Switch to DuckDuckGo Search
   September 2, 2015  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >

Toggle Join/Part | bottom
[00:00:14] <duli> well..as far as I know when I pack the game and publish it the size will probably double
[00:00:29] <duli> so from 38 it will go to 70-80 mega bytes
[00:00:30] <Xoppa> the apk is it
[00:00:32] <duli> which is too much
[00:00:51] <Xoppa> https://en.wikipedia.org/wiki/Android_application_package
[00:02:38] * jeffol codes localization, then translates his game to spanish for shits and giggles
[00:03:59] <duli> when packaging the game will I get only the .apk file?
[00:04:10] <duli> so all these dexLibs etc. they won't be in it?
[00:05:47] <Xoppa> why not give it a try, you´re just a few clicks away from creating a release
[00:06:00] <duli> I will thanks..so my 2nd question
[00:06:13] *** Oebele_ has joined #libgdx
[00:06:19] <Xoppa> iirc its something like gradlew android:installRelease or something
[00:06:27] <duli> I am going to load all of my maps in the asset manager
[00:07:00] <duli> beforehand and I would like to assign them somehow to each button in my level menu screen
[00:07:21] <duli> so that I don't load the map when the user selects a level but everything is loaded beforehand
[00:07:34] <duli> first, is that good practice?
[00:08:03] <duli> 2nd, is there anyway to assign data(map) to a button in a table of the level menu screen
[00:08:09] <Xoppa> if ¨all of my maps¨ refers to exabytes of data then probably not
[00:08:13] <duli> so it knows which map to load by just clicking
[00:08:28] *** TEttinger has joined #libgdx
[00:08:52] *** Oebele has quit IRC
[00:09:02] <duli> no, a map is about 100 kilo bytes
[00:09:45] <duli> they literally contain a few box2d objects and a few pictures for ground, sky and background
[00:10:07] <Xoppa> no clue what you mean by ¨assign data(map) to a button¨. a button is an ui element, you can click on it and whatever you want to do when that happens is up to you
[00:10:46] <duli> I mean, when I initialize the level menu screen for the first time I create a clicklistener for each of them
[00:11:26] <duli> and there having all maps already loaded in order is there anyway to assign each of these map to a clicklistener or a button somehow so that when the user clicks
[00:11:36] <duli> the map gets loaded or sth along these lines
[00:12:16] <Xoppa> ok, stop right there.
[00:12:20] <bhldev_2> afternoon guys
[00:12:45] <Xoppa> you are giving your UI way too much responsibility
[00:12:59] <duli> ok
[00:13:04] <Xoppa> your UI should not know or care about when things need to be loaded
[00:13:31] <duli> but I still need to get the text of the button, say button 1, button 2 etc. and based on the text I need to load the relevant map
[00:13:41] <Xoppa> ew!
[00:13:45] <Xoppa> dont do that!
[00:13:59] *** davebaol has quit IRC
[00:14:02] <Xoppa> go wash your keyboard!
[00:14:30] <duli> well, then how do I know which level to load for a specific button level??
[00:14:34] *** hextileX has joined #libgdx
[00:15:00] <jeffol> data, code, memory, execution, structure
[00:15:16] <Xoppa> you add a clicklistener to the button and handle it
[00:15:17] <duli> there must be some way to find out which button is clicked and based on that load the corresponding map
[00:15:26] *** isdera has joined #libgdx
[00:15:43] <duli> yes but part of handling is to know which button is clicked (e.g text of button whether is 1, 2,3 etc)
[00:15:51] <Xoppa> you only have one button per clicklistener, so you always know which button is clicked
[00:16:21] <duli> I have a single clicklistener event class and each button gets an instance
[00:16:30] <duli> I don't create a clicklistener for each button
[00:16:36] <duli> separately
[00:16:57] <Xoppa> o.O
[00:16:57] *** mekagem has joined #libgdx
[00:16:59] <duli> I simply loop through all buttons and assign the same clicklistener to them
[00:17:02] <Xoppa> why would you ever do that?
[00:17:17] <duli> for core reuse I guess?
[00:17:29] <duli> I've got 20 levels, should I create 20 different clicklisteners ?
[00:17:45] <duli> which are identical..
[00:18:03] <Xoppa> button.addListener(new ClickListener() { public void clicked(InputEvent e, float x, float y) { game.thisButtonWasClicked(); }});
[00:18:41] <mekagem> do your button do exactly the same?
[00:18:41] <duli> I've got for each button...button.addListener(new LevelClickListener());
[00:18:53] <Xoppa> ew!
[00:19:12] <Xoppa> why?
[00:19:32] <duli> core reuse..simplicity..etc
[00:19:47] <duli> readabillity..
[00:20:01] <jeffol> if it's all going to be duplicate, why not write it once?
[00:20:05] <Xoppa> if you really insist on doing that, then do: button.addListener(new LevelClickListener(Button.THIS_BUTTON));
[00:20:10] <duli> that's what I've done
[00:20:14] <mekagem> inline anonymous class looks more readable imho
[00:20:19] *** Tr4iToR has quit IRC
[00:21:09] <Xoppa> iirc intellij shortens them nicely into something like: clicked -> game.buttonClicked();
[00:22:06] <mekagem> i have a problem, in my game I have three layers: GdxGame itself, Something I call level and other stuff with mostly do their job in level
[00:22:44] <mekagem> and the problem is that I ended up having links through these levels
[00:22:54] <mekagem> they are not terrible
[00:23:07] <mekagem> but look atrange
[00:23:32] <mekagem> in fact getting resources was a bottleneck
[00:23:36] <duli> http://pastebin.com/ah27M7st
[00:23:48] <duli> this is what I've got pretty similar
[00:24:03] <Xoppa> yeah, dont do that
[00:27:02] <wulax> Since the shadow mapping stuff is deprecated, I implemented my own solution. Unforunately, it looks kind of crappy and requires a lot of work to look good. Should I continue working on my own or is there a better solution available?
[00:27:40] *** LostWarriorPhone has quit IRC
[00:27:55] <Xoppa> shadow mapping is being worked on as we speak, until it is finished just use the deprecated stuff if it fits your needs
[00:28:16] <wulax> Thanks Xoppa
[00:28:37] <Xoppa> https://github.com/libgdx/libgdx/pull/3347
[00:29:17] <wulax> great!
[00:29:36] *** duli has quit IRC
[00:31:10] *** Luminohelix has quit IRC
[00:31:19] *** Xoppa has quit IRC
[00:31:42] *** LiquidMobile has quit IRC
[00:33:26] *** cuellarjmcg has quit IRC
[00:34:07] *** cuellarjmcg has joined #libgdx
[00:34:42] *** xylen has joined #libgdx
[00:36:25] *** Oebele has joined #libgdx
[00:38:58] *** Oebele_ has quit IRC
[00:41:41] *** KC-45 has joined #libgdx
[00:46:04] *** domokato has quit IRC
[00:46:31] *** domokato has joined #libgdx
[00:51:05] *** domokato has quit IRC
[00:51:14] *** jeffol has quit IRC
[00:51:52] <KC-45> incase ya missed it, first app complete > https://play.google.com/store/apps/details?id=com.colorinvaders.android
[00:51:54] <KC-45> libgdx is awesome!
[00:52:31] *** cuellarjmcg has quit IRC
[00:54:52] <maximtwo> KC-45, please don't use this channel for advertising purposes
[00:54:53] <wulax> KC-45: Looks nice, but maybe you should include actual gameplay demonstration in the video or screenshots?
[00:55:41] <maximtwo> congrats on finishing your game though
[00:55:52] <KC-45> maximtwo: ok sorry an thanks!
[00:56:07] <KC-45> wulax: ah ok ill take that advice into consideration
[00:56:45] *** Qowface has joined #libgdx
[00:56:46] *** LostWarriorPhone has joined #libgdx
[00:57:37] *** ajhager has quit IRC
[00:57:49] *** n3o59hf_atlas has quit IRC
[01:00:48] *** walrus_ has quit IRC
[01:01:17] *** lukass has quit IRC
[01:05:55] *** cuellarjmcg has joined #libgdx
[01:06:39] *** joelt has joined #libgdx
[01:07:33] *** joelt has quit IRC
[01:12:10] *** lukass has joined #libgdx
[01:15:31] *** intrigus has joined #libgdx
[01:17:04] *** cuellarjmcg has quit IRC
[01:18:32] *** hextileX has quit IRC
[01:24:10] *** deniska has quit IRC
[01:30:17] *** cuellarjmcg has joined #libgdx
[01:32:41] *** intrigus has quit IRC
[01:32:54] *** LostWarriorPhone has quit IRC
[01:35:51] *** Kotcrab has quit IRC
[01:39:23] *** diphtherial has quit IRC
[01:39:50] *** mekagem has quit IRC
[01:41:42] *** LostWarriorPhone has joined #libgdx
[01:41:42] *** hydra__ has quit IRC
[01:43:59] *** bnvap4 has quit IRC
[01:45:31] *** xylen_ has joined #libgdx
[01:45:35] *** xylen has quit IRC
[01:47:12] *** EvilEntity has quit IRC
[01:48:23] *** domokato has joined #libgdx
[01:48:33] *** hydra__ has joined #libgdx
[01:53:30] *** Oebele_ has joined #libgdx
[01:54:13] *** xylen_ has quit IRC
[01:54:20] *** joelt has joined #libgdx
[01:55:58] *** Oebele has quit IRC
[01:56:40] *** hydra__ has quit IRC
[02:01:49] *** hydra__ has joined #libgdx
[02:02:27] *** EvilEntity has joined #libgdx
[02:05:16] *** Symatix has quit IRC
[02:05:46] *** Zhoot has quit IRC
[02:13:05] *** del_sol has joined #libgdx
[02:13:19] *** ksclarke has quit IRC
[02:14:42] *** Ach1 has quit IRC
[02:15:45] <del_sol> box2d question, if I set a contact filter on a "actor", do I have to set mask and category bits on everything, or would the "actor" still collide with static, kinematic etc. objects? I'm new to LibGDX and Java, and still reading the literature...
[02:21:59] *** mobidevelop has quit IRC
[02:25:30] *** Ikewin32 has quit IRC
[02:29:41] *** rymate1234 has quit IRC
[02:30:52] *** Fastinyoh has joined #libgdx
[02:33:46] *** del_sol has quit IRC
[02:38:32] *** Oebele has joined #libgdx
[02:40:25] *** Oebele_ has quit IRC
[02:43:25] *** georgehbr has quit IRC
[02:44:03] *** EvilEntity has quit IRC
[02:46:32] *** Keniyal has joined #libgdx
[02:48:55] *** EvilEntity has joined #libgdx
[02:49:42] *** Majik__ has quit IRC
[02:49:51] *** Fastinyoh has quit IRC
[02:54:52] *** LostWarriorPhone has quit IRC
[02:57:18] *** LostWarriorPhone has joined #libgdx
[02:58:42] <joelt> im confused by Admob integration pages in the wiki... one says something about "deprecated admob"... is that really true?
[02:58:46] *** desertpunk12 has joined #libgdx
[02:59:46] *** joelt has quit IRC
[03:00:35] *** Ange_blond has joined #libgdx
[03:02:10] *** badlogic has joined #libgdx
[03:02:24] *** joelt has joined #libgdx
[03:03:59] *** joelt has quit IRC
[03:04:34] *** joelt has joined #libgdx
[03:07:00] *** badlogic has quit IRC
[03:12:09] *** badlogic has joined #libgdx
[03:16:26] *** badlogic has quit IRC
[03:17:21] *** EvilEntity has quit IRC
[03:32:48] *** LostWarriorPhone has quit IRC
[03:34:32] *** joelt has quit IRC
[03:35:12] *** LostWarriorPhone has joined #libgdx
[03:36:36] *** Lecherito has quit IRC
[03:39:20] *** cuellarjmcg has quit IRC
[03:46:35] *** joelt has joined #libgdx
[03:51:49] *** cuellarjmcg has joined #libgdx
[03:57:04] *** Yomic has joined #libgdx
[03:57:19] *** desertpunk12 has quit IRC
[03:58:52] <Yomic> Anyone have any good examples of ControllerListener (or other) for using two controllers to control different objects?
[04:01:23] <Yomic> Right now I have two instances of Player that implement ControllerListener, but when I (for) loop through each Player and check for getStartButtonPressed() it returns true for each Player in the loop no matter which controller presses start
[04:04:01] *** joelt has quit IRC
[04:04:38] *** domokato has quit IRC
[04:08:05] *** LostWarriorPhone has quit IRC
[04:09:41] *** joelt has joined #libgdx
[04:12:28] <Yomic> I guess, is the only solution to have a ControllerManager that filters all game input and makes the proper changes to each Player?
[04:13:02] <Yomic> With one instance/Singleton?
[04:13:27] *** LostWarriorPhone has joined #libgdx
[04:23:01] *** guardianL has joined #libgdx
[04:26:56] *** rymate1234 has joined #libgdx
[04:29:53] *** aspire has joined #libgdx
[04:31:07] *** lukass has quit IRC
[04:32:11] *** walrus_ has joined #libgdx
[04:32:57] *** mobidevelop has joined #libgdx
[04:32:57] *** ChanServ sets mode: +o mobidevelop
[04:36:56] *** walrus_ has quit IRC
[04:42:06] *** trau has joined #libgdx
[04:43:16] *** FrottyZ has quit IRC
[04:43:38] <cobolfoo> Yomic, the callback function have a Controller parameter
[04:43:48] <cobolfoo> you can use it to determine which controller have the buttons pressed
[04:44:35] *** cuellarjmcg has quit IRC
[04:46:55] *** walrus_ has joined #libgdx
[04:48:04] *** Sadale has joined #libgdx
[04:49:47] *** LostWarriorPhone has quit IRC
[04:54:57] *** LostWarriorPhone has joined #libgdx
[04:56:43] *** noone__ has quit IRC
[04:57:14] *** cuellarjmcg has joined #libgdx
[04:57:24] *** trau has quit IRC
[05:05:01] *** Symatix has joined #libgdx
[05:05:21] *** domokato has joined #libgdx
[05:09:53] *** domokato has quit IRC
[05:11:23] *** guardianL has quit IRC
[05:17:50] *** domokato has joined #libgdx
[05:18:28] *** aspire has quit IRC
[05:18:47] *** aspire has joined #libgdx
[05:28:16] *** isdera has quit IRC
[05:28:16] *** domokato has quit IRC
[05:28:24] *** trau has joined #libgdx
[05:32:22] *** Oebele has quit IRC
[05:35:06] *** trau has quit IRC
[05:36:58] *** guardianL has joined #libgdx
[05:37:53] *** guardianL has left #libgdx
[05:38:06] *** domokato has joined #libgdx
[05:42:53] *** domokato has quit IRC
[05:42:56] *** Symatix has quit IRC
[05:43:37] *** bnvap4 has joined #libgdx
[05:55:01] *** d4rkforc1 has joined #libgdx
[05:57:50] *** d4rkforce has quit IRC
[06:00:19] *** nivrig_ has joined #libgdx
[06:02:12] *** nivrig has quit IRC
[06:02:41] *** LostWarriorPhone has quit IRC
[06:05:15] *** Qowface has quit IRC
[06:10:15] *** LostWarriorPhone has joined #libgdx
[06:10:34] *** Fastinyoh has joined #libgdx
[06:15:27] *** Fastinyoh has quit IRC
[06:32:39] *** eyohansa has joined #libgdx
[06:34:58] *** joelt has quit IRC
[06:46:20] *** nine_9 has quit IRC
[06:52:58] *** domokato has joined #libgdx
[07:20:57] *** Sadale has quit IRC
[07:29:44] *** IoriX2k2 has quit IRC
[07:31:20] *** fuatcoskun has joined #libgdx
[07:32:43] *** domokato has quit IRC
[07:40:20] *** De5car7es has joined #libgdx
[07:45:20] *** aspire has quit IRC
[07:53:32] *** LostWarriorPhone has quit IRC
[07:54:21] *** LostWarriorPhone has joined #libgdx
[07:54:51] *** darkamikaze has quit IRC
[08:01:37] *** midomido has quit IRC
[08:13:17] *** walrus_ has quit IRC
[08:13:37] *** LostWarriorPhone has quit IRC
[08:19:33] *** fuatcoskun has quit IRC
[08:23:10] *** hextileX has joined #libgdx
[08:30:23] *** eyohansa_ has joined #libgdx
[08:33:27] *** domokato has joined #libgdx
[08:34:10] *** eyohansa has quit IRC
[08:36:53] *** Sadale has joined #libgdx
[08:38:12] *** domokato has quit IRC
[08:42:30] *** badlogic has joined #libgdx
[08:47:19] *** bnvap4 has quit IRC
[08:47:23] *** jhwjave has joined #libgdx
[08:51:25] *** Nangi has joined #libgdx
[09:00:00] *** muhuk has joined #libgdx
[09:05:03] *** ravenlord has joined #libgdx
[09:10:44] *** Fastinyoh has joined #libgdx
[09:16:00] *** Fastinyoh has quit IRC
[09:29:05] *** ex00 has joined #libgdx
[09:33:19] *** Biliogadafr has joined #libgdx
[09:34:18] *** VnM has joined #libgdx
[09:37:07] *** davebaol has joined #libgdx
[09:39:59] *** guardianL has joined #libgdx
[09:48:21] *** SouL__ has joined #libgdx
[09:49:08] *** Bernzel has joined #libgdx
[09:49:31] *** hextileX has quit IRC
[09:53:59] *** LiquidMobile has joined #libgdx
[09:54:21] *** guardianL is now known as FileManager
[09:55:41] *** n3o59hf_atlas has joined #libgdx
[10:10:02] <De5car7es> I have a scrollpane and I want to disallow the user from scrolling. All scrolling will be done programatically.
[10:10:10] <De5car7es> Any idea how to achieve this ?
[10:11:06] <FileManager> what class is it?
[10:11:17] <FileManager> (no i don't know, but i wanna check it out)
[10:12:03] *** LiquidMobile has quit IRC
[10:12:26] *** LunarPathway has quit IRC
[10:22:12] *** domokato has joined #libgdx
[10:23:16] *** midomido has joined #libgdx
[10:23:27] *** n3o59hf_atlas has quit IRC
[10:23:45] <Tomski> De5car7es, clear the listener
[10:27:03] *** domokato has quit IRC
[10:35:17] <De5car7es> Which of the optional listeners ?
[10:42:44] <ravenlord> Tomski: any idea why there is no green check on my last commit for the Apk extensions? Btw. I think it's ok now, tested and works
[10:43:02] <Tomski> ravenlord, scripts aren't built automatically
[10:43:15] <ravenlord> Tomski: i've added tests to, not just scripts
[10:43:24] *** Symatix has joined #libgdx
[10:45:08] <Tomski> ravenlord, sure, but it still has edits to scripts
[10:45:40] <Tomski> Isnt the whole audioextensions completely useless now?
[10:47:37] <ravenlord> no
[10:47:40] <ravenlord> why should it be?
[10:48:18] <ravenlord> it still needs to go in AndroidAudio to the FileType.Internal codepath
[10:49:14] <Tomski> ravenlord, Id say strip it out
[10:49:31] <Tomski> And add a conditional inside newMusic and newSound for the zip handle instead
[10:49:59] <ravenlord> hmm
[10:50:01] <Tomski> Doing that just so it goes down a path which doesnt make sense doesnt make it clear to people reading source
[10:50:03] <ravenlord> ok, I'll try
[10:53:22] <Tomski> ravenlord, as for the test, it probably makes more sense to put it in the android dir?
[10:54:17] <ravenlord> isn't it there?
[10:54:38] <ravenlord> it's in gdx-tests-android
[10:54:48] <Tomski> Oh I see why you did it now
[10:55:07] <Tomski> Move the ZipFileHandleREsolver over to the test
[10:55:57] *** EvilEntity has joined #libgdx
[10:56:32] <Tomski> You can do the construction of the zipFileHandleREsolver in the test itself
[10:56:44] <Tomski> Just cast to AndroidApplication to get the baseContext
[10:56:52] *** jhwjave has quit IRC
[10:57:52] <ravenlord> ah
[10:59:05] <Tomski> Some documentation on the test would be cool, just saying that you need to run the scripts to geneate the obb to test
[10:59:07] <Tomski> And how to do that
[11:00:41] <ravenlord> but how do I get to the AndroidApplication in the test? I can't simply cast it as it's a GdxTest
[11:01:17] <Tomski> ravenlord, Gdx.app
[11:01:31] <ravenlord> ah
[11:01:34] <ravenlord> me stupid :D
[11:04:24] *** ZenSword has joined #libgdx
[11:07:15] *** Gibson has joined #libgdx
[11:08:17] <badlogic> hey folks
[11:08:38] <badlogic> if you are using libGDX + RoboVM to deploy to iOS, and want to win an iPad, could you take 2 minutes and fill out this survey? http://robovm.com/stop-survey-time/
[11:08:39] <badlogic> thanks!
[11:11:07] *** ex00 has quit IRC
[11:12:11] *** Madmenyo has joined #libgdx
[11:12:34] <FileManager> what if we are planning to deploy to ios in future?
[11:13:29] <ravenlord> Tomski: anything against if I create a playMusicFromDescriptor() function, I don't want to copy-paste so much :P
[11:14:01] <badlogic> then you can take the survey as well :)
[11:14:03] <Tomski> ravenlord, well thats just copy and pasting into a method
[11:14:06] <badlogic> SURVEYS FOR EVERYONE!
[11:14:20] <FileManager> thanks man
[11:14:34] <ravenlord> but I'd replace it in 2 places :P
[11:14:41] *** rgr has joined #libgdx
[11:14:43] <ravenlord> anyway I'll commit soon and you'll see
[11:22:56] *** domokato has joined #libgdx
[11:24:51] <ravenlord> and it's gone
[11:24:54] <ravenlord> i mean up
[11:26:51] *** sekar has joined #libgdx
[11:27:28] <sekar> how to solve this error com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: images/canyonBunny-ui.pack.png
[11:27:41] *** domokato has quit IRC
[11:31:23] *** eyohansa_ has quit IRC
[11:32:19] <ravenlord> sekar: pastebin of the code involved. Is the image in android/assets/images/..?
[11:34:48] <sekar> already image in android/assets/images/..(that path) . error at pixmap.java
[11:36:35] <sekar> caused by : androidFileHandler.java
[11:36:54] <sekar> Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: images/canyonBunny-ui.pack.png (Internal) at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:77)
[11:42:04] <ravenlord> sekar: do you yous Gdx.files.internal() to open the image?
[11:42:18] *** EvilEntity has quit IRC
[11:44:15] <sekar> yes,bro i use skinCanyonBunny = new Skin(Gdx.files.internal(Constants.SKIN_CANYON_BUNNY_UI),new TextureAtlas(Constants.TEXTURE_ATLAS_UI));
[11:47:28] <sekar> thnq ravenlord , i quit
[11:47:55] *** sekar has quit IRC
[11:48:35] *** cackling_maidens has joined #libgdx
[11:49:08] *** cackling_ladies has quit IRC
[11:53:10] <Madmenyo> Hi, I want to make a basic turn based combat game. For logging in and keeping players inventory etc. I will be using MySQL and webrequests but a smooth multiplays experience cannot be done with web requests afaik. I also want more control over match making then Google play services provide. So I guess I need a socket connection? Can I connect two p
[11:53:11] <Madmenyo> layers with this where one player will be the "server"? I rather not setup a expensive VPS server. Any thoughts on this?
[11:53:13] <bhldev_2> morning guys
[11:53:34] <Madmenyo> just in time for morning here ;). Good morning!
[11:53:38] <bhldev_2> what is the correct viewport to use if I want to use a virtual height / width, with no possible maximum (scroll in either direction)?
[11:53:55] <bhldev_2> is it extend viewport?
[11:57:07] <Madmenyo> Not exactly sure what you are asking, check this out: http://www.gamefromscratch.com/post/2014/12/09/LibGDX-Tutorial-Part-17-Viewports.aspx
[11:57:54] *** ex00 has joined #libgdx
[11:58:21] <Madmenyo> ExtentViewport will keep the aspect ratio of your game world and blackbox the rest.
[12:03:48] *** LordDVG has joined #libgdx
[12:07:42] *** EvilEntity has joined #libgdx
[12:13:37] *** FrottyZ has joined #libgdx
[12:15:23] *** FrottyZ has quit IRC
[12:16:10] *** FrottyZ has joined #libgdx
[12:17:57] <bhldev_2> Madmenyo: tyvm
[12:25:10] *** kantt has joined #libgdx
[12:35:19] *** Oebele has joined #libgdx
[12:37:31] <SouL__> Guys... I'm trying to use abody created through the Physics Body Editor, and I get this error: https://paste.kde.org/pcwsavfol/od5ric/raw
[12:37:57] <SouL__> It does not happen with other bodies, but the actual one is giving me that problem and I'm not really sure how to solve it.
[12:38:50] *** EvilEntity has quit IRC
[12:39:45] <SouL__> I can share the body if you want
[12:44:00] *** AbdoTGM50 has joined #libgdx
[12:44:27] *** ShivanHunter is now known as ShivanHunter|afk
[12:46:18] <bhldev_2> weird
[12:46:31] <bhldev_2> any reason why drawing at 0,0 with spritebatch and a viewport would draw in the center of the screen?
[12:49:50] *** sreich has joined #libgdx
[12:54:27] <Tomski> bhldev_2, depends on the c'tors you used
[12:57:35] *** TEttinger has quit IRC
[13:02:15] *** echelog has joined #libgdx
[13:02:49] *** badlogic1 has joined #libgdx
[13:02:50] *** fslasht_nomat has joined #libgdx
[13:02:50] *** makoLine has quit IRC
[13:03:30] <SouL__> How can I know which version of Box2D am I using? I cannot resolve my problem.
[13:03:55] <SouL__> rgr: How do you solved this issue? It seems you upgraded to a new version and everything was fine.
[13:03:58] *** LordDVG has quit IRC
[13:03:59] *** alhimik45 has joined #libgdx
[13:04:39] <alhimik45> hi, I made l10n for my app, but on GWT backend opens just default locale. How to fix it?
[13:11:43] *** domokato has joined #libgdx
[13:16:27] *** domokato has quit IRC
[13:17:46] <SouL__> Please :<
[13:18:12] <SouL__> It seems like the polygon is... too complex or something. Maybe too much points or I don't know why.
[13:20:00] *** EvilEntity has joined #libgdx
[13:20:31] *** aeclean has joined #libgdx
[13:20:47] *** aeclean has quit IRC
[13:21:12] *** mk1 has joined #libgdx
[13:21:34] *** aeclean has joined #libgdx
[13:22:30] *** cackling_ladies has joined #libgdx
[13:23:25] *** cackling_maidens has quit IRC
[13:30:51] *** aeclean has quit IRC
[13:36:02] *** cackling_ladies has quit IRC
[13:37:08] *** FileManager is now known as guardianL
[13:37:37] <Madmenyo> Are there good free methods of running a "master" server where players are connected too?
[13:38:07] <Tomski> kryonet
[13:39:29] <mk1> any French native speakers here?
[13:41:37] *** EvilEntity has quit IRC
[13:43:21] <Madmenyo> If I use KryNet I still have to host the server somewhere right?
[13:44:50] *** Symatix has quit IRC
[13:45:01] <mk1> indeed
[13:47:57] <Madmenyo> That is what I'm actually asking. I'm ok using basic sockets instead of kryonet but hosting the server is my issue since I just want to have some fun with networking. I basically want to make a lobby with a chat and a matchmaking system for a turn based game.
[13:50:18] <Madmenyo> I could store IP addresses using webrequests in a database and let players connect to themselfs. But IP's change...
[13:53:51] <mk1> Madmenyo: set up a server on your local machine and use a dyndns
[13:54:00] <alhimik45> hi, I made l10n for my app, but on GWT backend opens just default locale. How to fix it?
[13:54:07] <mk1> I've got a raspi running that I use as server
[13:57:08] <Madmenyo> Something like this: https://openvpn.net ?
[14:01:19] <mk1> no
[14:01:46] <mk1> http://www.noip.com/remote-access something like this
[14:02:22] <mk1> guys: "I scored {0,number} points in Pinball Rush!" <= "in" or "on"?
[14:03:03] <mobidevelop> I think 'in'
[14:03:12] <Tomski> under
[14:03:20] *** Stushla has joined #libgdx
[14:03:49] *** cackling_ladies has joined #libgdx
[14:04:51] *** Fastinyoh has joined #libgdx
[14:04:53] *** Bernzel has quit IRC
[14:05:57] *** guardianL has quit IRC
[14:06:02] <mobidevelop> "While playing Pinball Rush, I achieved a score of {0,number}!"
[14:07:48] <mobidevelop> And then, if you are feeling frisky, you can add "Aren't I special?" at the end. And include a link to unfriend/unfollow
[14:08:13] *** Bernzel has joined #libgdx
[14:09:08] <Madmenyo> I think I go for the Raspberry Pi solution. I already wanted one and running my own server on it would make me feel very nerdy ;).
[14:09:44] *** Fastinyoh has quit IRC
[14:09:52] <Madmenyo> Last time I did anything in Linux was more then a decade ago, lol.
[14:10:00] *** De5car7es has quit IRC
[14:12:57] *** Raziel has joined #libgdx
[14:13:19] <Stushla> Hello. Does anyone here know of a way to do pixel-perfect collision detection with sprites that are rotated?
[14:13:24] *** RazielZ has quit IRC
[14:14:01] <nooone> mobidevelop: : lol
[14:14:44] <mk1> mobidevelop: it's your choice to share your score. :)
[14:18:08] <mobidevelop> But it isn't your friends choice for you to share your score. :)
[14:19:02] <mk1> agreed. Yet I'm not responsible for annoying friends posting all their scores
[14:19:46] *** cackling_ladies has quit IRC
[14:20:16] <ravenlord> and who's responsible for russian hackers to put themselves on the top of your leaderboard?
[14:20:46] <mobidevelop> Google
[14:20:53] <nooone> "hackers"
[14:21:46] *** davebaol has quit IRC
[14:21:48] <KC-45> LOL
[14:21:51] <mk1> I don't think my game is good enough to attract any hackers
[14:21:52] *** Stushla has quit IRC
[14:22:21] <KC-45> hackers dont like pinball?
[14:22:27] <KC-45> say it aint so!
[14:23:21] *** cackling_ladies has joined #libgdx
[14:23:35] <mk1> I don't know
[14:23:37] *** eyohansa_ has joined #libgdx
[14:24:34] <bhldev_2> hi guys
[14:24:45] *** StickyDink has joined #libgdx
[14:25:27] <bhldev_2> I need some enlightenment; if the point of a viewport is to manage camera for me, why do I have to manually set the viewport's camera coordinates to viewportWorld / 2?
[14:25:52] <bhldev_2> isn't viewport a higher level of abstraction than camera or am I missing something?
[14:26:39] *** alhimik45 has quit IRC
[14:27:05] *** davebaol has joined #libgdx
[14:28:08] *** stickyd has quit IRC
[14:28:08] *** aftersomemath has quit IRC
[14:29:18] <Tomski> bhldev_2, yes it is but for handling the relationship between screen size and camera viewport
[14:29:30] <nooone> bhldev_2: you don't have to manually set the camera's position, viewport does that when you do viewport.update(width, height, true)
[14:29:31] <Tomski> Not for handling the camera
[14:30:43] <nooone> camera viewport != camera position
[14:32:19] *** Larry1123 has quit IRC
[14:33:14] *** aftersomemath has joined #libgdx
[14:33:49] *** joelt has joined #libgdx
[14:38:43] *** joelt has quit IRC
[14:39:36] *** Larry1123 has joined #libgdx
[14:40:22] *** isdera has joined #libgdx
[14:41:08] *** mk1 is now known as mk1_away
[14:42:28] *** midomido has quit IRC
[14:44:13] *** Oebele has quit IRC
[14:46:38] *** kantt has quit IRC
[14:53:36] *** bazola has joined #libgdx
[14:54:39] *** midomido has joined #libgdx
[14:56:31] *** vyorkin has joined #libgdx
[14:58:32] *** lukass has joined #libgdx
[14:59:10] *** AbdoTGM50 has quit IRC
[15:00:29] *** domokato has joined #libgdx
[15:00:57] *** rgr has quit IRC
[15:05:11] *** domokato has quit IRC
[15:12:20] *** ksclarke has joined #libgdx
[15:13:06] <Bernzel> I could use some help with the canceling procedure of IAP's using Gdx-Pay. At the moment, when canceling a purchase and trying to make another one afterwards causes a nullpointer on that IAP object. I've implemented the PurchaseManager as shown on the wiki
[15:13:20] *** lukass has quit IRC
[15:13:58] <Bernzel> Worth meantioning is that all purchases work, just not after I've canceled a purchase.
[15:14:08] *** bazola has quit IRC
[15:15:08] *** joelt has joined #libgdx
[15:17:50] <Bernzel> Nvm, I saw now that the wiki example disposes the manager when canceling.
[15:20:38] *** nooone has quit IRC
[15:23:11] *** spaceemotion has joined #libgdx
[15:25:42] *** Kotcrab has joined #libgdx
[15:27:07] <Bernzel> What I still haven't solved though is how to check for ownership of IAP's? Using Google IAP billing I simply did http://pastebin.com/Am5sjdPM to check. What's the equivalent method on Gdx-Pay?
[15:28:17] *** joelt has quit IRC
[15:34:23] *** deniska has joined #libgdx
[15:36:21] *** EvilEntity has joined #libgdx
[15:36:37] <mutilator> https://libreplanet.org/wiki/Save_WiFi/Individual_Comments
[15:39:51] *** mk1_away is now known as mk1
[15:45:50] *** midomido1 has joined #libgdx
[15:46:13] *** cackling_maidens has joined #libgdx
[15:46:33] *** cackling_ladies has quit IRC
[15:48:41] *** midomido has quit IRC
[15:49:18] *** midomido has joined #libgdx
[15:50:14] *** midomido1 has quit IRC
[15:50:37] *** vyorkin has quit IRC
[15:53:00] *** mk1 has quit IRC
[15:53:23] *** mk1 has joined #libgdx
[16:01:52] *** nine_9 has joined #libgdx
[16:03:49] *** mk1 has quit IRC
[16:04:05] *** mk1 has joined #libgdx
[16:04:59] *** joelt has joined #libgdx
[16:06:15] *** ex00 has quit IRC
[16:06:24] *** lukass has joined #libgdx
[16:07:35] *** Oebele has joined #libgdx
[16:10:41] *** badlogic has joined #libgdx
[16:11:30] *** midomido has quit IRC
[16:13:24] *** badlogic1 has quit IRC
[16:14:55] *** midomido has joined #libgdx
[16:14:57] *** rgr has joined #libgdx
[16:15:16] *** tomsedlacek has joined #libgdx
[16:15:42] *** VnM has quit IRC
[16:16:32] *** sreich has quit IRC
[16:16:36] *** abs25 has joined #libgdx
[16:22:52] *** aeclean has joined #libgdx
[16:23:14] *** Nangi has quit IRC
[16:24:15] *** bazola has joined #libgdx
[16:25:17] *** aeclean has quit IRC
[16:26:02] *** aeclean has joined #libgdx
[16:26:28] *** duli has joined #libgdx
[16:26:36] *** Gibson has quit IRC
[16:33:06] <rgr> what extensions do you use for ogl shaders? glsl for both fragment and vertex shader?
[16:34:13] <duli> hello
[16:34:24] <duli> I want to ask the following
[16:34:59] <duli> when I Gdx.app.Exit gets executed will all resources such as Asset manager etc. be automatically freed?
[16:35:19] <duli> so that there's no memory leak?
[16:35:21] <mk1> no
[16:35:37] <mk1> you need to dispose them in the dispose method of your main class
[16:36:37] <duli> ok..if I call this.screen.dispose() on the main game class
[16:36:47] <tomsedlacek> is there a way to reuse mouse joint (not create everytime when finger drop on screen )
[16:36:52] <duli> will that dispose the resources of all other screens as well as the screens themselves?
[16:37:19] <duli> which have been loaded from the game class?
[16:38:13] <duli> basically I've got a game class screen which holds a reference to all other screens in my game
[16:38:46] <rgr> you need to call dispose yourself and in the screen dispose() call the dispose for all the other "disposables". You probably only have one assetManager in a static and you would am.dispose() that in your dispose for your main application class. probably.
[16:38:47] <duli> on Gdx.App.Exit if I dispose this game class will all the resources of all other screens which have been loaded be disposed automatically
[16:39:14] <rgr> nothing happens "automatically" for disposables. You need to call the dispose for them.
[16:39:24] <duli> in my game class I've got a reference to all screens so that I don't load them each time
[16:39:33] <rgr> well thats silly
[16:39:35] <rgr> probably.
[16:39:38] <duli> when switching from screen to screen
[16:39:43] <duli> silly?
[16:39:56] <duli> why should I create the same screens again and again
[16:40:02] <duli> when I can reuse them?
[16:41:01] <rgr> resource usage for a start. But its your call. Personally I release a screen when I dont need it. The 0.1 ms it takes to reconstruct it later hardly impacts the user but all to their own. Some might argue against that in case of GC issues but that depends on the weight of the screen.
[16:41:14] <Tomski> Depends on your Screens
[16:41:25] <Tomski> And how often you switch between
[16:41:36] <Tomski> Id just say that wasnt ideal from a design pov
[16:41:48] <rgr> however, back to your Q : you call dispose on your screen, for example and that dispose calls dispose for the objects that screen has created.
[16:41:50] <duli> for instance when I have to switch from main menu screen to levelscreen I call game.setscreen(game.getLevelScreen) rather than game.setscreen(new LevelScreen())
[16:42:14] <duli> I switch quite often
[16:42:32] <rgr> duli: right. And you need to weigh up the pros and cons of that. "Quite often" is nothing conapred to the nanoseconds it takes to create and dispose....
[16:42:38] <rgr> compared
[16:43:31] <duli> when the actor is killed there's a button retry/replay
[16:43:36] <rgr> I tend to have 2 screens alive only for a crossover period. eg I dont delete or stop displaying the previous one until the new one has loaded any sresources it needs and can be shown(). Then when its ready I delete the old one and show() the new one.
[16:43:40] <duli> there I redirect to the StageScreen
[16:43:51] <duli> this gets repeated quite often
[16:43:59] <rgr> No it doesnt. Not in CPU time...
[16:44:05] <duli> cuz you might be killed 10-15 times for 5 min
[16:44:08] <duli> for example
[16:44:22] <duli> which means creating new 10-15 objects(screens)
[16:44:36] <rgr> are you listening? That is nothing compared to the nanoseconds to takes to create/dispose. Why keep those resources tied up? Its a design question only you can answer.
[16:44:50] <Tomski> It can take a lot longer to create and dispose
[16:44:54] <rgr> sure but...
[16:44:56] <Tomski> Especially on mobile
[16:45:08] <rgr> ok I take back "nanoseconds".... but ms....
[16:45:13] *** jeffol has joined #libgdx
[16:45:19] <duli> I am not so worried about timing -creation etc
[16:45:29] <duli> I am more worried about the GC
[16:45:36] <duli> which will have to step in again and again
[16:46:03] <duli> if you have often garbage collection the battery of your device goes down a lot quicker
[16:46:16] <rgr> right...
[16:46:45] <duli> I am trying to avoid GC
[16:47:00] <duli> so that the user's battery doesn't get drained
[16:47:09] <duli> so quickly.that's all
[16:47:19] <rgr> yes, I think I see that ;) But did you consider tying up all the resources means GC more likely to kick in when you create even a small object dynamically.
[16:47:34] *** bazola has quit IRC
[16:47:45] <rgr> And dont worry about GC and the battery.... that is a bit of a red herring.
[16:47:53] <rgr> GC in terms of stutter yes.
[16:48:22] <duli> is it normal that the battery goes down by about 2-3% for 5-7 minutes of play and retry?
[16:48:41] <duli> I guess it depends on the device but still..
[16:48:45] <duli> is there any benchmark
[16:49:16] *** domokato has joined #libgdx
[16:51:18] <tomsedlacek> then how correctly update my score string to avoid GC
[16:51:27] <Tomski> StringBuilder
[16:52:56] <rgr> no. Obviosly not. it depends on the device, the battery health, the gameplay, the use of sound, the use of sensors, whats going on in the bg etc etc.
[16:54:25] *** domokato has quit IRC
[16:55:00] *** cuellarjmcg has quit IRC
[16:55:09] <duli> ok
[16:55:12] <duli> thanks
[16:55:19] <rgr> oh thats a point. StringBuilder was on my list of things to plumb in.
[16:55:44] <duli> I haven't implemented sound as yet
[16:55:59] <duli> do you know any good source for free sounds?
[16:56:13] <rgr> yes. I googled them. there are loads.
[16:56:28] <rgr> and apps to generate them.
[16:56:38] <rgr> (eg collision fx etc)
[16:57:10] <duli> cheers
[16:57:19] <duli> I ll have a look
[16:57:30] <rgr> Tomski: do you have an example of StringBuilder and some words on when it should be used? I can see the API but very little info - nothing I can find on the Wiki about recommended usage patterns.
[16:58:31] <rgr> oh wait, or is it same usage as the Java core one.
[17:01:56] *** bazola has joined #libgdx
[17:06:41] *** cuellarjmcg has joined #libgdx
[17:24:09] *** mk1 has quit IRC
[17:29:40] *** aeclean has quit IRC
[17:29:40] *** bazola has quit IRC
[17:31:49] *** bazola has joined #libgdx
[17:32:00] *** vestu has joined #libgdx
[17:32:58] *** eyohansa has joined #libgdx
[17:33:43] *** vyorkin has joined #libgdx
[17:35:59] *** eyohansa_ has quit IRC
[17:38:34] <rgr> I use an i18n bundle for my strings. I want to use that in conjunction with StringBuilder. The TextFormatter class is available to format a i18N string but my ide isn't importing it or seeing it (TextFormatter) and its clearly there in package com.badlogic.gdx.utils; and is used in the i18NBundle class. What am I missing here?
[17:38:45] *** popobo has joined #libgdx
[17:43:47] <Bernzel> question about libgdx website. I sent a PM that ended up in Outbox and not "Sent messages". But it says it was sent successfully?
[17:47:38] *** Neomex has joined #libgdx
[17:49:03] *** StickyDink is now known as stickyd
[17:50:33] <davebaol> rgr: TextFormatter is not public
[17:50:52] *** tomsedlacek has quit IRC
[17:53:57] *** tomsedlacek has joined #libgdx
[17:55:03] <rgr> any reason for that? Or maybe you can help. I'd like to keep my strings in an i18N bundle. it has documented arg formats e,g "Score : {0} !!!". The i18n has a format function which takes a list of args and replaces the placeholders. Now I dont want to do that in a game for the score but rather use a StringBuilder so I'm not generating new strings each render. My java is pretty poor. Whate the StringBuilder shortcut to replacing the {0}
[17:55:03] <rgr> with the score value? Looking at the api it look like its quite longwinded.
[17:55:06] <mobidevelop> Bernzel: that means it hasn't been read yet
[17:56:19] <rgr> (and thanks for pointing out the obvious there : Id totally missed it wasnt marked as public! ;( )
[17:58:33] <Bernzel> mobidevelop , ok good.
[17:59:31] *** Ange_blond has quit IRC
[18:03:27] *** EvilEnti_ has joined #libgdx
[18:04:54] <ravenlord> mobidevelop: the APK expansion fork is done I think, it's cleaned, up, there is a test, and some instructions inside the test. Anything else needed?
[18:04:57] <tomsedlacek> what is correct implementation of stringbuilder in render ?
[18:06:07] *** EvilEntity has quit IRC
[18:07:07] *** bazola has quit IRC
[18:08:26] <mobidevelop> ravenlord: just needs review, has Tomski run it?
[18:08:52] <ravenlord> I don't know
[18:10:15] <rgr> or to ask another way , whats the best practice for constructing and displaying a score type string every render loop? eg a string where I replace one part eg "Score 12345 !!!" and the 12345 part constantly changes.
[18:10:15] *** demhlyr has joined #libgdx
[18:10:29] *** Hatura has joined #libgdx
[18:10:34] *** demhlyr has left #libgdx
[18:10:44] *** n3o59hf_atlas has joined #libgdx
[18:11:05] <ravenlord> rgr: does it hurt you to update the string on every frame?
[18:13:11] <Tomski> ravenlord, yes it does
[18:13:15] <Tomski> rgr, just stringbuilder
[18:14:06] <tomsedlacek> in render i just sbuilder.append(“score”) ?
[18:15:11] <rgr> Tomski: I thought so but Im having difficulty seeing an easy way to replace {0} with my score. Thats kind of what TextFormatter does nice.
[18:15:31] *** ShivanHunter|afk has quit IRC
[18:15:58] <rgr> but its a funny thing - even using string.ValueOf for the score integer creates another string so thats not good.
[18:16:08] <rgr> maybe im worrying unnecessarily.
[18:16:35] *** davebaol has quit IRC
[18:16:38] <Tomski> its something you should be worried about
[18:16:41] <rgr> even append(float) does a string creation
[18:16:49] <rgr> (on stringbuilder)
[18:17:10] <rgr> I thought so too and had it on my list of things to replumb when you mentioned it today to someone else.
[18:17:34] <Tomski> No it isnt?
[18:17:37] <Tomski> doesnt*
[18:17:41] *** ex00 has joined #libgdx
[18:18:03] <rgr> append0(Float.toString(f));
[18:18:03] *** aeclean has joined #libgdx
[18:18:15] <Tomski> dont Float.toString
[18:18:16] <Tomski> ever
[18:18:36] <rgr> I dont .
[18:18:40] <rgr> the stringbuilder does.
[18:18:52] <rgr> append(float)
[18:19:48] <Tomski> Yikes, when would you need to do that anyway?
[18:19:58] <Tomski> Get the sig figs and use int
[18:20:13] <rgr> sig figs?
[18:20:21] <Tomski> Significant figures
[18:20:59] *** howitdo has quit IRC
[18:21:31] <Tomski> Hmm, no convenience for that. I wonder why
[18:22:17] *** Symatix has joined #libgdx
[18:22:36] <rgr> actually my score is an int ;) and yes I can append(); but then I cant append again .... I need to reset tot he previous "remplate" string. I guess its all there in the api. its just messy it seems. But really I wanted to "replace" eg {0} with the int score. No easy api for something like that it seems.
[18:22:46] <rgr> remplate? template.
[18:23:15] <Tomski> You just rebuild
[18:24:04] <Tomski> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/BaseG3dHudTest.java has good usage of StringBuilder
[18:25:15] <ravenlord> I wonder what's wrong with String.format()
[18:25:19] <rgr> ta ill take look
[18:27:03] <rgr> other than its full of new()s?
[18:28:14] <rgr> yeah that example is only for append rather than format. but thanks. I can use that.
[18:28:54] <Tomski> Doesnt the implementation do it internally?
[18:28:57] <Tomski> for the {0} ?
[18:29:49] <tomsedlacek> yep thanks gonna use that too
[18:31:55] *** hextileX has joined #libgdx
[18:32:09] <nivrig_> @rgr you could always loop dividing your int by 10 to set each digit into a char[]...
[18:32:14] *** aspire has joined #libgdx
[18:32:38] <rgr> oh hang on. yes the i18N uses "static" buffers for the strings. I need to look at that textFormatter code. I might be worrying about nothing. Just let the i18N format do the job.
[18:33:03] *** Tael has quit IRC
[18:33:17] <ravenlord> hmm, I didn't knew String.format is that slow
[18:33:27] <ravenlord> good that I wrote a Turn based game I guess :))
[18:33:28] <rgr> its not about slow or speed.
[18:33:45] <rgr> its about object creation/destruction.
[18:33:52] <ravenlord> but it is slow: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CCQQFjABahUKEwjVweys49jHAhUtB9sKHa7WB7Q&url=http%3A%2F%2Fstackoverflow.com%2Fquestions%2F12786902%2Fperformance-javas-string-format&usg=AFQjCNEOTIIjO41_sX_eaj0mqXjqWczIPA&sig2=ui61gG62prLOTi7cIwWAqQ&bvm=bv.101800829,d.ZGU&cad=rja
[18:34:02] <ravenlord> http://stackoverflow.com/questions/12786902/performance-javas-string-format
[18:34:09] <rgr> sure it is. but so are other things with stringbuider ;)
[18:34:27] <rgr> (albeit not so slow as its less generic I guess)
[18:35:37] <rgr> Tomski: thanks. I see the wood for the trees now. I should have known a libgdx module wouldnt do anything do dumb. Yes i18N includes its own TextFormatter which contains a StringBuilder. Nothing to do here! thanks!
[18:36:04] <rgr> (hour wasted but now more familiar with yet another aspect of libgdx)
[18:38:01] *** domokato has joined #libgdx
[18:42:55] *** domokato has quit IRC
[18:49:00] *** joelt has quit IRC
[18:56:01] *** tomsedlacek has quit IRC
[18:56:03] *** Majik_ has joined #libgdx
[18:56:25] *** Majik_ is now known as Guest1415
[18:57:13] *** Guest1415 has quit IRC
[18:58:39] *** popobo has quit IRC
[18:58:40] *** SouL__ has quit IRC
[19:02:14] <Bernzel> Just a quick question about ios IAP's. I've created some, and I see now that there are two types of ID for them. Product ID & Apple ID. Which one should I call upon in my app for a purchase? I highly suspect it's product ID but just to be sure
[19:05:54] *** intrigus has joined #libgdx
[19:09:36] *** tomsedlacek has joined #libgdx
[19:09:38] *** tomsedlacek has left #libgdx
[19:09:52] *** Biliogadafr has quit IRC
[19:11:44] *** aeclean has quit IRC
[19:11:44] *** hydra__ has quit IRC
[19:12:24] *** ravenlord has quit IRC
[19:13:21] *** aeclean has joined #libgdx
[19:15:12] *** Oebele_ has joined #libgdx
[19:15:49] *** Oebele has quit IRC
[19:16:54] *** hydra__ has joined #libgdx
[19:23:39] *** aeclean has quit IRC
[19:23:48] *** vyorkin has quit IRC
[19:24:46] *** gungho3 has quit IRC
[19:24:59] *** gungho3 has joined #libgdx
[19:28:36] *** Xoppa has joined #libgdx
[19:28:36] *** ChanServ sets mode: +o Xoppa
[19:28:49] *** joelt has joined #libgdx
[19:33:33] *** joelt has quit IRC
[19:35:44] *** georgehbr has joined #libgdx
[19:35:53] *** eyohansa has quit IRC
[19:36:20] *** eyohansa has joined #libgdx
[19:38:04] *** mxttie has joined #libgdx
[19:38:10] *** joelt has joined #libgdx
[19:41:10] <jeffol> Bernzel: product id
[19:43:24] <Bernzel> jeffol , great. Thanks.
[19:49:36] *** badgerman_ has joined #libgdx
[19:51:49] *** Sadale has quit IRC
[19:53:16] *** sreich has joined #libgdx
[19:53:48] *** domokato has joined #libgdx
[19:57:32] *** hydra__ has quit IRC
[19:58:15] *** domokato has quit IRC
[20:01:09] <georgehbr> I'm finding the SpriteBatch draw(region, x, y, originX, originY, width, height, scaleX, scaleY, rotation) method confusing when it comes to scaling an rotation.
[20:01:16] <georgehbr> It seem that when origin is set to 0,0 scaling occurs in place without displacing the object but rotation occurs around the bottom left point of the graphic. On the other hand, setting origin to width/2,height/2 causes displacement of the object when scaling, but rotating in place.
[20:01:22] <georgehbr> The fact that scaling and rotation share the same origin seems inconvenient. Is there an easy way to achieve scaling about 0,0 and rotation about center at the same time?
[20:01:49] *** vyorkin has joined #libgdx
[20:03:16] *** hydra__ has joined #libgdx
[20:03:23] *** joelt has quit IRC
[20:04:15] *** hydra__ has quit IRC
[20:05:07] *** StickyDink has joined #libgdx
[20:06:33] *** joelt has joined #libgdx
[20:08:04] *** stickyd has quit IRC
[20:09:24] *** hydra__ has joined #libgdx
[20:10:04] *** Mous has joined #libgdx
[20:10:50] *** eyohansa_ has joined #libgdx
[20:13:06] *** hydra__ has quit IRC
[20:14:02] *** eyohansa has quit IRC
[20:14:24] *** EvilEnti_ has quit IRC
[20:14:53] *** EvilEntity has joined #libgdx
[20:18:43] *** hydra__ has joined #libgdx
[20:20:43] *** hydra__ has quit IRC
[20:25:14] *** ajhager has joined #libgdx
[20:25:23] *** davebaol has joined #libgdx
[20:25:52] *** hydra__ has joined #libgdx
[20:26:41] <Xoppa> georgehbr, scaling and rotation both are relative to the origin. If you want to scale from a different origin then you can simply use a different location. But why scale in the first place if you want it to be around 0,0? You might als well change the width and height in that case.
[20:28:08] *** NooBxGockeL|OFF is now known as NooBxGockeL
[20:31:10] <davebaol> rgr: you can call format when the score changes rather than on each frame
[20:32:30] *** bnvap4 has joined #libgdx
[20:33:37] <davebaol> rgr: also you can localize the string "Score: " just once when the game starts
[20:33:46] *** vyorkin has quit IRC
[20:34:58] <davebaol> I mean, no argument {0}
[20:36:13] <davebaol> and you can update the string builder containing the score each time it changes
[20:41:46] <georgehbr> Xoppa: when you say "origin", you mean the bottom left of the texture itself right?
[20:42:06] <Xoppa> no the origin you specify
[20:43:17] <Xoppa> btw, dont use textures directly georgehbr
[20:43:27] *** hextileX1 has joined #libgdx
[20:43:41] <Xoppa> use a sprite instead (and call sprite.draw(batch)) or at least use a textureregion
[20:44:00] *** hextileX has quit IRC
[20:44:00] *** hextileX1 is now known as hextileX
[20:44:36] <georgehbr> Yes, I do use TextureRegion actually, with TextureAtlases
[20:45:31] *** domokato has joined #libgdx
[20:46:15] <georgehbr> Xoppa: so I have to manually adjust the new location of the graphic to both scale and rotate so that it looks like the graphic is revolving in place
[20:46:37] *** Keniyal has quit IRC
[20:46:53] <Xoppa> what do you mean by ¨manually adjust¨?
[20:47:07] <Xoppa> if you want to scale relative to 0,0 then you shouldnt scale at all
[20:47:14] <georgehbr> Well the reason I use scale is to scale from the graphics pixel size to world size
[20:47:24] <georgehbr> Do you suggest I just edit width and height?
[20:47:32] <Xoppa> yes
[20:47:45] <georgehbr> to always be draw(... width * scaleX, height * scaleY ...)
[20:48:03] <Xoppa> no, skip the scale, just set the width and height
[20:48:07] <Xoppa> or better: use sprite
[20:48:55] <wulax> If I want to combine 3d model animations, e.g. loop a 'running' animation on a characters legs, while applying a separate 'hold weapon' animation on the arms and hands, while ignoring any 'running' animations to the arms (not sure if that explanation makes sense). Should I be doing this in my modeling application or is there an easy way of doing it it code?
[20:49:36] <georgehbr> I see. Can you mention a good use case for using the the draw method's scale?
[20:49:51] *** kjempff has joined #libgdx
[20:49:57] <Xoppa> no :D
[20:50:09] <georgehbr> Haha, ok thanks for tips.
[20:50:18] <Xoppa> perhaps when you want to scale as part of an animation around an origin which is not at 0,0
[20:50:28] <georgehbr> Hm, alright
[20:50:57] *** eyohansa_ has quit IRC
[20:51:41] <wulax> Nevermind, it is probably easiest to make all the required animations in the modeling app
[20:52:09] *** tom992 has joined #libgdx
[20:52:13] <Xoppa> wulax, try to avoid mixing multiple animations unless you are absolutely sure they dont affect the same nodes (practically: can be split up into multiple models)
[20:52:37] <wulax> Alright, thanks Xoppa
[20:55:12] *** Symatix has quit IRC
[20:56:37] *** Symatix has joined #libgdx
[20:59:39] *** HoloIRCUser2 has joined #libgdx
[20:59:40] *** intrigus has quit IRC
[21:05:45] *** sreich has quit IRC
[21:12:51] *** bazola has joined #libgdx
[21:13:43] <bazola> another libGDX game makes it onto the app store!
[21:13:43] <bazola> https://itunes.apple.com/us/app/voxelcity/id1032979850?ls=1&mt=8
[21:14:54] *** aeclean has joined #libgdx
[21:15:37] *** HoloIRCUser2 has quit IRC
[21:16:14] <georgehbr> :D
[21:16:18] <wulax> bazola: Congrats, looks impressive, especially if you did all of it yourself.
[21:16:39] <bazola> yeah completely solo for this one except for the music
[21:17:22] <tom992> nice work man :)
[21:17:43] <bazola> ty :) i was scared to death that they weren't going to approve but they did on the first try
[21:18:12] <tom992> how long u wait in review ?
[21:18:40] <bazola> 8 days
[21:20:59] <tom992> what program u used to make 3d models ?
[21:22:34] <bazola> mostly magicavoxel
[21:22:51] *** Oebele has joined #libgdx
[21:25:40] *** Oebele_ has quit IRC
[21:25:41] *** AlexAUT has joined #libgdx
[21:32:57] *** cackling_ladies has joined #libgdx
[21:34:14] *** cackling_maidens has quit IRC
[21:34:25] <joelt> is there a moveTo animation that works like gravity? or must i use a particular 2D library?
[21:37:07] <mobidevelop> That work like gravity?
[21:38:28] <jeffol> yspeed += gravity; position.y += yspeed;
[21:38:57] *** tom992 has quit IRC
[21:41:27] *** absof25 has joined #libgdx
[21:42:05] *** abs25 has quit IRC
[21:45:05] *** midomido1 has joined #libgdx
[21:45:24] *** vestu has quit IRC
[21:45:33] <AlexAUT> Am I blind? Cause I can't find the name/s of the main devolper/s of LibGDX on the homepage (want to give proper credits for this awesome lib :P)
[21:46:04] *** vyorkin has joined #libgdx
[21:46:44] *** midomido has quit IRC
[21:46:44] *** midomido1 is now known as midomido
[21:47:20] <joelt> jeffol: thx was wanting simple for what i'm doing that looks simple.
[21:50:44] *** ShivanHunter has joined #libgdx
[21:52:41] *** tom992 has joined #libgdx
[21:53:10] *** Oebele_ has joined #libgdx
[21:54:24] *** ajhager has quit IRC
[21:55:46] *** Oebele has quit IRC
[21:55:56] *** cuellarjmcg has quit IRC
[21:56:20] *** mxttie has quit IRC
[21:58:57] <joelt> jeffol: although it seems TemporalAction supports an Interpolation, but unclear how to use it with moveToAction.
[21:59:59] *** StickyDink is now known as stickyd
[22:05:29] *** vyorkin has quit IRC
[22:05:49] *** vyorkin has joined #libgdx
[22:08:45] *** vyorkin has quit IRC
[22:09:01] *** vyorkin has joined #libgdx
[22:09:19] *** cuellarjmcg has joined #libgdx
[22:11:38] <rgr> Im reading two different ogl tutorials and one says the coordinates in use are -0.5,-0.5 to .5,.5 and the other says 0,0 to 1,1. In libgdx?
[22:12:11] *** muhuk has quit IRC
[22:12:13] *** tom992 has quit IRC
[22:13:04] *** tom992 has joined #libgdx
[22:13:30] <jeffol> AlexAUT: Mario Zechner
[22:14:13] <jeffol> joelt: you'll actually want to do yspeed += gravity * deltaTime; position.y += yspeed * deltaTime;
[22:14:19] <AlexAUT> Thanks
[22:19:34] *** cackling_maidens has joined #libgdx
[22:20:36] *** cackling_ladies has quit IRC
[22:21:09] *** isdera has quit IRC
[22:21:52] *** isdera has joined #libgdx
[22:23:21] *** Oebele has joined #libgdx
[22:26:13] *** Oebele_ has quit IRC
[22:26:17] *** tom992 has left #libgdx
[22:29:48] *** Ach1 has joined #libgdx
[22:30:22] *** joelt has quit IRC
[22:30:42] *** joelt has joined #libgdx
[22:34:31] *** domokato has quit IRC
[22:37:30] *** joelt has quit IRC
[22:38:54] *** joelt has joined #libgdx
[22:42:52] *** NooBxGockeL is now known as NooBxGockeL|OFF
[22:43:10] *** Neomex has quit IRC
[22:43:22] *** hextileX has quit IRC
[22:44:48] *** absof25 has quit IRC
[22:47:11] *** bnvap4 has quit IRC
[22:49:29] *** domokato has joined #libgdx
[22:53:45] *** Oebele_ has joined #libgdx
[22:55:48] *** TEttinger has joined #libgdx
[22:56:19] *** Oebele has quit IRC
[22:58:06] *** Bernzel has quit IRC
[22:58:58] *** aspire has quit IRC
[23:03:51] *** cackling_maidens has quit IRC
[23:04:04] *** cackling_ladies has joined #libgdx
[23:10:14] *** n3o59hf_atlas has quit IRC
[23:20:36] *** badgerman_ has quit IRC
[23:23:53] *** Oebele has joined #libgdx
[23:26:25] *** Oebele_ has quit IRC
[23:26:39] *** ajhager has joined #libgdx
[23:30:09] *** spaceemotion has quit IRC
[23:32:45] *** AlexAUT has quit IRC
[23:34:49] *** aeclean has quit IRC
[23:35:50] *** joelt has quit IRC
[23:39:32] *** Ach1 has quit IRC
[23:39:45] *** Ach1 has joined #libgdx
[23:40:17] *** cuellarjmcg has quit IRC
[23:40:57] *** cuellarjmcg has joined #libgdx
[23:41:03] *** ZenSword has quit IRC
[23:49:57] *** makoLine has joined #libgdx
top

   September 2, 2015  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >