13] <noooone> maybe multiply the width/height with scale
[11:34:18] <noooone> only works without rotation
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[11:35:17] <_Luca91_> noooone, thank you very much I'll try to get it to works
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[11:50:43] <mk1> noooone: size of what?
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[12:13:00] <tommy_the_dragon> hi all
[12:13:01] <tommy_the_dragon> I have borrowed a phone for testing, its a GT-S6310N (cheap galaxy)
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[12:13:02] <tommy_the_dragon> I have built my login screen in Scene2d, and I'm getting some very strange behaviour
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[12:13:05] <tommy_the_dragon> I might know whats wrong actually, something just occured to me.
[12:13:05] <tommy_the_dragon> this phone is so slow though :(
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[12:19:04] <tommy_the_dragon> yeah I hadn't done resize viewport
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[13:30:08] <DarkNarayan> is there any live ios game made with libgdx?
[13:30:16] <DarkNarayan> i didnt see in showcase
[13:31:00] <tommy_the_dragon> when I do FitViewport and screens aspect ratio height is less I get wierdness
[13:31:07] <tommy_the_dragon> shouldn't there just be black bars?
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[13:33:09] <tommy_the_dragon> so eg if my viewport is 1920*1080 and I make viewport 1920*880, I get glitchiness instead of black bars at the top and bottom
[13:33:26] <danyel> q
[13:33:56] <tommy_the_dragon> sorry, if the screen is 1920*1080
[13:34:23] <tommy_the_dragon> i basically have 100px of glitch at the top and 100px of glitch at the bottom :p
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[13:36:21] <tommy_the_dragon> I have a table with a background on the stage, and it's rendering bits of background where the black bars should be.
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[13:45:21] <danyel> test
[13:45:24] <danyel> do you guys read me?
[13:45:58] <mk1> 5 by 5
[13:46:03] <kojjootti> did somebody say something?
[13:47:53] <tommy_the_dragon> This is Bowie to Bowie, I read you loud and clear man.
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[13:51:40] <mk1> This is Fox2. The rabiit has left its den. I repeat, the rabbit has left its den!
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[13:57:12] <DarkNarayan> is there any live ios game made with libgdx?
[14:00:04] <[twisti]> live ?
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[14:00:15] <tommy_the_dragon> mk1: oh no, not again!
[14:00:15] <DarkNarayan> yes
[14:00:23] <DarkNarayan> i wanna download it
[14:00:35] <DarkNarayan> from app store
[14:00:37] <tommy_the_dragon> DarkNarayan: a few I imagine
[14:01:43] <ocirne23> lets stick to many hundreds
[14:01:59] <ocirne23> or thousands
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[14:22:50] <titoasty> hi
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[14:30:44] <titoasty> does anyone use pbr ?
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[14:39:16] <Darkjeson55> hi
[14:39:17] <InspiredNotion> Hello
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[14:43:34] <tommy_the_dragon> Darkjeson55, titoasty: hi
[14:43:41] <tommy_the_dragon> titoasty: whats pbr?
[14:44:52] <titoasty> physically based rendering
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[14:47:32] <tommy_the_dragon> titoasty: oh okay, I'm not really very well versed in 3d.
[14:48:55] <tommy_the_dragon> that's interesting though
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[15:01:22] <noooone> physically based rendering?
[15:01:29] <danyel> libc++abi.dylib: terminating with uncaught exception of type Swig::DirectorException
[15:02:13] <ocirne23> titoasty: yes
[15:02:36] <noooone> is it another word for raytracing?
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[15:02:39] <ocirne23> no
[15:03:00] <ocirne23> its a lighting model that is energy conserving
[15:03:11] <ocirne23> e.g. like the physical world
[15:03:19] <mk1> it
[15:03:49] <mk1> it's a fancy expression for "we use shaders that resemble what actually happens"
[15:04:01] <mk1> although this isn't entirely true
[15:04:03] <ocirne23> still approximating all the things
[15:04:05] <ocirne23> but yeah
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[15:11:17] <titoasty> it's a good definition
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[15:14:44] <ocirne23> so whats the problem ;d
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[15:20:57] <titoasty> I'm mixing up all the theories behind pbr
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[15:44:11] <InspiredNotion> Does one need a mac to test on iPhone?
[15:44:32] <noooone> I've heard it's possible with a VM, but much easier with a mac, yeah
[15:44:50] <InspiredNotion> kk cheers noooone
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[16:03:52] <tommy_the_dragon> I'm getting a profile picture from facebook using #/picture, converting to a byte array and running new Pixmap(array,0,array.length); but I get java.io.IOException: couldn't load pixmap unknown image type. Any ideas?
[16:04:00] <tommy_the_dragon> I believe it should be jpeg format
[16:06:22] <mk1> print out the first few characters and compare magic number
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[16:08:34] <OverCoder> hello
[16:08:39] <InspiredNotion> hi
[16:08:47] <KicStart> tommy_the_dragon: try using the constructor that specifies the Pixmap Format.* ordering
[16:08:50] <OverCoder> i'm new to libgdx ^_^
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[16:10:32] <OverCoder> when i draw an image it shows at the native resolution, how can i resize it?
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[16:13:17] <InspiredNotion> Set a texture region or draw it at certain size.. have you been over the wiki?
[16:13:55] <InspiredNotion> batch.draw(batch,x,y,width,height);
[16:15:03] <OverCoder> oh, i always wondered why i specify a Texture.width and Texture.height
[16:15:05] <OverCoder> thanks
[16:15:12] <InspiredNotion> np
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[16:18:27] <tommy_the_dragon> This is what's being sent .getBytes() converted to hex: EFBFBDEFBFBDEFBFBDEFBFBD00104A46494600010200000100010000EFBFBDEFBFBD00042A00EFBFBDEFBFBD0043000604050605040606050607070608
[16:18:31] <tommy_the_dragon> so it doesn't look right
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[16:29:27] <bhldev> good morning
[16:29:36] <InspiredNotion> hi
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[17:25:42] <vixus> is it possible to determine which platform the app is running on?
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[17:26:41] <Ashiren> like android/dekstop/html5?
[17:26:46] <vixus> yes
[17:26:56] <vixus> i'm trying to handle file output dependent on the platform
[17:27:31] <vixus> oh hold on, i think Gdx.files can do this already
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[17:56:54] <dipndawtz> is anyone else having an issue with the gdx-setup.jar not running
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[17:58:16] <abs25> is there a way to resize the windows size?
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[17:59:55] <Tomski> dipndawtz, whats your error?
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[18:03:06] <abs25> no?
[18:03:17] <abs25> I cant change size of windows while applicaiton is runing?
[18:03:25] <vixus> abs25: from within the application?
[18:03:28] <abs25> yes
[18:03:29] <vixus> probably not, no.
[18:03:34] <abs25> on a press of a button for example
[18:03:41] <vixus> is this on desktop?
[18:03:46] <abs25> yes
[18:03:53] <vixus> and you mean the physical window, not the viewport
[18:04:00] <abs25> yes
[18:04:10] <abs25> I can do it mannualy with mouse, but I need precise size
[18:04:28] <abs25> like when I change viewport size, to cahnge window size too
[18:04:36]
<Hovaku> Hi, I've been trying to find what's causing lag on mobile phones and I think it's this function: http://pastebin.com/RxRiF9Bw
[18:04:53] <vixus> abs25: yeah so you can probably request a specific window size using Java, but the window manager doesn't need to honour it
[18:04:54] <Tomski> setDisplayMode abs25
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[18:05:00] <Tomski> Gdx.graphics.setDisplayMode
[18:05:01] <Hovaku> My profiler reports lots of duplicate string objects that aren't needed.
[18:05:09] <vixus> abs25: ah, there you go :)
[18:05:12] <abs25> thanks Tomski
[18:05:16] <abs25> vixus, thanks :)
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[18:05:49] <Hovaku> The function's called in the render method
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[18:06:51] <dipndawtz> tomski, it says "Error: could not find or load main class gdx-setup.jar" whenever I try to run it
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[18:08:05] <Tomski> No problem here dipndawtz, are you running from command line?
[18:08:37] <dipndawtz> I've tried both ways. when just double clicking it it opens a cmd window for a second, flashes that error then closes. Running from command line yields the same error
[18:09:19] <Tomski> What args are you using from command line?
[18:09:23] <Tomski> And where are you getting the jar from?
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[18:10:42] <vixus> hmm, why am i suddenly getting errors about not being able to locate the OpenAL library?
[18:10:52] <vixus> "org.lwjgl.LWJGLException: Could not locate OpenAL library."
[18:11:03] <vixus> "AL lib: (EE) alsa_open_playback: Could not open playback device 'default': Permission denied"
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[18:11:56] <dipndawtz> I tried the one from the downlaod section on the libgdx site, and from the github page
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[18:12:22] <vixus> dipndawtz: how are you running it at the commandline?
[18:12:31] <dipndawtz> well I just downlaoded a new copy and ran it with java -jar and it worked. weird, it might have just not downloaded correctly or something. Oh well at least it works! thanks for the help!
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[18:15:23] <vixus> ok scratch those errors, they disappeared once i sorted out my scene2d skins
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[18:15:54] <vixus> but now i need to figure out why scene2d is rendering things upside down and offset
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[18:16:24] <vixus> i guess it's to do with my viewport and camera
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[18:17:21] <vixus> the camera has flipY set to true and the viewport centers the camera on resize
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[18:17:39] <vixus> this works for all my other 2D rendering, but scene2d doesn't seem to like it
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[18:22:08] <aegamesi> A lot of the new stuff in each version of libgdx is stuff that I don't use, but I still get like, excited looking through all of the changelogs
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[19:08:06] <yesimnathan> I'm using gdx-setup.jar on arch linux. For whatever reason, when I click "Advanced" it just brings up an empty dialog that I cannot get to go away
[19:08:26] <yesimnathan> Same behavior with openjdk7 and oracle jdk7 from the aur =\. Anyone else seen this before?
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[19:09:42] <Tomski> yesimnathan, nop
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[19:09:49] <Tomski> Do the other dialogs work?
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[19:10:42] <yesimnathan> Tomski: yeah the main project setup looks fine and both of the "Browse" dialogs work fine
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[19:10:57] <yesimnathan> and I'm able to generate a project with it. I just can't change any advanced settings
[19:10:57] <Tomski> Weird, maybe its the html view screwing things up
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[19:11:09] <Tomski> yesimnathan, what advanced settings do you want?
[19:11:20] <yesimnathan> I just wanted to use intellij
[19:11:40] <Tomski> Without Gradle in the IDE?
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[19:11:54] <Tomski> Because you can use it just fine without the advanced setting
[19:12:17] <yesimnathan> I was following that and saw mention of the IDEA project file generation in advanced settings =)
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[19:13:09] <Tomski> Yeah, its so you can run the project as a normal idea project, rather than a gradle project
[19:13:28] <yesimnathan> ahh good enough then
[19:13:30] <yesimnathan> Thanks for the info
[19:13:35] <Tomski> If you want to do that still, go to your directory of the project
[19:13:39] <Tomski> and run "./gradlew idea"
[19:13:43] <Tomski> It does the same thing
[19:13:58] <yesimnathan> oh cool. Awesome!
[19:14:03] <yesimnathan> Thanks!
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[19:15:16] <Tomski> Then just File > Open > .ipr file when its done
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[20:08:38] <Lecherito> Hey, time ago I saw a web where you could "design" how your app would be in the play store, do you know about that?
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[20:08:45] <Lecherito> ocirne23: wohooooo its you, the real enrico
[20:08:57] <ocirne23> O.o
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[20:10:18] <Lecherito> long time no see dude
[20:10:28] <ocirne23> o/
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[20:12:06] <Lecherito> shows are coming \o/
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[20:18:30] <Maximus_> So i'm trying to implement motion control into my game, I want the sprite to move left or right depending on the tilt along the lines of doodle jumper, It works fine on my phone but when I try it on my tablet the movement is reversed so tilting left will move the sprite right etc. anyone know why this is happening?
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[20:20:29] <bhldev> morning people
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[20:21:02] <davebaol> Maximus_: I'd say it's due to device orientation
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[20:22:18] <Maximus_> Any idea how to fix this problem so it's consistant on all devices?
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[20:23:01] <sebg931> anyone got any "new" tutorials that includes tilesets?
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[20:23:35] <sebg931> looks like all the tutorials conserning tilesets, are done in a way that's not supported anymore... or?
[20:23:58] <davebaol> Maximus_: superjump demo should have the code for that. Not sure though
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[20:31:22] <Maximus_> davebaol it is indeed the device orietation, I am using potrait sensor so on my tablet and in one direction it works fine and the other it does the reverse.
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[20:39:25] <InspiredNotion> Hi, Got a Q regarding Android IAP with Google Play, does one need a server to store the information regarding what users have purchased or is this information store via GoolePlay? if intergrating IAP would i have to consider a server?
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[20:44:43] <InspiredNotion> Thinking about it.. it depends on the sort of game i have i guess.. nm :)
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[20:49:21] <CyrusVorazan1> Where are all the ops geez
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[20:51:46] <Ashiren> :o
[20:52:06] <noooone> ops?
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[20:52:24] <CyrusVorazan1> It's complicated, but I need someone to quickly shoot me in the face
[20:52:36] <CyrusVorazan1> Well, not me, but my clone with no "1" here
[20:52:48] <Ashiren> ghost him
[20:52:59] <Ashiren> or wait until ping timeout
[20:53:10] <[twisti]> thats not something ops can do anyways
[20:53:23] <CyrusVorazan1> I mean ban it
[20:53:27] <[twisti]> why
[20:53:31] <[twisti]> then you would be banned too
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[20:53:52] <[twisti]> and how would that be helpful ? you still wouldnt be able to use the nick, and on top of it, you would be banned
[20:54:16] <CyrusVorazan1> I shouldn't be, but that doesn't matter anyway
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[20:54:25] <[twisti]> ops only have administration over channels, not over the network
[20:54:40] <[twisti]> even if you kick someone from all rooms, they can still be on the network and control a nick
[20:55:00] <CyrusVorazan1> Believe me, I know that
[20:55:18] <[twisti]> then why would you want it to be banned ?
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[20:56:08] <CyrusVorazan1> Because it won't stop going on and off like this
[20:56:24] <CyrusVorazan1> And I use a different proxy anyway
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[20:56:32] <ocirne23> so whats making it log in
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[20:56:55] <CyrusVorazan1> It would be nice to know that
[20:57:07] <noooone> black magic
[20:57:32] <ocirne23> well, its one of your devices
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[20:57:58] <CyrusVorazan1> Yeah
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[20:58:20] <ocirne23> running tasks related to irc
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[20:59:23] <CyrusVorazan1> I don't know what it's doing exactly, but just banning it, even permanently, would be sufficient
[20:59:29] <ocirne23> have you tried turning it off and on again
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[21:00:43] <CyrusVorazan1> Oh, thanks
[21:00:59] <ocirne23> programmers are generally able to kill unwanted tasks
[21:01:09] <CyrusVorazan1> Yeah, but here's the fun part
[21:01:11] <CyrusVorazan1> It's remote
[21:01:47] <CyrusVorazan1> And you're quick to assume that I'm a programmer :p
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[21:22:01] <lxknvlk> Hey all! I just completed my first game prototype with libgdx!
[21:22:26] <robitx> lxknvlk: link?
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[21:22:28] <prophile> grats
[21:22:30] <Ashiren> good for you
[21:22:30] <lxknvlk> I need some playteting now
[21:22:47] <robitx> playteting
[21:22:48] <lxknvlk> its for android, but it has also a jar file that you can run
[21:22:54] <lxknvlk> playtesting)
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[21:25:56] <noooone> get it working on html, makes playtesting more comfortable :)
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[21:27:47] * ocirne23 coughs profusely
[21:28:37] <lxknvlk> noooone, i didnt create a html project when generated libgdx projects ...
[21:29:21] <lxknvlk> currently im trying to build an ios file
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[21:30:51] <prophile> I got libgdx working in an applet once
[21:30:58] <prophile> it was way better than this gwt nonsense :D
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[21:32:37] <[twisti]> the problem is that nobody is going to run an applet
[21:33:05] <[twisti]> most people have java disabled, and the few that allow java in the browser are going to be turned away by the 20 security warnings oracle added
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[21:37:20] <prophile> well, the long-term practical solution is quite obvious actually
[21:37:27] <prophile> oracle should port their JVM to run on javascript
[21:37:55] <prophile> that way it really is portable and they can leave the optimising details to the clever javascript implementors
[21:39:18] <Xoppa> so that's why they keep forcing me to install the ask.com toolbar :D
[21:40:34] <prophile> of course!
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[21:48:46] <progrmor> When rendering a screen. Should I put the stuff I want on the screen in Show() or Render() ?
[21:49:19] <progrmor> The class "Screen" I mean
[21:53:20] <lxknvlk> is there any way of obtaining xcode for free?
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[21:54:24] <Xoppa> progrmor, you render in the render method
[21:54:27] <Xoppa> lxknvlk, it's free
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[21:54:33] <Lecherito> steal a mac
[21:55:30] <progrmor> Xoppa but I dont put the parameters for example a button in there? Only stage.draw() ? The other stuff goes in the Show() ?
[21:55:46] <Xoppa> yes
[21:57:13] <progrmor> It´s weird. Because when I switch screen using a click on a button. It either take ages , or it crashes saying that it failed to load some of the images in the asset folder
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[22:03:28] <Xoppa> i guess that should work, perhaps consider following a tutorial on the topic to get more familiar with it
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[22:05:25] <bhldev> ah another day of brogramming
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[22:05:57] <bhldev> mobidevelop what do you think of the plan to get a really low stress low key job so I can do the things I enjoy?
[22:06:01] <bhldev> know anyone who did that?
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[22:38:02] <deniska> what should I put in my resize method to not make table stuff botched?
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[22:40:55] <cobolfoo> someone tried to sync ashley over network? I was thinking about using kryonet with an entity listener.
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[22:43:11] <[twisti]> cobolfoo: no, but i would definitely appreciate to hear back how it goes if you try it
[22:46:28] <cobolfoo> I might end up only running ashley on server-side, using the entity listener to send visual (Renderable component) stuff only
[22:46:51] <ocirne23> you need client side prediction either way
[22:47:14] <cobolfoo> I have dealt with that A LOT in the past :) (client-side prediction)
[22:47:19] <[twisti]> client side prediction is a nasty hack, but i cant really imagine a scenario where you could do without
[22:47:41] <cobolfoo> keep two last states, interpolate between using current local time, etc.
[22:48:20] <cobolfoo> anyway I implemented a game in one day using ashley, very fast development
[22:48:48] <cobolfoo> I am kind of impressed by ecs
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[23:13:49] <EyeOfMidas> help. I'm having a bizzare texture issue on Android
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[23:16:27] <EyeOfMidas> is there a common reason for texture corruption on android?
[23:17:54] <bhldev> hey guys
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[23:20:32] <progrmor> Am I supposed to use the dispose() method on a screen class when switching to another?
[23:20:50] <bhldev> @cobolfoo ECS is why I started libgdx again
[23:21:01] <bhldev> I hope that ashley keeps being maintained
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[23:21:30] <bhldev> how are you hosting your server cobolfoo, your kryonet?
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[23:27:45] <kleptine> Hey does anyone know how libgdx extensions work?
[23:27:53] <kleptine> I'm looking to make a libgdx wrapper for fmod.
[23:28:21] <deniska> Hm, switched from bitmapfont to freetype extension
[23:28:30] <robitx> kleptine: noone knows how that stuff works, its black magic ;)
[23:28:41] <deniska> And now text in labels disappeared but text which I draw manually is still here
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[23:29:00] <kleptine> robitx: haha dang
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[23:34:58] <[twisti]> progrmor: thats the garbage collector working
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[23:35:10] <[twisti]> its indicating that youre creating a metric shitton of objects in your render loop
[23:35:52] <progrmor> Well, does it look bad in anyway?? Im open to all sorts of problem since I´ve been stuck on the same error for a month now
[23:36:21] <[twisti]> thats not an error
[23:36:32] <[twisti]> but yes, it looks bad
[23:36:42] <[twisti]> and i would expect it to cause lag in your game
[23:37:24] <progrmor> Well! Finally! I´ve posted that error message loads of times and no one have meantion anything about it. That must be my problem since my app crashes or takes ages when I switch screen
[23:37:55] <progrmor> What can I do to improve it?? I got very little code so I cant work my mind around why it is behaving like that
[23:38:03] <kleptine> Basically on Android, you can do 0 allocation
[23:38:12] <kleptine> that means not even creating Vector2's
[23:38:26] <kleptine> Android's dalvik garbage collector is extremely greedy
[23:38:33] <[twisti]> dont use 'new' in the render loop or things the render loop calls if you can avoid it
[23:38:35] <kleptine> so when it runs it stops the entire world
[23:38:43] <[twisti]> if you post some code we might have more concrete input
[23:38:57] <[twisti]> try to reuse objects and use object pools for short lived stuff
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[23:39:01] <kleptine> And even if you have only one or two 'new's each frame, eventually you'll see la
[23:39:02] <kleptine> lag*
[23:39:34] <progrmor> The error occurs when I switch from the MainScreen to that screen
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[23:41:02] <bhldev> who using new in render loop
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[23:41:43] <bhldev> ho hum
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[23:42:49] <hackhalo2> your loading assets in the render loop?
[23:42:51] <[twisti]> the problem is probably mainscreen
[23:43:02] <[twisti]> hackhalo2: async loading, thats normal
[23:43:05] <hackhalo2> okay'
[23:43:33] <[twisti]> progrmor: that the slowdown happens when you leave the main screen indicates that lots of stuff is allocated in mainscreen and then freed when you leave
[23:43:33] <bhldev> everyone's pimping out ashley now
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[23:45:13] <[twisti]> oh my
[23:45:21] <[twisti]> yes, the problem is quite evident from that
[23:45:32] <robitx> hell, you people motivated me to look into my logcat, garbage collector every 20-40 seconds
[23:45:33] <[twisti]> you add a new button listener on EVERY FRAME
[23:45:41] <progrmor> I do?? :O
[23:45:56] <[twisti]> yes, line 52
[23:45:59] <[twisti]> and 62
[23:46:15] <[twisti]> so when you click the button, thousands of listeners are executed
[23:46:22] <[twisti]> and each one does new StoneScreen
[23:46:31] <[twisti]> so you have thousands and thousands of new screens being made
[23:46:45] <fakey> that'll do it
[23:46:51] <[twisti]> simply move the two addListener calls to create()
[23:47:05] <[twisti]> or show actually
[23:47:09] <[twisti]> since you make the buttons there
[23:47:57] <progrmor> Ok! I´ll try and see
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[23:48:46] <progrmor> wow!! That´s a huge difference! :O Thanks so much twisti !
[23:49:27] <[twisti]> yay, i cant believe i actually solved your problem
[23:49:33] <[twisti]> youve been going on about that for a while
[23:49:44] <[twisti]> and i looked at code you posted a few times and didnt see anything wrong
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[23:51:28] <progrmor> haha even the most trained eyes can be mistaken
[23:51:49] <progrmor> Well, lesson learned. Dont call multiple Listeners in render
[23:53:06] <Kyle873_> urgh Netbeans is being a colossal jerk right now with my android project
[23:53:22] <[twisti]> theres a reason nobody likes netbeans
[23:53:37] <Kyle873_> it will only show the build scripts in the node, not the source or asset folder, and when I right click to run a task, there's SO MANY tasks I can't go down the menu to actually click on installDebug, very nice
[23:53:58] <Kyle873_> yeah, I might just use Eclipse, it seems like it'll be less of a PITA then Netbeans at this point
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[23:55:37] <cimi_> Hi
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[23:55:58] <cimi_> I just updated my google game play services
[23:56:05] <cimi_> and i have a problem
[23:56:20] <cimi_> when user enters my app for the first time
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[23:56:49] <cimi_> it automatically prompts the google sing-in
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[23:56:58] <[twisti]> i hate that
[23:57:01] <[twisti]> dont do that
[23:57:09] <Kyle873_> haha
[23:57:10] <Kyle873_> sing in
[23:57:21] <Kyle873_> his app starts with a sing-along :D
[23:57:22] <[twisti]> i dont know my password, and lots of times it doesnt seem to have it remembered
[23:57:34] <Kyle873_> but I do agree, that is annoying
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[23:58:15] <bhldev> eclipse is the workhorse
[23:58:24] <cimi_> i didnt to that on purpose, i didn't have that before new google gms update
[23:58:42] <bhldev> Luna is the best eclipse ever
[23:58:50] <Kyle873_> yeah I might as well stick with Eclipse, Netbeans is just giving me nothing but problems
[23:58:56] <[twisti]> luna is also the best harry potter character ever
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[23:59:16] <cimi_> now how can i disable that, but allow auto sign-in on start that if your did sign in to google using some button in my app
[23:59:43] <[twisti]> maybe add a button that says 'sign in later'
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