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[02:30:36] <KC-45> hey guys i have a question
[02:30:55] <KC-45> its not libgdx related tho
[02:31:26] <KC-45> but since ive published my app ive gotten emails from...appbuddiz and appszoom...........any of you ever heard of those companies?
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[02:46:05] <TEttinger> (this version has some stuff to make it easier to use in a game that palette swaps the images, which is easy enough in libgdx)
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[02:48:17] <KC-45> TEttinger: thx
[02:51:40] <TEttinger> I like to make artz
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[06:01:41] <kdarknight> KC-45, what app?
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[12:51:42] <pleitsi> how do i obfuscate my game?
[12:51:49] <pleitsi> using eclipse and ant
[12:56:35] <[twisti]> use proguard and ditch ant
[12:56:43] <[twisti]> i mean holy crap, are you stuck in 2003 ?
[12:57:20] <pleitsi> i have 2012 dev tools and libgdx :P
[12:57:44] <[twisti]> thats just sad
[12:57:44] <pleitsi> and im NOT going to change my dev tools for this project :D
[12:58:07] <[twisti]> ant was already horribly outdated in 2012
[12:58:10] <pleitsi> it has been a 3 year project
[12:58:24] <Sadale> pleitsi, java obfuscation never work, according to what I have heard.
[12:58:25] <pleitsi> i don't care, i only want it to work/help with it if someone knows
[12:58:36] <Sadale> pleitsi, there're some easy measures, tho. Try proguard.
[12:58:38] <pleitsi> Sadale, i don't care, google insists on it
[12:59:31] <[twisti]> im pretty sure google does not insist on proguard
[12:59:38] <[twisti]> what makes you think it does ?
[13:00:44] <pleitsi> when you deal with money, you must be on the safe side
[13:01:27] <[twisti]> when you deal with money and depend on obfuscation, you will probably go to prison
[13:01:53] <[twisti]> because obfuscation is not security, and if you do anything money related where obfuscation is a critical step, your shit will be broken an hour after being released
[13:02:02] <[twisti]> and you will hopefully be charged with criminal neglect
[13:02:20] <[twisti]> all obfuscation does is add maybe an hour or two to the work of a hacker
[13:03:05] <pleitsi> i just do what google tells me to do.
[13:03:11] <pleitsi> that's it.
[13:04:19] <[twisti]> where does google tell you to do that ?
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[13:12:14] <pleitsi> security best practises
[13:13:17] <[twisti]> you said they insist on it
[13:13:29] <[twisti]> best practices is at best suggestions
[13:16:55] <pleitsi> so you wouldnt obfuscate?
[13:18:10] <[twisti]> no, i would, but only because its not that much extra work with maven and mostly because proguard also optimizes
[13:18:28] <[twisti]> you can probably run proguard as a command line thing with ant
[13:19:59] <pleitsi> yep
[13:20:08] <pleitsi> i just can't find any example proguard.config files
[13:22:58] <[twisti]> i dont think thats a default file name, just google proguard tutorial or something, its not that complex
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[13:27:02] <pleitsi> oh that was just a tag name in the project.properties
[13:27:15] <pleitsi> proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
[13:27:21] <pleitsi> those are the filenames
[13:27:59] <pleitsi> proguard.config=proguard-project.txt
[13:28:03] <pleitsi> will that work? :d
[13:28:04] <[twisti]> proguard just takes an arbitrarily named text file with config settings
[13:28:08] <pleitsi> yup
[13:28:09] <[twisti]> so sure
[13:28:25] <pleitsi> i just want the file to be in my project folder :p
[13:28:48] <pleitsi> im unfamiliar with that path syntax
[13:30:05] <[twisti]> i think that points to the default config location
[13:31:25] <pleitsi> i have no idea where that is
[13:33:13] <pleitsi> C:\Program Files (x86)\Android\android-sdk\tools\proguard\bin
[13:33:15] <pleitsi> propably that
[13:33:23] <pleitsi> that's where the proguard.bat is
[13:35:26] <pleitsi> i just put direct path there
[13:35:38] <pleitsi> like c:\blabla\moreblabla\android_app_root
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[14:09:22] <pleitsi> hmm
[14:09:47] <pleitsi> proguard gives massive amount of errors about v4.0 stuffs
[14:09:49] <pleitsi> Warning: android.support.v4.os.ParcelableCompatCreatorHoneycombMR2: can't find superclass or interface android.os.Parcelable$ClassLoaderCreator
[14:10:00] <pleitsi> even that im exporting a 2.3.3 version app
[14:10:20] <pleitsi> some config is wong somewhere
[14:10:29] <pleitsi> any tips? :d
[14:11:43] <pleitsi> add this cfg line: -dontwarn android.support.** you can see it in you sdk like: android-sdks/tools/proguard/docs/index.html which say : If you're using the Android Compatibility library, you should add the following line, to let ProGuard know it's ok that the library references some classes that are not available in all versions of the API:
[14:11:47] <pleitsi> aaaaaaa
[14:12:20] <KC-45> did that fix it?
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[14:40:48] <pleitsi> KC-45, no :P
[14:40:53] <pleitsi> still getting the same errors
[14:45:14] <pleitsi> Basically you have to remove all your jar dependenicies in project setup, then clean project and that's it!
[14:45:15] <pleitsi> eh
[14:45:20] <pleitsi> what the hell is that supposed to mean :D
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[15:00:07] <KC-45> any of you guys ever heard of/used appbuddiz and appszoom?
[15:00:22] <pleitsi> pffffft
[15:00:30] <pleitsi> does anyone know why i keep getting this error?
[15:00:37] <pleitsi> Warning: android.support.v4.os.ParcelableCompatCreatorHoneycombMR2: can't find superclass or interface android.os.Parcelable$ClassLoaderCreator
[15:00:54] <pleitsi> tried that, doesn't do anything
[15:01:01] <pleitsi> my target is 2.3.3
[15:01:16] <pleitsi> it's proguard error
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[15:13:00] <pleitsi> so anyone here has never had that problem when exporting a build with proguard? :d
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[15:13:18] <pleitsi> no-ine*
[15:13:20] <pleitsi> one*
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[15:15:39] <pleitsi> Xoppa oh lord and saviour, halp.
[15:16:22] <Xoppa> o.O
[15:16:38] <Xoppa> disable proguard
[15:17:11] <[twisti]> how will disabling proguard help with the goal of 'running proguard'
[15:17:22] <[twisti]> dont be silly
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[15:19:30] <Xoppa> everything that uses reflection cant be used with proguard, so you´ll have to exclude that from proguard. The easiest way verify that indeed fixes it is by disabling proguard.
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[15:30:41] <KC-45> any of you guys ever heard of/used appbuddiz or appszoom?
[15:31:02] <KC-45> i see that appszoom actually went ahead and is hosting my app on there :-s
[15:31:15] <pleitsi> Xoppa, well what is the hard way then?
[15:31:33] <KC-45> should i be concerned? or should i look at it as free advertising?
[15:31:47] <Tomski> KC-45, never worth it
[15:32:09] <KC-45> i didnt sign up on their site or anything
[15:32:45] <Xoppa> pleitsi, there´s no hard way
[15:32:46] <KC-45> after i published my app...i got an email from them...promising me an 'advertising oppertunity'
[15:32:51] <Xoppa> just add it as exclusion
[15:33:06] <Tomski> KC-45, you get loads of them
[15:33:08] <KC-45> an i noticed they went ahead and put my app on their website as well
[15:33:09] <Tomski> They are just bots
[15:33:16] <KC-45> ah ok
[15:34:48] <pleitsi> Xoppa, i tried removing those warnings with -dontwarn, but it looks like proguard either just ignores the setting, or somehow doesn't work :P
[15:35:07] <Xoppa> that not excluding the files
[15:35:38] <pleitsi> so i should just remove the android.support.v4 from the proguard path alltogether?
[15:40:32] <pleitsi> Warning: android.support.v4.os.ParcelableCompatCreatorHoneycombMR2: can't find superclass or interface android.os.Parcelable$ClassLoaderCreator
[15:40:35] <pleitsi> no win :/
[15:41:38] <Xoppa> did you actually tried disabling proguard as i suggested?
[15:42:04] <[twisti]> Xoppa: his goal is to run proguard
[15:43:23] <Xoppa> o.O... im not suggesting to disable it and be done, i suggested it to make sure that it does work when proguard is disabled
[15:43:37] <pleitsi> good point :d
[15:43:40] <pleitsi> sec
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[15:44:55] <pleitsi> signed release .apk done.
[15:45:01] <pleitsi> works well without proguard
[15:45:29] <Xoppa> then enable it and exclude everything, should still work
[15:45:39] <[twisti]> my bad
[15:45:47] <pleitsi> wat
[15:46:21] <pleitsi> how do i exclude 'everything'
[15:46:46] <Xoppa> im not experienced with proguard, but probably something like: -keep class ** { *; }
[15:47:05] <pleitsi> :d
[15:47:39] <pleitsi> doesn't that INCLUDE everything?
[15:47:43] <pleitsi> it's "keep" :D
[15:48:05] <Xoppa> yes, you want to *keep* the classes, don´t you?
[15:48:16] <Xoppa> you dont want proguard to remove or rename them
[15:48:55] <pleitsi> correct
[15:48:58] <Xoppa> how did you actually exclude it when you tested it a few minutes ago?
[15:49:01] <pleitsi> but i still got the same errors :/
[15:49:14] <pleitsi> i disabled it
[15:49:24] <pleitsi> proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
[15:49:28] <pleitsi> #proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
[15:49:32] <pleitsi> commented it out :P
[15:50:20] <Xoppa> <pleitsi> Warning: android.support.v4.os.ParcelableCompatCreatorHoneycombMR2: can't find superclass or interface android.os.Parcelable$ClassLoaderCreator
[15:50:21] <Xoppa> <pleitsi> no win :/
[15:50:29] <pleitsi> oh
[15:50:50] <pleitsi> public protected *;
[15:50:50] <pleitsi> }
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[15:51:00] <pleitsi> then i tried that your version too
[15:51:18] <KC-45> lol i actually wanted to use proguard on my app
[15:51:21] <KC-45> but then i thought....meh
[15:51:24] <KC-45> its a simple game
[15:51:28] <pleitsi> :d
[15:51:54] <Xoppa> I dont think I can help you with this. perhaps ask someone who actually have used proguard.
[15:52:24] <pleitsi> i've tried to reach someone on this channel, no dice :P
[15:52:47] <Xoppa> in my experience the libgdx proguard config always worked without having to modify anything
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[15:58:01] <pleitsi> hm
[15:58:22] <Tomski> have you pastebinned your config?
[15:58:31] <pleitsi> ?
[15:58:42] <pleitsi> Tomski, well i only had one line in it :D
[15:58:51] <pleitsi> those configs are huge
[16:00:18] <Tomski> Build ontop of the LibGDX one
[16:00:23] <Tomski> the default should be fine
[16:00:40] <pleitsi> holy massive lubricated tits of satan.
[16:00:42] <pleitsi> it worked.
[16:00:50] <Xoppa> perhaps we should add bullet to that file
[16:00:55] <pleitsi> Perhaps.
[16:00:59] <pleitsi> maybe 2
[16:01:02] <pleitsi> or 3
[16:01:04] <mobidevelop> We should add all the thinga
[16:01:23] <pleitsi> i still got a few puny errors thou
[16:03:31] <pleitsi> Warning: com.badlogic.gdx.graphics.g2d.freetype.FreetypeBuild: can't find referenced class com.badlogic.gdx.jnigen.BuildTarget$TargetOs
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[16:03:36] <pleitsi> like a million such errors
[16:03:56] <Xoppa> errors?
[16:04:11] <Xoppa> it says ¨Warning¨ doesnt it?
[16:04:49] <pleitsi> ok, warnings
[16:05:23] <Xoppa> as long as it works, why care?
[16:05:41] <pleitsi> i dont know if it works
[16:05:51] <pleitsi> gotta test i on fone
[16:08:46] <[twisti]> if your goal is to run proguard with no warnings, youre in for a rough time
[16:10:58] <pleitsi> running app...
[16:11:13] <pleitsi> intro is running :)
[16:11:16] <pleitsi> so far so good
[16:11:31] <pleitsi> main menu!
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[16:12:32] <Xoppa> pics or it didnt happen
[16:13:02] <Tryla-G> lol
[16:13:05] <pleitsi> haha
[16:13:06] <pleitsi> crash.
[16:13:10] <pleitsi> when entering game
[16:14:35] <pleitsi> what
[16:14:35] <pleitsi> 09-06 17:14:25.876: I/Ads(4571): Starting ad request.
[16:14:45] <pleitsi> logcat shows such prints :D
[16:14:51] <pleitsi> didnt have those before x)
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[16:15:58] <pleitsi> so those warnings meant something :P
[16:17:13] <pleitsi> that's the warning: Warning: com.badlogic.gdx.graphics.g2d.freetype.FreetypeBuild: can't find referenced class com.badlogic.gdx.jnigen.BuildTarget$TargetOs
[16:17:43] <pleitsi> HEHE: Warning: android.support.v4.os.ParcelableCompatCreatorHoneycombMR2: can't find superclass or interface android.os.Parcelable$ClassLoaderCreator
[16:17:54] <pleitsi> its still there, but mixed with other warnings xd
[16:18:25] <Xoppa> unless you´re building the freetype natives on your phone, you dont have to care about that
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[16:18:39] <Xoppa> check the exception and stacktrace, just like you normally would
[16:18:43] <pleitsi> oh
[16:19:09] <pleitsi> sec
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[16:20:50] <pleitsi> 09-06 17:19:50.404: E/AndroidRuntime(6698): java.lang.NoSuchMethodError: no method with name='beginContact' signature='(J)V' in class Lcom/badlogic/gdx/physics/box2d/World;
[16:20:50] <pleitsi> 09-06 17:19:50.404: E/AndroidRuntime(6698): at com.badlogic.gdx.physics.box2d.World.newWorld(Native Method)
[16:20:57] <pleitsi> box2d libs :P
[16:21:53] <Xoppa> are you actually using the libgdx proguard config?
[16:21:54] <mobidevelop> You should keep box2d
[16:21:59] <pleitsi> yes
[16:22:03] <pleitsi> i just put it there
[16:22:22] <pleitsi> woot
[16:22:24] <pleitsi> thats different
[16:23:04] <Xoppa> i linked you to that half an hour or so ago
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[16:23:23] <pleitsi> there was another link too
[16:23:27] <mobidevelop> Heh
[16:23:29] <pleitsi> maybe i used that
[16:23:37] <pleitsi> well ill try that now :)
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[16:23:53] <pleitsi> hehe there's some very spesific sets for box2d
[16:23:55] <pleitsi> nice
[16:24:09] <pleitsi> is it "spesific" or "specific"
[16:24:54] <mobidevelop> O.o
[16:25:15] <pleitsi> english
[16:25:17] <mobidevelop> specific
[16:25:29] <pleitsi> doesn't work at all
[16:25:36] <pleitsi> build stopped
[16:25:57] <pleitsi> Warning: android.support.v4.os.ParcelableCompatCreatorHoneycombMR2: can't find superclass or interface android.os.Parcelable$ClassLoaderCreator
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[16:26:27] <pleitsi> that one worked better
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[16:28:08] <mobidevelop> Why are you so hung up on warnings?
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[16:31:07] <pleitsi> mobidevelop dunno, it doesnt give me an apk if those warnings come up
[16:31:16] <pleitsi> it just stops
[16:31:40] <mobidevelop> It is probably stopping on something that isn't a warning
[16:31:55] <pleitsi> theres like a million lines of output
[16:31:58] <pleitsi> ill start searcing :P
[16:32:01] <pleitsi> +h
[16:34:45] <pleitsi> Error: Please correct the above warnings first.
[16:34:48] <pleitsi> :ddd
[16:34:54] <pleitsi> many warnings == error
[16:35:14] <pleitsi> Warning: there were 258 unresolved references to classes or interfaces.
[16:35:15] <pleitsi> nice
[16:35:35] <pleitsi> Warning: android.support.v4.widget.SearchViewCompatHoneycomb$1: can't find referenced class android.widget.SearchView
[16:35:41] <pleitsi> Warning: com.badlogic.gdx.graphics.g2d.freetype.FreetypeBuild: can't find referenced class com.badlogic.gdx.jnigen.BuildTarget$TargetOs
[16:35:50] <pleitsi> along those lines all the warnings
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[16:43:34] <pleitsi> eh
[16:43:44] <pleitsi> now it gave me errors, but it still made an apk?
[16:44:03] <Xoppa> which error?
[16:45:29] <pleitsi> that same "too many warnings" error
[16:45:51] <pleitsi> omg.
[16:45:55] <pleitsi> i made my own config
[16:46:01] <pleitsi> i joined those two
[16:46:10] <pleitsi> i included the box2d part
[16:46:16] <pleitsi> now it seems to play
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[16:48:03] <pleitsi> thats the one that worked
[16:48:15] <pleitsi> im in the game, running smooth :)
[16:52:25] <pleitsi> yeah, seems to be working
[16:52:30] <pleitsi> went through most of the features
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[17:01:41] <pleitsi> is there any sort of complete tutorial how to add admob ads to libgdx game?
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[17:13:58] <pleitsi> This example will show you how to turn the AdMob View's visibility on and off from within your libgdx app. Note that this is probably not the best way to control AdMob. If your ad View is invisible, but still fetching ads in the background, then you're wasting ad impressions, and that will negatively impact your ad revenue. I'm not going to talk about the best way to control the AdMob view -
[17:13:58] <pleitsi> that varies from application to application. Also, there are things you can do on the website, and things you can do in your app. So look through the AdMob documentation for more information on that.
[17:13:59] <pleitsi> hehe
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[17:21:01] <mobidevelop> O.o
[17:21:39] <mobidevelop> If your adview is hidden, it won't even fetch new ads
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[17:33:26] <duli> hi
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[17:33:45] <duli> I am trying to run some sound effects in my android game
[17:34:00] <duli> using sound.loop();
[17:34:14] <duli> I can hear the sound in my desktop version but not on android ?
[17:34:27] <duli> I get the message AudioFlinger could not create track, status: -12 libgdx in my logcat
[17:34:34] <duli> any ideas?
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[17:36:45] <joelt> hoping someone can clarify --- if i draw a 900x900 bitmap to a 100x100 viewport (FitViewport) that drawing to a 900x900 hardware screen, unless I muck something up, it should look fine, correct?
[17:37:32] <duli> and also Error creating AudioTrack
[17:39:10] <Tomski> duli, what file format? sample rate?
[17:39:40] <duli> .wav
[17:43:43] <duli> the file is 1.3 mega bytes
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[17:46:00] <Tomski> 1mb or less for sound clips
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[17:48:05] <rgr> joelt: yes
[17:48:29] <rgr> but you do realise the 100x100 viewport is stull 900x900 "hw" pixels?
[17:49:22] <rgr> but with a fit viewport some of the screen will be borders in order to maintain the correct aspect ratio depending onyour world coords.
[17:49:50] <duli> ok I've just tried another sound which is just 53kb
[17:49:53] <duli> and it says WAV files must have 16 bits per sample: 8
[17:50:00] <duli> how to correct this?
[17:52:53] <pleitsi> just convert your samples to 16-bit?
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[17:54:41] <duli> I've converted the .wav file to mp3 to reduce the size
[17:54:55] <duli> it's now 111kb and still doesn't play on the android device?
[17:55:01] <duli> I am getting the same error
[17:55:18] <duli> AudioFlinger could not create track, status: -12
[17:55:28] <duli> but it works on desktop
[17:57:55] <davebaol> Hmmm... Am I wrong or the libgdx account on github now has the esoteric software logo?
[17:58:02] <joelt> rgr: yeah i "get it" now, its those pesky fonts though that still confuse me.
[17:58:31] <duli> when I try sound.play(1f) it works but
[17:58:43] <duli> with loop it doesn't
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[18:00:59] <noone__> now I can comfortably create spaceships for my game :D
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[18:11:12] <Xpe> noone__ cool
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[18:12:07] <pleitsi> has anyone tried to make a build number system?
[18:12:22] <pleitsi> every time you make a testbuild it would go +1
[18:12:41] <pleitsi> then it would be put into the code when build is compiling or something
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[18:16:34] <mobidevelop> davebaol: looks like it does
[18:17:16] <mobidevelop> Maybe Mario sold libgdx to esoteric software and this is how he is announcing it
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[18:18:39] <mobidevelop> pleitsi: should be pretty easy with gradle
[18:20:19] <noone__> mobidevelop: libgdx sold?
[18:20:44] <mobidevelop> That's the only explanation
[18:20:51] <noone__> explanation for what?
[18:21:22] <mobidevelop> For the logo on the libgdx github account being changed to the esoteric software one
[18:22:11] <noone__> o_O
[18:23:33] <noone__> that's indeed weird
[18:27:13] <davebaol> indeed
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[18:34:46] <cobolfoo> noone__, this is my kind of things (spaceship editor), congrats :)
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[18:43:01] <noone__> cobolfoo: thanks :)
[18:43:17] <rgr> joelt: I explained yesterday. do another viewport with pixel like coords. no or little scaling then.
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[18:49:15] <CypherEA> Guten morgen
[18:49:39] <CypherEA> Has anyone here any experience in creating an online/multiplayer game lobby in LibGDX?
[18:49:53] <CypherEA> Just looking for some general best practices
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[19:07:57] <noone__> CypherEA: best practices for what exactly? the UI? the networking part?
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[19:16:03] <CypherEA> UI
[19:16:21] <CypherEA> And how to actually build it with LibGDX
[19:16:47] <CypherEA> Like making an actual table, with clickable columns to change sortings etc'
[19:18:35] <noone__> I don't think there are best practices for something that specific
[19:20:02] <noone__> what's the problem with just using a Table?
[19:23:06] <nine_9> hey guys, do you know any links regarding structural analysis for rt/games? I couldn't find anything decent, only a few things on voxels, but nothing conclusive
[19:24:33] <CypherEA> rt/games?
[19:24:50] <pleitsi> nine_9, you mean like its made in 7 days to die?
[19:25:06] <nine_9> pleitsi: don't know that game, lemme google, thanks
[19:25:19] <pleitsi> voxel structures
[19:25:25] <pleitsi> how they hold their mass etc
[19:25:26] <pleitsi> or collapse
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[19:26:04] <pleitsi> its propably the best indie title in 2 years, my opinion ofc :D
[19:26:24] <nine_9> pleitsi: yeah, something like that may do
[19:26:47] <pleitsi> ok
[19:26:52] <pleitsi> too bad i don't know anything helpful :D
[19:26:54] <nine_9> i need to know how to calc that though, because so far everything i've tried is not suitable for rt
[19:27:03] <pleitsi> what's rt btw?
[19:27:09] <nine_9> real time
[19:27:12] <pleitsi> oh
[19:27:35] <pleitsi> maybe googling on 7 days to die physics etc might help :P
[19:27:38] <nine_9> couldn't think of any solution that doesn't iterate all components for all others
[19:27:39] <pleitsi> that's all i can help you with :P
[19:27:46] <nine_9> pleitsi: thanks
[19:27:53] <pleitsi> :d
[19:27:55] <pleitsi> np :)
[19:30:51] <nine_9> pleitsi: in fact i think i just found something useful, it seems 7dtd doesn't use a structural analysis just a simple load system, i think that may do for my game as well :D
[19:31:28] <nine_9> in fact, perhaps there's no way to have a real structural analysis (or at least something that resembles it) on rt
[19:31:34] <nine_9> you have to cheat :P
[19:32:40] <pleitsi> well, whatever works :)
[19:33:06] <pleitsi> i somehow managed to get my game to run a-star algorithm realtime on monsters :d
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[19:38:14] <CypherEA> So... in a Table I can do actual table like behavior? Not just order and scale?
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[19:41:17] <rgr> eh? :)
[19:42:02] <rgr> yes a table allows you to do "table behavior .
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[19:48:33] <nine_9> actually, so far what i've tried based on 7dtd didn't end up very well :(
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[21:20:50] <Trinity> join #Java
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[21:21:43] <Ashiren> :o
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[22:39:20] <Trinity> hi, anyone using libgdx on windows?
[22:39:32] <Trinity> if you could test whether or not numpad enter works that would be great!
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[22:44:33] <TEttinger> Trinity: it is highly likely that numpad stuff will not behave the same way on all keyboards. obviously it could be affected by num lock, and I've used laptops with no numpad before.
[22:45:09] <TEttinger> no idea about AZERTY or other non-US keyboards
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[22:49:34] <Trinity> TEttinger, well... i'm running a test project right now and numpad enter is not showing
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[22:49:37] <Guest75847> Hi, anyone here willing to help a libgdx newbie out for some questions?
[22:49:39] <Trinity> all other numpads trigger
[22:49:47] <Trinity> checked with numpad on and off
[22:50:02] <Trinity> initial research shows that this might be a low-level issue and it handling the keys differently :/
[22:50:14] <TEttinger> ah gotcha
[22:50:17] <Trinity> so i'm wondering if someone can try on windows. I'm running linux
[22:50:24] <TEttinger> Guest75847: sure
[22:50:46] <TEttinger> Trinity: do you have an app for me to run or should I just make my own :)
[22:51:58] <Guest75847> TEttinger: So I designed a Mainmenu for a game which uses different screens, depending which button you click. I used tables to structure the ImageButtons. My problem is, when I resize my window, my menu and button positioning gets completely messed up, and I dont know what to do about it
[22:52:05] <TEttinger> ah!
[22:52:13] <TEttinger> numpad enter is a different key I think, Trinity
[22:52:35] <Trinity> TEttinger, hmm, might be an android thing as well since droids don't have numpad enter
[22:53:55] <Trinity> lwjglInput has numpad enter
[22:56:04] <TEttinger> Trinity, ha yeah I was about to link that!
[22:56:10] <Trinity> guess ill work on it and issue a pull
[22:56:21] <Trinity> thanks TEttinger !
[22:56:47] <TEttinger> it should be simple enough to just make sure there's a constant number that corresponds to what you get from lwjgl's input
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[22:58:05] <Trinity> TEttinger, weird. it is though
[22:58:19] <Trinity> case Keyboard.KEY_NUMPADENTER: return Input.Keys.ENTER;
[23:00:28] <Guest75847> TEttinger: I tried using the OrthographicCamera for that purpose, is that the right direction or would there be an easier way?
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[23:03:57] <Trinity> Guest75847, use a FitViewport
[23:04:27] <Trinity> or whatever viewport that works for what you need
[23:04:54] <Guest75847> Will that do the automatic resizing for me? Also I found, that my buttons hitbox for clicking is way off after rezising :(
[23:04:58] <Trinity> yes
[23:05:09] <TEttinger> Guest75847: yeah, viewports are meant for handling multiple screen sizes
[23:06:16] <TEttinger> I feel like someone should write a wiki article on project/unproject
[23:06:23] <Trinity> do it :)
[23:06:28] <Trinity> i know i had an issue with that before
[23:06:32] <Trinity> but he said he's using actors
[23:06:34] <TEttinger> aww
[23:06:36] <Trinity> that should be handled automatically
[23:06:43] <TEttinger> should it?
[23:07:01] <TEttinger> stage uses its own viewport IIRC
[23:07:10] <Trinity> well... i mean it depends on usage case
[23:07:16] <Guest75847> Also, will the viewport only show a portion of my original screen or will it just scale the whole thing down?
[23:07:29] <Trinity> but i'm going to assume for what he/she needs it will be a seamless feature
[23:07:37] <Trinity> Guest75847, depends what viewport you use
[23:07:41] <Trinity> it could create blackbars or stretch it out
[23:07:56] <Trinity> blackbars = keep aspect ratio, stretching = don't keep aspect ratio
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[23:08:15] <pleitsi> stretching = blasphemy / ugly as hell
[23:08:25] <Guest75847> So I would probably want the streching one
[23:08:37] <pleitsi> :dd
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[23:09:09] <Trinity> your Viewport is defined by width, height. if you define your Viewport to be 200x200 and your screen (i.e android device screeN) is 400x400 it will be scaled accordingly
[23:09:25] <pleitsi> i dont know any game which uses stretching, because its just not the right way to do it
[23:09:25] <Trinity> but all logic can still be considered under the 200x200 viewport
[23:09:33] <Guest75847> Default res it 1920x1080
[23:09:47] <pleitsi> it deformas graphics -> makes original artwork messed up
[23:09:53] <Guest75847> I want to scale it down, because I expect not everyone to have 1920x1080
[23:10:14] <Trinity> so you don't have to worry about redoing your logic as it will automatically work for larger screens. i like to just conceptualize it as zooming out
[23:10:20] <Trinity> or zooming in*
[23:10:29] <joelt> if i ask a Label for its prefHeight/prefWidth are those in units of the viewport?
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[23:10:48] <joelt> (trying to center vertically/horizontally)
[23:11:27] <Guest75847> Okay, I'll experiement a bit with Viewports tomorrow then! Thanks so far. Another question tho:
[23:11:31] <Trinity> Guest75847, stick with a resolution that you think will be your core demographic
[23:11:52] <Trinity> viewport will handle the rest even if it's fullscreen
[23:12:28] <Guest75847> I want to make a board game, with a 20x20 board
[23:12:45] <Guest75847> What would be the easiest way to implement such a board?
[23:12:55] <Trinity> 2d array
[23:13:12] <Guest75847> That would be used for the logic
[23:13:25] <Guest75847> But how would I draw that 2d array accordingly in libgdx?
[23:14:03] <Trinity> easy, you learn java first
[23:14:31] <Guest75847> I actually know Java, just have never used libgdx
[23:14:50] <Guest75847> Also this is my first game, so I dont really know how to approach things
[23:14:50] <Trinity> i bet you do :) bye!
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[23:21:00] <Guest75847> Thanks Trinity! I didn't want to offend you, it's just that libgdx seems so overwhelming for new users, and also my english is not as good because I'm not a native speaker and so I struggle, since most documentation of libgdx is english
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[23:23:44] <Trinity> holy shit, deja vu, someone in #java just said "I don't mean to offend you". For the record, i'm not offended. I tried to teach you how to fish but you passed on it :/
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