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[00:34:55] <quixotic42> Hey folks. Anyone have any tricks for importing already-made spritesheets into a libgdx atlas?
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[00:36:25] <quixotic42> Initial research: Chop up into component images then repack with texturepacker, manually define a JSON packfile... Anything easier?
[00:38:50] <bazola> if you already have a sprite sheet, you could just parse the atlas that comes with it and change it to the format that is compatible with libGDX
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[00:44:03] <quixotic42> Hmm. Thanks.
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[00:46:10] <bazola> should already have the coordinates and names at least
[00:49:32] <quixotic42> Names, Height, Width, Length, Row.
[00:49:45] <quixotic42> offset_x, offset_y
[00:49:52] <quixotic42> Should be doable :)
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[01:33:47] <EvilEntity> eh modifier keys dont work on osx or wtf
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[01:39:16] <ficolas> can I somehow use the skin json and a freetype font?
[01:39:43] <cobolfoo> yup
[01:39:53] <ficolas> how?
[01:40:43] <cobolfoo> You have to use FreeTypeFontGenerator
[01:40:52] <cobolfoo> to convert your ttf font into a bitmap font, then you add it to your skin
[01:41:48] <ficolas> but I want to use the skin json file, do I first add the fonts and then load the json somehow?
[01:43:01] <ficolas> ah ok I can do skin.load(filehandle) to load the json after I load the fonts
[01:43:15] <cobolfoo> yup
[01:44:14] <ficolas> thanx
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[02:05:43] <ficolas> how do I get a style from a skin?
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[02:32:44] <isdera> apple TV looks so gimmicky. they ripped off everyone else
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[04:08:07] <cris> hello guys
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[04:25:24] <cobolfoo> hi
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[04:27:15] <cris> guys I want to implement a sort of mode 07
[04:27:25] <cris> the kind of pseudo 3d old racing games had
[04:27:38] <cris> I was looking for pseudocode on SO
[04:27:46] <cris> and it's just a nested for loop
[04:27:52] <cris> I can't believe is so basic
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[04:31:36] <cobolfoo> look like this project render everyting to a texture, then render the texture using a tilted camera
[04:31:49] <cobolfoo> With a stage, I guess you will not need to render to etxture
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[04:34:15] <cris> yeah, I guess it would be really simple to do with a 3D engine
[04:34:23] <cris> but I still wanna do it the old school way
[04:34:27] <cris> for learning purposes
[04:34:51] <cris> I guess it's simply a nested for loop where you place every row of a texture using basic trigo
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[04:40:24] <Trinity> what would be better glow from open gl or glow from pixmaps?
[04:40:48] <Trinity> sorry TextureRegions*
[04:40:54] <Trinity> w/ glow applied to them
[04:41:43] <cobolfoo> I personnally like to use animated texture regions :)
[04:41:51] <cobolfoo> but I guess a shader is better
[04:42:28] <Trinity> performance wize?
[04:42:30] <Trinity> wise
[04:42:53] <cobolfoo> nope, more like quality
[04:42:59] <Trinity> ah, gotcha
[04:43:05] <Trinity> open gl does look pretty :)
[04:43:45] <cobolfoo> Last time I checked like 10 years ago, you needed to perform multiple passes to do glowing effects
[04:43:56] <cobolfoo> but I guess right now you only need to tweak a shader and do it in one pass
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[04:44:47] <cobolfoo> here a fragment shader example
[04:45:15] <Trinity> ah, thanks!
[04:45:42] <cobolfoo> a good place to find shaders too
[04:45:53] <cobolfoo> you get the result and the code
[04:46:27] <cobolfoo> a good one I think
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[04:48:07] <cris> ok guys
[04:48:11] <cris> I think I got it
[04:48:16] <cris> but I wanna learn python
[04:48:26] <cris> so I'll use pygame for my mode 07 demo
[04:48:30] <cris> but anyway
[04:48:36] <cris> It doesn't seem too hard to make
[04:48:38] <cris> so
[04:48:48] <cris> why there's no more people using such effects?
[04:48:48] <Trinity> oh man that looks amazing, cobolfoo
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[04:50:41] <cobolfoo> cris you mean mode 7 ?
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[04:51:09] <cris> sure
[04:51:14] <cris> that old pseudo 3D
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[04:52:06] <cobolfoo> Since mode 7 flatten everything I guess ppl don't like it much. Voxel is the new thing :)
[04:52:16] <cobolfoo> (for the last 8 years hehe)
[04:52:27] <cris> I'm sure we could mix it
[04:52:30] <cris> with proper 3D
[04:52:41] <cris> I like the old school racing games
[04:52:49] <cris> I'm sure we could do some cool stuff
[04:52:53] <cris> using older techniques
[04:53:01] <cris> with modern software
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[05:08:38] <Trinity> do ads work for desktop games?
[05:08:40] <Trinity> admob*
[05:08:46] <Trinity> or is it mobile only
[05:08:52] <cris> mobile only
[05:10:34] <cobolfoo> ads in a desktop game is kind of a good way to have zero players :)
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[05:14:49] <cobolfoo> I have lot of fun tonight, I play with gdx-ai stuff, A priority scheduler with state machines
[05:14:53] <Trinity> cobolfoo, you wouldn't play a pretty cool desktop game with ads?
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[05:15:08] <cobolfoo> Trinity nope
[05:15:14] <Trinity> why not?
[05:15:16] <Trinity> its not intrusive
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[05:15:37] <cobolfoo> Because I can pay for games :)
[05:15:48] <Trinity> hahaha i see
[05:15:57] <cobolfoo> I prefer to pay for a whole game , not much a proponent of free to play and stuff like that
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[05:16:22] <Trinity> cobolfoo, you like to play campaigns i take it?
[05:16:27] <cobolfoo> I am currently pushing my game on steam greenlight (plug: www.infinitrap.com), and I can tell you there is a lot of good games competing to be seen
[05:16:35] <cobolfoo> none of them have ads or stuff like that
[05:16:42] <cobolfoo> and they usually sell for less than 10$
[05:17:33] <cobolfoo> the guy sold like 400-500 copies after 2 months
[05:17:38] <cobolfoo> check the quality of the game
[05:19:44] <Trinity> well yea the quality is good
[05:19:47] <Trinity> it doesnt look "fun" though
[05:19:57] <cris> I saw that game on youtube
[05:20:01] <cris> It's not good enough
[05:20:20] <cobolfoo> yeah a bad example as I said, a game that look like a kid game but with hardcore elements
[05:21:02] <cris> the art is extremelly generic
[05:21:09] <cris> and the gameplay is confusing
[05:21:24] <Trinity> just watched gameplay on youtube
[05:21:25] <Trinity> 1 mil views
[05:21:30] <Trinity> it's a bit disorienting
[05:21:37] <Trinity> feels like cube runner but with a twist
[05:21:54] <cris> I don't think you can expect success with your first game
[05:21:54] <cobolfoo> I guess it could be a hit if you replace all the cute stuff with bloody and dark elements
[05:22:16] <cobolfoo> I personnally try to do games under 5000$ in total time/production cost
[05:22:30] <cris> lol
[05:22:38] <cris> I'm happy my games are even played by free
[05:22:38] <cobolfoo> You can get your 5k back in 6 months :)
[05:23:14] <cris> that's why I'm making android stuff
[05:23:18] <cris> the quality there is lower
[05:23:28] <cris> so I can make small games made in one week
[05:23:32] <cris> just for practice
[05:25:01] <cobolfoo> yeah but you could still get a small game published in bundles
[05:25:04] <cobolfoo> like groupees
[05:25:15] <cobolfoo> the minimum earning is like 400$
[05:25:25] <cris> but I'm not that good for asking money yet
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[05:28:24] <cobolfoo> cris, Have you tried my game? www.infinitrap.com/demo , I have a web libgdx version (demo)
[05:28:36] <cris> nope
[05:28:39] <cobolfoo> This is a 5k game
[05:30:13] <cris> that's almost one year of wages here
[05:30:18] <Trinity> cobolfoo, how easy is it to port libgdx to steam greenlight?
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[05:30:43] <cobolfoo> cris here it's like 1.5 months of wage (Canada)
[05:30:59] <cobolfoo> Trinity, you don't have to worry about this, because you don't need to do anything to be greenlighted
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[05:31:07] <cobolfoo> I mean steam will sell your game without integration
[05:31:16] <Trinity> cobolfoo, ah i see
[05:31:16] <cris> my country (colombia) is like 10 months of wages (300USD month)
[05:31:17] <cobolfoo> You usually add steamworks integration to add features
[05:31:44] <cobolfoo> cris, I guess you don't pay the food the same price :)
[05:31:50] <cris> yup
[05:31:55] <cris> is much cheaper
[05:32:06] <cris> sorry, my browser don't support webgl
[05:32:15] <cris> using opengl 1.4 here
[05:32:29] <cobolfoo> I have downloadable demo on www.infinitrap.com page for all platforms (except ANDROID)
[05:33:50] <Trinity> cobolfoo, will steam "sell" free games?
[05:34:11] <cobolfoo> of course
[05:34:13] <cobolfoo> but no ads :)
[05:34:24] <cobolfoo> I think it's more like the fremium approach
[05:34:29] <Trinity> thats on their terms?
[05:34:33] <Trinity> or personal opinion? :)
[05:34:48] <cobolfoo> log on steam and see for yourself :)
[05:34:53] <cobolfoo> There is tons of free to play games
[05:34:56] <cobolfoo> but they don't contains ads
[05:35:38] <cris> I don't know
[05:35:41] <cris> seems fun
[05:35:44] <cris> I saw the trailer
[05:35:53] <cris> but I don't have patient for hard games
[05:36:07] <cris> I want complex ones, not hard ones
[05:36:10] <cobolfoo> yeah I have to make the game easier, or at least provide an option to toggle difficulty
[05:37:34] <cris> It's not what I mean
[05:37:37] <cris> the game seems fun
[05:37:51] <cris> and is not hard I think if you're carefull
[05:38:02] <cris> just that I play mostly fighting games
[05:39:19] <cris> hey cobolfoo do you know kof 13?
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[05:40:31] <cobolfoo> nope
[05:40:34] <cobolfoo> hi mobi
[05:41:27] <cris> maybe you should check out how they did their pixel art
[05:42:43] <cobolfoo> yeah I understand
[05:42:58] <cris> time consuming
[05:43:01] <cris> but easy to make
[05:43:06] <cris> and looks good enough
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[05:59:41] <mobidevelop> Hello
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[06:05:00] <lapinozz> Hello
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[06:10:36] <TEttinger> cris: if you honestly think that's easy to make you are in for a rough time
[06:13:02] <TEttinger> it takes really really good skill and training to be able to work like that. the individual levels of shading on each muscle group in the final image is way beyond what I could ever approach without years of formal training. And it even says each character took 6 and a half months to to that stage
[06:18:45] <cris> oh well
[06:18:49] <cris> I have practice doing art
[06:18:59] <cris> I guess that's why it doesn't seem hard to me
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[06:20:42] <TEttinger> I have practice doing something fairly close to the Dot Creation 03 step. If I wanted, I could improve the renders on each of my 3d models by hand, retouching every pixel. But I Won't.
[06:22:10] <TEttinger> paying an artist for 6 and half months for one character is an example of something that is not worth it for indie dev
[06:22:21] <cris> oh well
[06:22:31] <cris> that's why I'm learning everything by myself
[06:23:45] <TEttinger> I'm making all my own art, contributing to open source libraries that would help make a game, and I'm still not quite to the "making a game" step
[06:25:10] <cris> that's why I'm starting by making games I can finish in one week.
[06:25:10] <LiquidNitro> step it up a notch
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[06:46:47] <superradish> games you can release in one week. cool idea, you can test lots of basic concepts and see what works and what doesn't
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[07:33:05] <warmwaffles> dinking around in C with glfw. god how I miss this
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[10:05:44] <Gliese> morning
[10:06:08] <Gliese> sometimes when I call new stage, it renders black bars for first second, but I only render it when all resources have finished loading
[10:06:21] <Gliese> theres anyway to guarantee when stage is fully inflated?
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[10:12:41] <Madmenyo> Morning, I thought problems with a static AssetManager was something from the past. I have been using it for pretty long now without problems. But I just passed a comment on a new question on SO and someone says that we should avoid a static AssetManager. I have posted how I usually do my asset manager on pastebin, is this a correct way of doing it
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[10:23:13] <Tharika> hai
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[10:24:57] <Tharika> hai
[10:25:13] <Tharika> i have a problem in installing physics body editor
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[10:28:46] <Tharika> i have a problem in installing physics body editor in mac.how can i resolve it?
[10:29:13] <Tharika> it displays check the error in console
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[10:30:48] <Madmenyo> And did you check the console? I have no experience with Body Editor or mac but I bet to get help I bet people need that.
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[10:32:09] <Tharika> no i didn't check..
[10:32:26] <Tharika> bcz i don't know how to check the console
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[10:44:06] <Madmenyo> Doesn't Mac output the logcat? Like I said I have no experience with Mac ;)
[10:44:32] <Tharika> k
[10:46:50] <Madmenyo> There is something called idevicesyslog, it's open source and when you have your Iphone connected it should output to that log. Likely you will find the error there too. Debugging for iOS will be inpossible without some sort of logging tool.
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[13:52:11] <EvilEntity> yes
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[14:00:49] <Simoon> EvilEntity: Is the draw calls to high?
[14:01:45] <EvilEntity> feels high, but you are doing 3d, so thats order of magnitude harder to make it run decently
[14:01:49] <EvilEntity> xoppa!!!
[14:03:42] <Simoon> EvilEntity: The game is sort of voxel based. Not like minecraft style but more like Crossy Road if you know what I mean
[14:04:06] <Simoon> So having a 20*20 ground gives a lot of draws just there
[14:04:50] <EvilEntity> thats why i would use some sort of an engine with 100s of millions in investment if i ware to do 3d
[14:05:06] <EvilEntity> but im an idiot
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[14:29:42] <Gliese> .ogg files are supported in iOS?
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[14:30:54] <pleitsi> are interstitial ads better than banners?
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[14:32:39] <mobidevelop> Better for ...?
[14:34:05] <pleitsi> revenue ofc
[14:34:17] <pleitsi> that at least suggests so, that it is superior
[14:37:08] <mobidevelop> They do tend to have higher per impression revenues
[14:38:02] <Gliese> pleitsi, u can use both
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[14:39:04] <pleitsi> Gliese, banners annoy too much :P
[14:39:09] <pleitsi> its either one for me
[14:42:29] <Gliese> add in-app purchase to remove them
[14:42:32] <Gliese> and make them annoy :D
[14:42:41] <pleitsi> :ddd
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[14:57:36] <pleitsi> public class MainActivity extends AndroidApplication implements ActionResolver {
[14:57:42] <pleitsi> what the hell is actionresolver?
[15:00:51] <pleitsi> is that a libgdx interface or androids?
[15:00:57] <pleitsi> cant find that :O
[15:02:41] <Ashiren> never heard of it in android
[15:03:38] <Ashiren> quick google shows its some custom per game made thing
[15:04:53] <Gliese> pleitsi, thats what u have to create
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[15:05:35] <pleitsi> but i don't want to
[15:05:43] <pleitsi> not enough mana :I
[15:05:59] <pleitsi> lol btw
[15:06:04] <pleitsi> i alreaady have a thing like that
[15:06:10] <pleitsi> i made it yesterday
[15:06:13] <pleitsi> :d
[15:06:15] <pleitsi> ill just use that
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[15:07:48] <EngineerBetter> 'ello all
[15:07:59] <EngineerBetter> Just popping in for two things
[15:08:03] <pleitsi> u better
[15:08:19] <EngineerBetter> Firstly just wanted to check that ShapeRenderer still doesn't do filled polygons?
[15:08:36] <pleitsi> ?
[15:08:43] <pleitsi> it does?
[15:08:44] <mobidevelop> That's correct
[15:08:53] <pleitsi> ah poly's
[15:08:56] <pleitsi> nvm
[15:08:57] <pleitsi> :d
[15:09:36] <EngineerBetter> Secondly. I fiddled with my Gradle config to get Jetty to hot-reload static resources in superDev mode. Requires outputting the assets and GWT output to webapp/, but you can get the task to clean them up after, and add gitignores in case they accidentally persist
[15:10:02] <EngineerBetter> Dunno if that's sufficiently useful to make a pull request worthwhile though
[15:10:31] <EngineerBetter> @mobidevelop Cheers. What's the recommended approach for drawing filled shapes?
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[15:12:36] <mobidevelop> Triangulate the polygon, or use PolygonSpriteBatch
[15:12:55] <mobidevelop> And still triangulate, I guess.
[15:13:17] <pleitsi> here's a retarded question in all its glory
[15:13:32] <pleitsi> whad does the - (minus and red color) mean
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[15:16:09] <EngineerBetter> @pleitsi Lines that were removed in that commit
[15:16:48] <EngineerBetter> @pleitsi So - and red means the line was removed in that commit to Git, and + and green means the line was added
[15:17:06] <EngineerBetter> Where a line was changed, it shows up as the old line removed and a new line that's mostly the same added
[15:17:11] <EngineerBetter> Make sense?
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[15:24:55] <pleitsi> EngineerBetter, yes. me understings
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[15:25:05] <nivrig> @EngineerBetter heh, i fiddled with idea and got java hotswapping working with gradle using springloaded
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[15:30:31] <EngineerBetter> Gah, didn't think drawing a filled polygon would require the reading of academic papers!
[15:30:45] * EngineerBetter ponders whether to use a bar graph instead of a histogram :P
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[15:35:27] <chris__> Using several SpriteBatch objects. Does it have any performance drawback and should be avoided?
[15:36:53] <nivrig> you wont get batching across the spritebatches and itll take more memory
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[15:38:25] <chris__> Batching across spritebatches?
[15:38:57] <nivrig> anything you add to batch1 wont ever be batched with anything you add to batch2
[15:39:16] <nivrig> so if you add everything to one batch you have more batching opportunities
[15:41:58] <chris__> ah okej. Then it's probably better to pass the Batch-object to all the render-methods to be able to use the same Batch.
[15:42:20] <pleitsi> hmm, are there many interstitial ad TEST_ID:s?
[15:42:40] <pleitsi> the libgdx example shows different TEST_ID than the google test code
[15:43:47] <pleitsi> i'll use the google one :P
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[15:47:33] <pleitsi> that new libgdx looks so much better than this 3 year old
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[15:52:03] <nivrig> @chris__ yeah, or have it as a static field in your main game class
[15:52:42] <pleitsi> private static final String AD_UNIT_ID_BANNER = "ca-app-pub-6916351754834612/9855033027";
[15:52:42] <pleitsi> + private static final String AD_UNIT_ID_INTERSTITIAL = "ca-app-pub-6916351754834612/3808499421";
[15:52:51] <pleitsi> why there are two separate id's?
[15:53:25] <pleitsi> or does every advertiser have different id's for different type ads?
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[15:55:28] <nivrig> every ad slot has a different id
[15:56:26] <nivrig> thats just how how admob works
[15:58:09] <kdarknight1> Is MathUtils.random(..,..) heavy task? Or is it bad to call this every frame?
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[16:01:27] <pleitsi> nivrig, ah thanks
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[16:04:48] <chris__> @nivrig thx for the help. A static in my global class will probably be best.
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[16:10:07] <kdarknight> Just calling MathUtils.randomBoolean() thrice in update loop kills whole game performance
[16:10:30] <mobidevelop> A static is rarely the best answer
[16:10:53] <kdarknight> Is there any better way
[16:11:26] <blotunga> kdarknight: is the simple Math.random() faster?
[16:11:40] <kdarknight> Let me try
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[16:17:43] <davebaol> blotunga: it shouldn't make any noticeable difference
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[16:20:30] <sreich> kdarknight: what hardware?
[16:20:32] <sreich> desktop?
[16:20:34] <nivrig> kdarknight you could call MathUtils.random(long) and use the bits as booleans
[16:20:42] <sreich> that shouldn't be perceivable at all..
[16:20:47] <sreich> like, even if you had hundreds of them..
[16:20:48] <kdarknight> Android
[16:20:50] <sreich> oooh
[16:20:53] <sreich> well that explains a lot haha
[16:21:16] <EvilEntity> you are running it on a toster or something? lol
[16:21:24] <kdarknight> Xperia z2
[16:21:37] <kdarknight> Better than toaster I guess
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[16:21:50] <nivrig> but yeah how many are you calling? each is going to hit RandomXS128.nextLong which is pretty simple code
[16:22:21] <EvilEntity> you need to call nextBoolean stupid amount of times to feel it at all
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[16:23:06] <kdarknight> I have fixed interpolation in update, and update has at least 3-5 math random.
[16:23:52] <EvilEntity> per each of 100000 objects?
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[16:24:33] <kdarknight> Lol, no. You can say. In each sec if it's updated 60 times then around 60*5 times a sec
[16:24:43] <kdarknight> More or less
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[16:26:13] <kdarknight> EvilEntity, the problem was not in fixed interpolation that I was implementing 2 days ago. It was this shitty random call
[16:26:29] <davebaol> did you set the static field MathUtils.random to some shitty generator?
[16:26:33] <kdarknight> Finally profiled it with performance counter
[16:27:06] <kdarknight> davebaol, didn't get you? What static?
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[16:28:55] <davebaol> did you set that field to something else?
[16:28:55] <kdarknight> No body had this problem before?
[16:29:03] <kdarknight> Let me check
[16:29:21] <kdarknight> Nope
[16:30:28] <nivrig> and if you take out the nextBoolean() it runs at proper speed?
[16:30:42] <kdarknight> Let me pastebin
[16:30:52] <kdarknight> Maybe I am doing something wrong
[16:31:10] <davebaol> kdarknight: then makes no sense. generating 3 random numbers per frame should't be noticeable at all
[16:31:18] <davebaol> even on a shitty android device
[16:31:48] <nivrig> ^ +1
[16:32:07] <kdarknight> Okay, let me profile more. I was just curious if this is the problem
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[16:33:53] <EvilEntity> yeah, you are doing it wrong :p
[16:34:34] <sreich> heh you were curious what was the problem and the first thing you thought was a random boolean retrieve? :D
[16:35:12] <pleitsi> my eclipse console crashes when compiling
[16:35:20] <pleitsi> IOConsole error
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[16:39:40] <kdarknight> Okay okay, I accept I was being stupid :P
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[16:39:48] <kdarknight> Btw found the problem
[16:40:18] <kdarknight> Actually music.getPosition() is fuckn slow
[16:42:39] <pleitsi> does anyone else get eclipse crashes?
[16:42:42] <pleitsi> IOConsole crash
[16:42:57] <pleitsi> it started when i implemented the AdMob libs
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[16:47:35] <blotunga> Tomski: here?
[16:48:02] <davebaol> kdarknight: now it makes sense :)
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[17:04:04] <pleitsi> any admob specialist?
[17:04:15] <EvilEntity> they all starved
[17:04:21] <pleitsi> :d
[17:04:45] <pleitsi> the adview is using alot of cpu time/resources
[17:04:48] <pleitsi> getting lag in my game :/
[17:04:54] <pleitsi> fps drops a lot at times
[17:06:37] <pleitsi> how many downloads u need to make a living? :D
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[17:08:02] <EvilEntity> all of them
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[17:10:58] <pleitsi> EvilEntity, good.
[17:11:02] <pleitsi> im nearly there
[17:11:09] <jeffol> GoodEntity
[17:11:24] <pleitsi> but seriously, does anyone know how to make this jerkiness/lag go away?
[17:11:31] <pleitsi> the ads slow down the game to unplayable levels
[17:11:41] <pleitsi> even when the ad is NOT displayed
[17:12:16] <jeffol> i dunno. I've used AdColony for my games without any real performance hits
[17:12:21] <jeffol> video ads
[17:12:50] <jeffol> they activity changes on android, and ios seems to handle it just dandy
[17:13:06] <jeffol> if there is too much in memory, game tends to crash. so don't do dumb stuff
[17:13:56] <jeffol> people mostly pay for the in-app to block ads, though, hahahaha.. ;/
[17:14:05] <jeffol> changing that formula in my next game >.<
[17:14:13] <pleitsi> game uses only 12MB of ram
[17:14:14] <Madmenyo> I need to choose a database for my KryoNet game server running on plain java right now. I want to store player credentials and information like owned rpg characters, items, match results etc. I will be making and testing everything on Windows but it probably needs to migrate to linux at some point. I would guess a lightweight DB would fit my bill b
[17:14:14] <Madmenyo> ut it needs to be well documented or have a great community like LibGDX ;)
[17:14:19] <pleitsi> sometimes maximum of 48MB
[17:14:22] <pleitsi> but not more
[17:14:52] <jeffol> Madmenyo: www.parse.com free to try, 20 requests/second for free indefinitely, build your DB in the web, make your webservices with javascript
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[17:15:12] <jeffol> 1gig of data for free
[17:16:09] <jeffol> couldn't think of anything better for small app shops
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[17:23:28] <nivrig> ive used parse for reals, its good
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[17:24:36] <jeffol> nivrig: ^5
[17:25:05] <Madmenyo> Nono I am not talking about web things. I am having a real client/server architecture. I just need to have a DB server running next to my game server to connect to.
[17:25:40] <jeffol> Madmenyo: I see. I liked using Jersey Maven for a java DB / web service prototype I made.
[17:25:52] <jeffol> errr, I guess it was only a web service.
[17:26:03] <jeffol> I was emulating a db with strings -.-
[17:26:18] <Whiskee> if you are willing to spend a few hours to set up everything, nothing beats a VPS where you install your own server app and mysql
[17:26:18] <jeffol> but i guess a db is just "data" ^^
[17:26:36] <Whiskee> a small one costs 10$/month on Linode with 2TB of outbound included
[17:26:38] <Madmenyo> lol, I havethought about storing everything as files but thats madness :D
[17:27:19] <Madmenyo> Yeah, but I first want to run it locally. Then possible migrate it to hosting.
[17:28:13] <Madmenyo> I am running my server local as well and you can connect from anywhere.
[17:28:32] <TEttinger> amazon web services may be optimally priced for certain tasks, and extremely expensive for others. depends how you use it
[17:28:53] <Whiskee> ^yep, I was using AWS a few months ago but data transfer pricing gets out of hand
[17:29:05] <Whiskee> that's why I was suggesting Linode (or Digital Ocean or whatever)
[17:29:24] <TEttinger> I have heard good things about Linode
[17:30:24] <Whiskee> by the way you can test things locally by installing mysql on your system (or in a virtualbox vm)
[17:30:31] <Whiskee> and then move everything to your server
[17:30:46] <TEttinger> isn't that a thing Vagrant is used for a lot these days?
[17:30:54] <TEttinger> moving whole systems
[17:31:08] <Madmenyo> But like a MSSQL server I can run that on my system. Then I create a server using C# and run that on my system. I connect with the server to the DB locally. And a client can connect from anywhere. So whenever I want hosting I install an OS and copy DB + Server and run it = win... right?
[17:31:36] <Madmenyo> But then with Java ;)
[17:32:55] <Madmenyo> So no hosting yet, just a database that I can start on my system and connect to it with java.
[17:33:19] <TEttinger> the MS in that MSSQL is a problem if you want any kind of hosting for a reasonable price :)
[17:34:05] <Madmenyo> The MS is a problem anyway if I want to run it on a Linux system eventually. Well, fixable probably :D.
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[17:34:55] <Madmenyo> I'm not looking for MSSQL otherwise I would have started already. I am looking for a lightweight database that works well with Java and good for what I asked in the initial question.
[17:35:14] <TEttinger> lightweight probably means "not SQL"
[17:35:23] <Madmenyo> Yup...
[17:35:26] <TEttinger> I have heard good things about BerkeleyDB
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[17:36:02] <TEttinger> I would not recommend MongoDB, I use it for an IRC bot but haven't had the best time and have heard some horror stories about data loss
[17:36:08] <Whiskee> to be fair, and not to fuel another holy war, mysql is perfect
[17:36:14] <Whiskee> do not try to over-optimize from start if you already know sql
[17:36:49] <Madmenyo> But would lightweight be good for what I want? Not really sure. I just know what I need to store in it and that I want to run it on my own system, then probably migrate it to my Raspbery Pi (Linux) and then I might need Hosting one day.
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[17:37:51] <nivrig> unless youre scaling to millions of rows mysql would be my choice for that
[17:37:58] <Whiskee> unless you are writing and reading three times per second from every user of your application I really doubt the performance impact will fall on the database
[17:38:23] <nivrig> you can run mysql locally under WAMP very easily, or on a vm
[17:38:34]
<TEttinger> I just find MySQL sorta cumbersome for what I do with DBs. http://nosql-database.org/ is a large list of alternatives
[17:39:17] <Madmenyo> Really? mySQL? How would that work? I can start a local MySQL using XAMPP then connect the server using localhost. But I want to keep this relation local for performance. So on Linux I can do the same (no experience at all)? And this will be easy migrateably to most hosts?
[17:39:30] <nivrig> yes
[17:39:47] <Madmenyo> I would absolutely love to use mysql, I am pretty comfortable with it when doing webdesign back in the day.
[17:39:52] <nivrig> mysql install on most *ix is one line command
[17:40:21] <Madmenyo> I probably can pull that off ;)
[17:40:43] <nivrig> for hosting a vps would be easiest
[17:41:04] <nivrig> shared hosting usually provides mysql but remote access can be hard to get
[17:41:04] <Madmenyo> So I would just build in xampp? Sorry just to make sure. Can java on itself make a connection? Sorry I probably can google that very easy :D
[17:41:23] <nivrig> youll need jdbc drivers to connect to any database
[17:41:46] <nivrig> (just another jar to load :)
[17:41:50] <Madmenyo> When I am migrating I will not need shared hosting. I will get my own since my player base will likely be large.
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[17:43:07] <Madmenyo> Otherwise I will just keep running it on my own server. A raspberry Pi can probably handle a couple of hundred users (I pulled that out of my ass though...) :D
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[17:44:42] <kdarknight1> Madmenyo, game?
[17:44:46] <Madmenyo> Thanks anyway, I will surely look into MySQL now. But still making up my mind.
[17:45:08] <Madmenyo> kdarknight1, ?
[17:45:28] <kdarknight1> Any video or pictures to show off game?
[17:45:34] <diphtherial> i'm putting in a vote for postgres here
[17:45:41] <diphtherial> postgresql, that is
[17:45:48] <diphtherial> mysql is imho a hack
[17:46:07] <diphtherial> (i did use it back in the day, too, but pgsql is a much better choice these days)
[17:46:58] <Madmenyo> Not much there yet, I have setup a ton of screens and got the battle screen working, a ton of interactable tables to hold the heroes.
[17:48:03] <Madmenyo> I will look into postgresql too then. I used that in my poker days to store played hands :)
[17:48:32] <nivrig> pgsql is arguably a better database but its harder to pick up
[17:48:56] <diphtherial> that is true
[17:49:15] <diphtherial> what was the original use case for the db? i think i missed it
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[17:49:32] <diphtherial> if it's something small, sqlite would be even easier to pick up
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[17:50:04] <nivrig> sqlite - no multithreaded access right?
[17:51:34] <diphtherial> it has multithreading support, but you can't share a db connection between threads
[17:51:50] <diphtherial> there's also apparently a "serialized" mode that i'm sure has horrible performance, but no multithreading issues
[17:52:03] <nivrig> ah ok
[17:52:42] <diphtherial> actually, serialized mode might be ok...interesting. to be honest, i haven't looked into sqlite in years
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[17:58:49] <kdarknight1> A card game?
[17:58:54] <Madmenyo> It's all working but I have to do server side now and that means to pick a DB. I created a crude prototype without a DB
[17:59:14] <Madmenyo> Not really cards, but I can draw cards better then knights in shining armor :D
[17:59:52] <Madmenyo> Characters will be able to level and equip. But battle will be somewhat like oldschool jrpgs. But limited otherwise battles could go on for hours ;)
[18:00:55] <Madmenyo> But much more interactable and strategic then (I guess) whats out there where you just pick a line up and (almost) everything is automated.
[18:01:29] <kdarknight> cool!
[18:03:06] <Madmenyo> Yeah, love those oldschool battles. And if I can balance the gameplay very well it can be very competitive too I think.
[18:03:52] <Madmenyo> Ok, back to DB's now :D
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[18:10:40] <ficolas> Hello, how can I make a text field in scene2d start drawing the text some pixels to the right, instead of drawing it exactly where the background image starts?
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[18:10:55] <ficolas> the text is drawn on top of the background border and it looks uglt
[18:10:57] <ficolas> ugly*
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[18:17:08] <Madmenyo> Ficolas, I think you can use padding on the textfield itself. so textfield.padleft(XXX) should move your text to the left.
[18:17:21] <Madmenyo> errr to the right...
[18:17:54] <pleitsi> still no tips for that interstitial ad performance problem? :P
[18:18:43] <ficolas> no, I cant use padding on the textField
[18:19:04] <kdarknight> pleitsi, is video ads enabled?
[18:19:34] <Madmenyo> Indeed you cannot...
[18:20:10] <pleitsi> kdarknight?
[18:20:19] <pleitsi> video ads?
[18:20:23] <Madmenyo> What about adding padding when you put it in your table/container?
[18:20:27] <pleitsi> im just displaying the test interstitial ad
[18:20:31] <pleitsi> and the game lags like hell
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[18:20:34] <pleitsi> after the ad is gone
[18:20:50] <kdarknight> pleitsi, admob?
[18:20:50] <ficolas> That would move the whole text field, including the background not only the text
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[18:23:27] <kdarknight> pleitsi, if you are using admob, try disabling video check from settings
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[18:24:14] <ficolas> I guess If I cant find any solution I will need to extend the text field class and override the draw method
[18:24:31] <pleitsi> kdarknight, yeah admob
[18:24:35] <pleitsi> where is that setting?
[18:24:39] <pleitsi> in androidmanifest?
[18:25:50] <kdarknight> from admob control panel
[18:25:55] <kdarknight> login from browser
[18:26:52] <pleitsi> no...
[18:26:56] <pleitsi> its a test ad im using
[18:26:59] <pleitsi> its an image
[18:27:00] <pleitsi> still image
[18:27:16] <pleitsi> and its an interstitial ad
[18:27:19] <pleitsi> full screen banner
[18:27:20] <Madmenyo> Ficolas, you can try using a stack. Add a table with a background and a table with the TextField which you can pad/scale independantly from the background.
[18:27:39] <Madmenyo> It's kinda hacky but it should work.
[18:29:35] <Tomski> pleitsi, banner or interstitial?
[18:29:40] <Tomski> Those are different things
[18:30:20] <ficolas> yeah that will work for sure but creating a stack, and a image and a table everytime I create a textfield seems too much, I think overriding it is better
[18:30:27] <Tomski> ficolas, you can pad the label
[18:30:58] <ficolas> how?
[18:31:00] <Tomski> oh TextField
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[18:32:48] <pleitsi> interstitial
[18:32:54] <Tomski> ficolas, get the background drawable and change the leftWidth
[18:33:02] <Tomski> pleitsi, pastebin your implementation?
[18:33:34] <pleitsi> its EXACTLY like that
[18:33:57] <ficolas> how can I do that in a json file?
[18:34:35] <ficolas> can I modify an alredy loaded drawable or create a modified copy?
[18:35:50] <Tomski> pleitsi, you should request the next add when the ad is closed
[18:37:22] <pleitsi> thats what im doing
[18:37:26] <pleitsi> if not loaded -> load
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[18:37:31] <pleitsi> and show it next time
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[18:38:14] <pleitsi> but the problem is
[18:38:22] <pleitsi> that the game lags when ad is not displayed
[18:38:40] <pleitsi> is there any way to stop the whole thread from excecuting while there's no use for it?
[18:38:48] <pleitsi> or something
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[18:45:29] <pleitsi> HAHA
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[18:45:48] <pleitsi> Pro Tip: debug prints from phone to eclipse std out causes a LOT of lag :D
[18:45:53] <pleitsi> it wasnt the damn ad!
[18:45:56] <pleitsi> wheeeee
[18:47:29] <Tomski> pleitsi, you should load it when the previous ad is closed
[18:47:31] <Tomski> not when you request it
[18:48:04] <pleitsi> Tomski, yeah, im gonna make it much better
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[18:48:10] <pleitsi> so that there's always something to show
[18:48:43] <ficolas> can I somehow clone a drawable?
[18:50:05] <Madmenyo> Drawable clone = new Drawable(drawableToBeCloned);
[18:50:06] <pleitsi> Tomski, is this good?
[18:50:06] <pleitsi> public void onAdClosed() {
[18:50:06] <pleitsi> AdRequest interstitialRequest = new AdRequest.Builder().build();
[18:50:06] <pleitsi> interstitialAd.loadAd(interstitialRequest);
[18:50:07] <pleitsi> }
[18:50:11] <pleitsi> :ddd
[18:50:15] <Tomski> please dont paste code into this channel
[18:50:20] <pleitsi> yeah sry :P
[18:50:21] <Tomski> use pastebin.com if you want to share code
[18:50:40] <pleitsi> its just a few lines, and im exited like a horny dog :P
[18:50:59] <Tomski> Anything over a line is too much
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[18:51:07] <pleitsi> =P
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[18:52:47] <Madmenyo> However drawable is an interface but most if not all drawables take there own in a constructor.
[18:54:42] <ficolas> How can I make a scroll pane star drawing the actors on the top instead of the middle?
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[21:03:16] <Madmenyo> Awesome, I got my MySQL implementation running. Took some time "com.mysql.jdbc.Driver" vs "com.mysql.jdbc.driver" got me stuck for an hour or so lol.
[21:03:28] <jeffol> Madmenyo:
[21:03:29] <jeffol> \o/
[21:04:05] <Madmenyo> Anyway, is it a problem to leave the DB connection on the server side open as long as the server is running?
[21:04:15] <Madmenyo> Yeah I know.... :facepalm:
[21:05:06] <Tomski> connection pooling \o/
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[21:05:15] <Madmenyo> I kept loooking into gradle.build, classpath, dependancies, libs, etc :D
[21:05:51] <KC-45> i just made a cool $0.63 from ad revenue
[21:05:56] * KC-45 ballin outta control
[21:06:23] <Madmenyo> Almost a beer man!
[21:07:18] <Madmenyo> Tomski, another wall of text to read :D. Do I need that when only my server is doing requests?
[21:08:19] <Madmenyo> I guess each time my server receives packets it's on a different thread? I got a long way to go with this server/client lol
[21:10:05] <Madmenyo> Well shouldn't be too hard to implement. But that means there is no problem leaving connections open since pooling is about leaving many connections open for future use.
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[21:32:30] <KC-45> what would be the best approach to making a trivia game..........in terms of storing the questions and answers
[21:32:33] <KC-45> json?
[21:32:44] <KC-45> or sql database? on a server somewhere?
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[21:39:45] <noone__> KC-45: server is how I did it
[21:40:53] <KC-45> whats ur game called?
[21:41:07] <KC-45> btw this is for mobile
[21:42:00] <noone__> my game has not been finished and yeah, it was for mobile, using a REST webservice
[21:42:37] <KC-45> hmmmm
[21:42:49] <KC-45> using libgdx?
[21:43:03] <noone__> sure
[21:43:07] <KC-45> okie dokes
[21:43:17] <noone__> works even in the browser
[21:43:35] <KC-45> ill make use of that info
[21:43:54] <KC-45> btw does ur game have categories too?
[21:44:02] <noone__> yes
[21:44:51] <vurpo> I'm having a very weird issue: When I close the LibGDX window and the program exits, my main monitor disconnects
[21:45:04] <kdarkni15> Lol
[21:45:21] <vurpo> It's a completely new blank project, I'm on Linux with Nvidia
[21:45:22] <kdarkni15> vurpo, look for minions
[21:45:29] <vurpo> lol
[21:46:29] <vurpo> when I make a modeset happen, like rearrange the monitors in the settings or log out, it becomes connected again
[21:46:39] <intrigus> I'm pretty sure lwjgl is to blame ^^
[21:46:48] <intrigus> or you
[21:47:24] <vurpo> I have no idea what to suspect, since there are absolutely no error messages or anything anywhere
[21:47:54] <vurpo> when I look in the system log, it says that the monitor was disconnected and reconnected, but that's it
[21:48:06] <intrigus> You use the lwjgl-backend?
[21:48:17] <vurpo> yes
[21:48:22] <noone__> I blame linux
[21:48:27] <noone__> windows ftw
[21:48:40] <vurpo> just created a new project using gdx-setup.jar, with only desktop selected
[21:49:09] <intrigus> Maybe try the jglfw-backend
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[21:51:20] <vurpo> is that in the current release or do I have to get a nightly?
[21:53:39] <Whiskee> get the latest nightly build
[21:53:51] <Whiskee> I think the releases haven't been updated for months
[21:53:55] <Whiskee> 1.6.1 or something
[21:54:13] <Whiskee> because gradle is the go-to solution now (fuck gradle with a passion)
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[21:55:32] <Tomski> you can get the release artifacts from central
[21:55:48] <Tomski> The only difference is that they arent all prebundled in a zip
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[21:58:08] <noone__> gradle > maven
[22:01:26] <wulax> Probably not very impressive, but not bad for a noob I think
[22:02:21] <wulax> I have a hard time adjusting the constraints correctly though. Rotation matrices confuse me sometimes.
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[22:05:02] <pleitsi> badlands :)
[22:06:23] <wulax> Did you make that pleitsi? Looks very nice.
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[22:06:59] <pleitsi> wulax, its my game project yes
[22:07:44] <wulax> Did you make the artwork?
[22:07:49] <pleitsi> everything.
[22:08:02] <pleitsi> i composed the orchestral music too, gfx, code
[22:08:08] <pleitsi> even most of the audio samples
[22:08:08] <wulax> That is impressive
[22:08:11] <pleitsi> ^^
[22:08:29] <pleitsi> hmm sec
[22:08:54] <pleitsi> dropbox is lagging a lot atm
[22:09:18] <pleitsi> music of the episode 1
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[22:10:34] <wulax> I'll listen
[22:10:37] <pleitsi> :)
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[22:18:21] <wulax> Very nice ambiance! Were those acoustic instruments?
[22:18:26] <Madmenyo> Looks very good and nice ambient music too!
[22:18:26] <pleitsi> yes
[22:18:40] <pleitsi> ! :)
[22:19:03] <Madmenyo> You are masking the health and mana crystals right? So you can get rid off the text there.
[22:19:27] <pleitsi> no theyre final
[22:19:36] <pleitsi> and believe me, i tried ALOT of things with them
[22:20:28] <pleitsi> its a contrast/fitting issue
[22:20:40] <pleitsi> tiny screens are tiny :p
[22:20:54] <Madmenyo> The individual art pieces are not very good but you did a great job with the compositing. My art skills are about the same but I always have a very hard time bringing everything together. It all fits very well.
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[22:21:19] <Madmenyo> I love the crystals though ;)
[22:21:35] <pleitsi> theyre rendered :P
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[22:22:17] <pleitsi> all 2D is hand painted
[22:22:20] <Madmenyo> You can overlay two crystals and draw the top one partly and clip it.
[22:22:35] <pleitsi> that's how i did it :P
[22:23:31] <Madmenyo> But the text does not fit. Isn't it better without it?
[22:24:07] <pleitsi> no
[22:24:14] <pleitsi> player needs to know exact amounts
[22:24:38] <pleitsi> especially when you have manaregeneration/health regeneration effects on you
[22:24:43] <pleitsi> its nice to see the exact values
[22:24:57] <pleitsi> especially, if you put stat points in wisdom :)
[22:25:05] <blotunga> Tomski: here?
[22:25:47] <Madmenyo> Ok, still I think there is room for improvement there.
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[22:26:26] <Madmenyo> But forget the nitpicking, it's very well done! ;)
[22:27:18] <pleitsi> boss test :D
[22:27:24] <pleitsi> didnt go so well, almost got him thou :)
[22:27:44] <pleitsi> the magical particle explosion is the player perish event :D
[22:27:44] <Madmenyo> #screenshotsaturday!
[22:27:51] <pleitsi> yay \o/
[22:28:26] <Madmenyo> Poor magician... ;)
[22:28:29] <blotunga> Kinda reminds me of Torchlight's style
[22:28:54] <Madmenyo> torchlight is much more kiddy cartoonish or am I mixing things up?
[22:29:28] <pleitsi> it is
[22:29:47] <pleitsi> would love to show more, but it reveals too much :D
[22:30:53] <pleitsi> yeah it's very christmas treely game
[22:31:08] <Madmenyo> Yeah was googling it too, Torchlight has much more saturation and contrast going on.
[22:31:16] <pleitsi> yup
[22:31:31] <pleitsi> my game usese 0 shaders
[22:31:32] <blotunga> Probably for me it looks a bit similar also because of the small screen
[22:31:42] <blotunga> :)
[22:31:48] <pleitsi> (except spritebatch which runs on shaders :d )
[22:32:01] <pleitsi> but that's how libgdx does it ^^
[22:32:38] <Madmenyo> Allong the same genre I think it goes much more to Path of Exile ;)
[22:32:46] <pleitsi> ^^
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[22:32:51] <blotunga> Could be ;)
[22:33:24] <pleitsi> ive heard it looks kind of: Loom, Diablo 1-2 and now path of exile :d
[22:33:35] <Madmenyo> Thanks for sharing, how much finished?
[22:33:45] <pleitsi> 99%
[22:33:54] <pleitsi> waiting for the last patch of beta tester reports
[22:34:05] <pleitsi> episode 2-3 balancing stuff mostly
[22:34:06] <blotunga> Btw how large are your assets in MB?
[22:34:09] <Madmenyo> yeah diablo 1 and 2 had good darkish moods too
[22:34:14] <pleitsi> only 80mb
[22:34:29] <blotunga> You'll need an expansion file
[22:34:32] <pleitsi> but the developer folders....
[22:34:37] <pleitsi> manymany gigabytes
[22:34:37] <Madmenyo> 80mb? Thats a lot, you need to split that up for the play store right?
[22:34:43] <blotunga> Yupp
[22:34:50] <pleitsi> no i dont
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[22:34:55] <Madmenyo> ohh yeah, final build much smaller?
[22:35:01] <pleitsi> no
[22:35:08] <pleitsi> 80mb is nothing
[22:35:11] <blotunga> Maybe you're lucky and my patch lands in time
[22:35:23] <blotunga> Play store limits apks to 50MB
[22:35:39] <Madmenyo> 50mb max I believe on the play store. More then that and you need to split it up.
[22:35:51] <Madmenyo> Ask permission too maybe?
[22:36:05] <blotunga> Madmenyo: you have to
[22:36:28] <pleitsi> uh
[22:36:29] <blotunga> You need to use APK expansions
[22:36:31] <pleitsi> i didn't know that
[22:36:36] <pleitsi> that's more work :/
[22:36:47] <blotunga> Lucky for you it won't be
[22:36:48] <Madmenyo> 98% and going down ;)
[22:36:53] <pleitsi> :P
[22:37:00] <blotunga> It's pretty easy
[22:37:02] <pleitsi> or i release it on amazon then
[22:37:23] <blotunga> After the guys push my changes
[22:37:25] <pleitsi> why is apk limited to 50mb :D
[22:37:35] <Madmenyo> Not sure but I think the play store has much more users.
[22:37:37] <pleitsi> ridiculously small size
[22:37:45] <pleitsi> i download larger photos on my phone
[22:37:47] <blotunga> Because you shouldn't update assets too frequently
[22:37:57] <Madmenyo> Because Google can! And they will own the world within the next decade.... :(
[22:38:03] <blotunga> For example my game has 180MB
[22:38:13] <pleitsi> so how does that apk splitting work?
[22:38:14] <blotunga> But updates are only about 8MB
[22:38:38] <blotunga> You have to put your assets in a non-compressed zip file
[22:38:48] <blotunga> I will update the wiki too
[22:39:09] <pleitsi> hmm
[22:39:14] <pleitsi> tutorials? examples anywhere?
[22:39:27] <blotunga> For the app it's transparent, it uses Gdx.files.internal()
[22:39:40] <blotunga> There is a test app also
[22:39:59] <pleitsi> tutorials? :D
[22:41:15] <blotunga> I will explain everything in the wiki
[22:41:47] <pleitsi> ok
[22:42:33] <blotunga> APKExpansionTest.java is the sample app
[22:42:51] <blotunga> I didn't had time yet to write documentation
[22:43:13] <blotunga> Maybe tomorrow since it's Saturday :)
[22:43:17] <pleitsi> btw one thing
[22:43:35] <pleitsi> im using libgdx which is 3 years old, and im not going to break my source
[22:43:41] <pleitsi> by switching to newer one
[22:43:45] <blotunga> Hmm
[22:43:52] <blotunga> That might be a problem
[22:43:57] <pleitsi> yup
[22:44:04] <blotunga> Then you need to patch it in
[22:44:16] <pleitsi> ?
[22:44:18] <blotunga> I update my code always
[22:44:55] <blotunga> Into a local libgdx fork
[22:45:16] <pleitsi> i dont know what fork means
[22:45:18] <blotunga> Or maybe you can use hacks like i did before
[22:45:35] <blotunga> You fork libgdx from the point where you got it
[22:45:41] <blotunga> From github
[22:45:52] <blotunga> But that might be cumbersome
[22:45:55] <pleitsi> unfamiliar with term "fork"
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[22:46:26] <blotunga> Basically create a branch based on your release tag
[22:46:58] <blotunga> However i have no clue how libgdx worked 3 years ago
[22:47:07] <pleitsi> neither do i
[22:47:12] <blotunga> I just discovered it 2 years ago
[22:47:26] <blotunga> Well the other option is to look into my repository
[22:47:53] <blotunga> I had 'hacked' APK expansion support in
[22:47:54] <pleitsi> are there some source files i could just bolt into my project?
[22:48:01] <pleitsi> or a piece of copypasta
[22:48:02] <pleitsi> :d
[22:48:09] <blotunga> But isn't pretty
[22:48:15] <pleitsi> i dont care
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[22:48:28] <pleitsi> better ugly than un-working or totally exploded project :D
[22:48:56] <blotunga> Do you use assetmanager?
[22:49:06] <pleitsi> no
[22:49:18] <pleitsi> never heard of such thing
[22:49:21] <blotunga> Uhh
[22:49:24] <Madmenyo> lol
[22:49:34] <blotunga> Oh well
[22:49:53] <Madmenyo> Great job getting this far without knowing AssetManager ;)
[22:50:00] <blotunga> It's all there so use the code Luke
[22:50:33] <pleitsi> i dont even know what i should do now :D
[22:50:42] <blotunga> Keep in mind that it all will be updated as soon libgdx updates
[22:50:58] <pleitsi> ill just grap that in my code or something?
[22:51:01] <Madmenyo> With the asset manager you can probably easy split of assets from your main apk and add them in as sepperare extension apk's.
[22:51:18] <Madmenyo> But I just grabbed that out of my ass... no experience with it ;).
[22:51:31] <Xoppa> you are actively working for three years on this project? Or is it that you want to revive three years old code?
[22:51:36] <blotunga> Well look into the AndroiZipfileHandle
[22:51:57] <pleitsi> Xoppa, made it for 3 years :P
[22:52:04] <pleitsi> been making*
[22:52:05] <blotunga> And CustomAndroidAudio if you also have sound
[22:52:08] <Tomski> And you havent updated since?
[22:52:12] <pleitsi> no :D
[22:52:18] <blotunga> Inwonder why you haven't updated
[22:52:18] <Tomski> why
[22:52:34] <pleitsi> because i once tried, and it was such a shitstorm
[22:52:36] <Tomski> Probably because before it wasn't just a case of switching one variable :)
[22:52:46] <Xoppa> and while doing so, you never heard of an AssetManager or the term fork?
[22:52:49] <pleitsi> everything broke
[22:53:00] <pleitsi> nope
[22:53:08] <blotunga> Better break stuff gradually then all at once
[22:53:38] <blotunga> That's why i always keep the engine as close as possible to the bleeding edge
[22:53:51] <pleitsi> i didnt even know how to code 3 years ago :D
[22:54:03] <blotunga> Then impressive work
[22:54:05] <blotunga> :)
[22:54:07] <Xoppa> you´re probably on gles1 then?
[22:54:08] <pleitsi> :P
[22:54:16] <blotunga> Now time for refactoring
[22:54:17] <pleitsi> its gl2
[22:54:23] <pleitsi> it uses gl2 features
[22:54:24] <blotunga> I hope you know that term
[22:54:31] <pleitsi> me too
[22:54:44] <pleitsi> opengl es 2.0
[22:55:00] <blotunga> Tomski: except the wiki do i need to do something for my pull request?
[22:55:10] <Tomski> no
[22:55:13] <blotunga> Can it be merged?
[22:55:44] <blotunga> In the wiki, i assume i can expand on the file handling section
[22:55:54] <Tomski> Give it its own page
[22:56:52] <blotunga> Ok, let me check
[22:57:10] <blotunga> Brb i switch to desktop
[22:58:15] <pleitsi> im so "out there" right now
[22:58:19] <pleitsi> what do i do :D
[22:58:20] <Madmenyo> You have a pretty good story then pleitsi. You should write a "making of" blog. I kept doing small projects and prototypes for many years and since a couple of months I actually am finishing things ;).
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[22:58:34] <pleitsi> :D
[22:58:48] <ravenlord> hmm
[22:59:01] <ravenlord> i closed the client on the phone but it didn't update here
[22:59:38] <ravenlord> anyway
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[23:01:31] <blotunga> better
[23:02:04] <pleitsi> "The expansion files are saved to the device's shared storage location (the SD card or USB-mountable partition"
[23:02:07] <pleitsi> what the hell
[23:02:21] <blotunga> yupp
[23:02:24] <pleitsi> note 5 doesnt even have shared storage
[23:02:33] <blotunga> it has an emulated one
[23:02:36] <pleitsi> oh right
[23:02:39] <blotunga> all devices have it
[23:02:43] <pleitsi> but still, what the hell
[23:03:02] <pleitsi> i can smell the shitstorm already
[23:03:12] <pleitsi> because of my obsolete libgdx and duct tape
[23:03:15] <blotunga> Tomski: is "APK Expansions support" a good title? :)
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[23:07:16] <pleitsi> hmm
[23:07:24] <pleitsi> i just noticed a big thing
[23:07:27] <pleitsi> (my penis)
[23:07:39] <pleitsi> no but really, i forgot, that my audio samples are in .wav format x)
[23:07:50] <pleitsi> tahts gonna save 20MB when i make em .ogg
[23:07:54] <pleitsi> additionally
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[23:08:15] <pleitsi> i can compress music more, its still .ogg @ quality 6
[23:08:42] <blotunga> still you're probably a bit above the 50MB mark
[23:08:58] <pleitsi> nope
[23:09:04] <pleitsi> ill make it under 50MB
[23:09:17] <pleitsi> im not gonna start doing that stupid shit :D
[23:09:24] <blotunga> until you decide to add something :P
[23:09:30] <pleitsi> why limit .apk to 50MB?
[23:09:38] <pleitsi> i just don't get that :D
[23:10:03] <pleitsi> well yeah
[23:10:14] <pleitsi> i actually have an expansion planned, if it becomes popular :P
[23:10:40] <pleitsi> but i have no idea from where to start implementing that expansion stuff
[23:10:54] <pleitsi> ive been reading this
[23:11:10] <blotunga> you can use my repository as a reference
[23:11:35] <blotunga> it has a downloader activity and everything
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[23:14:21] <pleitsi> that sarkanyi?
[23:15:51] <pleitsi> is that an unzip program?
[23:15:58] <pleitsi> zipresourcefile.java
[23:16:47] <blotunga> yes, that one
[23:16:56] <blotunga> basically yes
[23:17:04] <blotunga> I mean it reads from an uncompressed zip file
[23:17:08] <pleitsi> so, all i need are those two sourcefiles?
[23:17:20] <blotunga> well, you need most of the android code
[23:17:20] <blotunga> :D
[23:17:25] <pleitsi> :d
[23:17:26] <blotunga> since you need the downloader also
[23:17:33] <pleitsi> urf
[23:17:46] <blotunga> And when using it you need to use ZipFileHandleResolver
[23:17:55] <blotunga> if you want to keep your old libgdx:P
[23:18:34] <pleitsi> does new libgdx have like all that built in?
[23:20:32] <blotunga> it will
[23:20:34] <blotunga> soon
[23:20:39] <blotunga> except the downloader
[23:20:44] <blotunga> which you still have to borrow
[23:21:03] <blotunga> to be compliant
[23:21:20] <blotunga> but that is not related directly to the engine
[23:23:17] <pleitsi> i should have done a pc game for steam afterall
[23:23:18] <blotunga> I almost forgot that I hate to write documenation :D
[23:23:46] <blotunga> pleitsi: what's stopping you from releasing on Steam also?
[23:24:11] <pleitsi> the gfx
[23:24:16] <pleitsi> its designed for small screens
[23:24:29] <blotunga> hmm
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[23:24:39] <blotunga> can't you upscale it?
[23:25:11] <pleitsi> well making all assets from the original files would be a hell of a task
[23:25:25] <pleitsi> and then carefully making them fit
[23:25:30] <pleitsi> it would take months
[23:26:37] <pleitsi> this really is a bit of a slap on the face
[23:27:16] <pleitsi> "yay my game is finished, even the ads! \o/" SMACK!! "NO ITS NO! IM GOOGLE AND U GONA MAKE SOME EXPANSION PACKAGES ---- NOW!!!"
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[23:32:41] <blotunga> pleitsi: i know the feeling (of thinking you're done)
[23:32:49] <pleitsi> i have 2 options: to compress stuff as tight as possible, or dip my fingers in dirty brown hole full of google's expansion dirt
[23:32:50] <Madmenyo> pleitsi, let it rest for a bit. Read some about it when you had some sleep and I'm sure you will fix it. There are plenty of apps that go over 50mb.
[23:32:52] <blotunga> that's how I ended up knowing so much about the topic
[23:33:30] <blotunga> on the other hand I'm glad I did, because now I'm contributing back to libgdx, which is kinda awesome
[23:33:36] <pleitsi> Madmenyo, best advice that i've had in the last 33 hours
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[23:34:04] <pleitsi> blotunga :)
[23:34:07] <Madmenyo> ;)
[23:34:42] <Madmenyo> Didn't follow the whole converation but what do you mean by making all assets from original files taking months?
[23:34:46] <pleitsi> hell, i've been on this for 3 years, so what's another 2 years
[23:35:07] <pleitsi> Madmenyo, all the 3d models etc to render
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[23:35:26] <pleitsi> some textures are painted so quickly, that they need more detail before larger ones could be made
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[23:35:39] <Madmenyo> You do not have finished sprites of those?
[23:35:57] <pleitsi> yes, but they are rendered low rez
[23:36:41] <pleitsi> i just repacked my music files
[23:36:41] <Madmenyo> And you need high res?
[23:37:09] <pleitsi> we were talking about steam release :d
[23:37:20] <Madmenyo> Ahh
[23:37:22] <pleitsi> on HUGE screens, like 19" !
[23:37:36] <blotunga> i wonder why you didn't use vectorial graphics for creating the assets
[23:37:47] <blotunga> btw, phones have now huge resolutions
[23:37:54] <pleitsi> but small screens
[23:38:02] <blotunga> except tablets
[23:38:03] <blotunga> :D
[23:38:04] <pleitsi> you cant see, what you can't see :ddd d d
[23:38:07] <blotunga> which can be larger
[23:38:44] <pleitsi> my friend has a 10" tablet of unknown resolution, but he said the game look'd good
[23:38:50] <pleitsi> as good as other games he said
[23:38:56] <pleitsi> no blur or anything
[23:39:02] <pleitsi> not blurry*
[23:39:27] <pleitsi> 39mb -> 16mb
[23:39:30] <pleitsi> repacked musics
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[23:40:58] <Madmenyo> And quality still good?
[23:41:42] <pleitsi> yes!
[23:41:53] <pleitsi> can't really tell much of a difference =)
[23:42:04] <pleitsi> and all those 25mb of wavs
[23:42:07] <Madmenyo> How about lowering the amount of colors on your sprite sheets? Could make a huge difference too with small impact.
[23:42:27] <pleitsi> i tried on one file, and it was 12% of original size
[23:42:37] <pleitsi> so all sounds would go into 3-4mb
[23:42:52] <pleitsi> Madmenyo :D
[23:42:58] <blotunga> first draft of the documentation
[23:42:59] <pleitsi> 256 palette sprites! :DD
[23:43:29] <pleitsi> blotunga \o/
[23:43:30] <Madmenyo> lol, that is a bit too much of a down grade ;)
[23:43:31] <pleitsi> moar
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[23:43:37] <pleitsi> mad :d
[23:43:41] <pleitsi> 16bit would prob do
[23:43:50] <pleitsi> except for the very fine gradient stuffs
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[23:44:27] <blotunga> just don't bash on me for the lack of tutorial
[23:44:30] <blotunga> I know :D
[23:44:34] <blotunga> and it's planned
[23:44:42] <blotunga> after I'm done with this APK stuff
[23:45:03] <Madmenyo> Lol that looks awfully familiar blotunga
[23:45:18] <pleitsi> "just like you would normally." or not :D
[23:45:48] <blotunga> pleitsi: don't tell me you don't even use Gdx.files.internal() :D
[23:46:36] <Madmenyo> blotunga? Galactic civ 3?
[23:46:38] <pleitsi> i do xD
[23:46:45] <pleitsi> those were built in :D
[23:46:59] <pleitsi> back then in the 70's
[23:47:13] <blotunga> Madmenyo: birth of the federation
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[23:48:24] <blotunga> to be fair, I just ported most of the internal code from C++ (the original was in MFC, grrr)
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[23:48:55] <blotunga> still it was a huge undertaking, 1.5 years on and off
[23:49:05] <Madmenyo> Well done
[23:49:25] <pleitsi> :D
[23:49:36] <blotunga> and that in my spare time
[23:49:46] <pleitsi> hmm
[23:50:00] <pleitsi> this game is very possible to put under 50
[23:50:04] <pleitsi> maybe under 40mb
[23:50:08] <blotunga> :D
[23:50:12] <pleitsi> because all those big paintings are png's
[23:50:15] <pleitsi> i could use jpg's
[23:50:19] <pleitsi> with fine compression
[23:50:34] <pleitsi> obfuscation also removes 200-300kb
[23:51:11] <Madmenyo> Jpg's will do fine I think. You lose a bit of crisp but hardly noticable on a phone, maybe slightly on a tablet.
[23:51:14] <pleitsi> i propably could make the game's expansion simply by updating the apk then
[23:51:27] <pleitsi> i know
[23:51:33] <pleitsi> and theyre really big images
[23:51:39] <pleitsi> huge 800x480!
[23:52:06] <Madmenyo> If you can get it under 50 you can start beta testing with some people and in the meantime you figure out how to add those expansions.
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[23:52:13] <pleitsi> oh poop
[23:52:15] <pleitsi> i forgot
[23:52:18] <pleitsi> i use atlases
[23:52:23] <pleitsi> they pack everything into png
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[23:52:59] <Madmenyo> ? you can load a jpg in a atlas right? never tried but...?
[23:53:02] <blotunga> I myself like Google's policy. On amazon it's such a pain to always upload 180MB, which I have to do via SFTP because only under 150 you can upload via the webpage :D
[23:53:18] <pleitsi> Madmenyo, or i could just exclude the big paintings from atlases
[23:53:22] <pleitsi> theyre in intro's
[23:53:28] <pleitsi> and there's just a handful of those
[23:53:31] <blotunga> how do you pack atlases?
[23:53:44] <blotunga> because the standard TexturePacker vastes a lot of space
[23:53:51] <Madmenyo> not sure either... you pack sprites and add those to a atlas...
[23:53:55] <blotunga> basically it uses only half of the image
[23:54:26] <pleitsi> TexturePacker2.process(settings, "unPackedAssets/unPackedCutScenes","../assets/cutScenePack", "cutScenePack");
[23:54:31] <pleitsi> that way
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[23:54:39] <blotunga> have you looked at them?
[23:54:43] <pleitsi> ofc :D
[23:54:48] <Madmenyo> I believe I have seen that LibGDX texturepacker can use maxrects alghorithm.
[23:54:56] <pleitsi> png efficiently packs 0 pixels
[23:55:01] <pleitsi> so thats not the problem there
[23:55:05] <blotunga> ok
[23:55:07] <Madmenyo> Otherwise buy Texture Packer GUI
[23:55:13] <pleitsi> png uses x-y rle compression
[23:55:28] <pleitsi> like pcx uses x-only
[23:55:36] <pleitsi> good ol' pcx
[23:56:17] <pleitsi> hehehe i could actually release the first + expansion (episode 4) under 50mb
[23:56:27] <pleitsi> i jsut made a plan
[23:56:51] <blotunga> as you can see, normally it would fit into a 512x1024 image instead of 1024x1024
[23:56:52] <Madmenyo> biotunga but thats not a full atlas...
[23:56:57] <pleitsi> im gonna be undercover (under 50mb) unless there are zillions of users and they demand more after episode4
[23:57:08] <pleitsi> THEN i'll make ep5 with expansion stuffs!
[23:57:08] <Madmenyo> *blotunga
[23:57:24] <blotunga> Madmenyo: I don't know how to make them different
[23:57:45] <Xoppa> blotunga, enable whitespace stripping
[23:57:54] <pleitsi> yeah whitespace stripping rules
[23:58:12] <pleitsi> that sounds racist
[23:58:21] <Madmenyo> Pack more sprites in it... but I believe I read somewher something about a maxrects alghorithm for the texturepacker.
[23:58:39] <pleitsi> my game has around 30 atlases...
[23:58:56]
<Xoppa> Madmenyo, ¨TexturePacker uses multiple packing algorithms but the most important is based on the maximal rectangles algorithm. It also uses brute force, packing with numerous heuristics at various sizes and then choosing the most efficient result.¨ https://github.com/libgdx/libgdx/wiki/Texture-packer#texturepacker
[23:58:59] <pleitsi> say hello to animated characters :P
[23:59:41] <pleitsi> who made that algorithm is a genius