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[08:56:21] <kdarknight_> Any Tiled map user online?
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[08:56:46] <kdarknight_> I am having difficulty in resizing tiled map for different screen resolutions
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[08:59:03] <kdarknight_> I am using a OrthographicCamera of 20by(20*aspect ratio)
[08:59:45] <kdarknight_> and then assigning Tiled Map renderer this camera along with unitScale of 0.015f
[08:59:52] <kdarknight_> Looks great on desktop
[09:00:11] <kdarknight_> but on android, i get to see map more than i should
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[09:12:23] <rgr> you shouldnt have to resize anything. What viewport are you using?
[09:12:46] <rgr> the only thing you need to do is correctly set the scale factor on the tiled map.
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[09:15:28] <rgr> unitScale = worldWidth / (mapWidth * tilePixelWidth);
[09:16:13] <kdarknight_> I am not using any viewport, just a Ortho camera
[09:16:47] <rgr> well thats why most probably. Always use a viewport. thats what makes it device/resolution independent.
[09:16:48] <kdarknight_> worldWidth means screen width?
[09:16:52] <rgr> no
[09:16:54] <rgr> world width.
[09:17:35] <kdarknight_> whats world width?
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[09:17:49] <rgr> the width of my game world. Or map in this case.
[09:17:57] <rgr> in "world coords"
[09:18:15] <kdarknight_> okay!
[09:18:31] <kdarknight_> yeah, i have read that.
[09:18:43] <rgr> but well worth reading. dont ever use "pixel like" coords ;) It just leads to code littered with ppm conversions and confusion.
[09:19:04] <kdarknight_> i don't. I am using 20by(20*aspect ratio)
[09:19:10] <rgr> viewport does it and does it efficiently with a single conversion matrix.
[09:19:24] <kdarknight_> let me insert a viewport in b.w
[09:19:26] <kdarknight_> b/w
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[09:25:42] <TEttinger> hm. I'm not sure what the best way to ensure pixel-perfect graphics would be if I didn't care about showing more or less screen on different devices
[09:27:04] <mk1> usually upscale by integer values
[09:27:28] <mk1> and if you don't want a pixelated look use a shader to overcome this
[09:27:45] <TEttinger> I did make a viewport subclass that does integer scaling
[09:28:03] <TEttinger> haven't tried it yet, it was made for someone who wanted it
[09:28:44] <TEttinger> xbrz is pretty good.
[09:29:06] <TEttinger> it looks weird if that's your primary kind of graphic though
[09:29:49] <mk1> assuming you develop for mobile devices it doesn't really matter. the screen is still small
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[14:25:09]
<rgr> something easy staring me in the face but Im missing it. Why if I use setOriginCenter here does my animation stutter (position issue) but NOT if I setOrigin(w/2,h/2) . The "s" in the code is a keyFrame fron an Atlas returned by Atlas.createSprites(); https://gist.github.com/rileyrg/1122abeedd764cbbf8bc
[14:25:35] <rgr> its going to painfully obvious but code glare....
[14:25:35] <rgr>
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[14:30:35] <furuknap_> Anyone managed to integrate unity ads with libGDX? I keep getting "Failed resolution" and frankly have no idea what I'm doing...
[14:31:18] <furuknap_> Well, I know libGDX fairly well, but not the Android stuff...
[14:35:36] <furuknap_> I'd offer a bouty if that would help...
[14:35:53] <furuknap_> *bounty
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[14:46:35] <Xoppa> what´s a unity ads?
[14:48:16] <Ashiren> ads system
[14:48:18] <furuknap_> Competitor to AdMob, etc.
[14:48:20] <Ashiren> like admob :?
[14:48:23] <Tomski> Why are you using unity ads?
[14:48:51] <furuknap_> Will me answering that question help you answer whether you have successfully integrated it with libGDX?
[14:48:56] <Tomski> yes
[14:49:04] <furuknap_> OK. Because it's Friday.
[14:49:09] <Tomski> Woop!
[14:49:12] <furuknap_> :-)
[14:49:14] <furuknap_> TGIF
[14:49:44] <rgr> Xoppa: sure. but the setBounds() set the width then used in setOriginCenter(). What am I not seeing? I feel pretty dumb here. Clearly something is being filtered out of my brain!
[14:49:51] <Tomski> furuknap_, are you getting errors?
[14:49:54] <Tomski> If so, pastebin them!
[14:51:08] <Xoppa> rgr, you havent provide enough information. Paste the code in your playground project so the only thing it does is exactly those two/three lines and nothing else. if that still shows the problem then pastebin that single class sscce
[14:51:41] <furuknap_> Will do, hang on.
[14:55:26]
<rgr> well, those three lines are it really. with call to setOriginCenter() after the call to setBounds it jitters. But not with the call to setOrigin(w/2,h/2). These are "one off initialisations" after Atlas.createSprites() and set as the keyframes for an Animation object.. In the main loop which updates the position, rotation based on the "game object" : https://gist.github.com/rileyrg/cc3e787cf84cdf7a412a - where updateCurrentSprite()
[14:55:26] <rgr> just sets currentSprite based on current animation object.
[15:00:01] <Xoppa> so, should thus takes just a few minutes to create something i can paste and see in action
[15:03:16] <Xoppa> furuknap_, using proguard?
[15:04:12] <furuknap_> Not sure, I've reproduced this with a very basic Android Studio setup of libGDX 1.6.5 with nothing but the UnityAds interface and basic libGDX interfacing.
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[15:07:10] <Xoppa> furuknap_, check if you can the class it says it cant find
[15:07:20] <Xoppa> *can find the class
[15:09:37] <Sadale> davebaol, good job on gdxAI 1.6.0 release! :)
[15:10:50] <furuknap_> I'm fairlycertain I cannot due to using the compiled .jar only.
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[15:18:19] <Xoppa> furuknap_, if you cant find it then how do you expect android to find it?
[15:18:59] <furuknap_> Are you saying it cannot look in a .jar?
[15:19:40] <Xoppa> no, you are saying that
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[15:20:04] <Xoppa> just open the jar and check if the class is there
[15:20:34] <Xoppa> you can open it using 7zip for example or any other archiving application you have
[15:20:39] <Xoppa> or you can use your ide to find it
[15:20:51] <jeffol> just open the jar -famous last words
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[15:23:50] <furuknap_> I'm fairly certain that a prebuilt .jar used by thousands of developers doesn't just lose a certain class. I'm getting the .jar from Unity.
[15:23:58] <furuknap_> My question remains, though... Have you, or anyone here, successfully integrated Unity Ads in libGDX?
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[15:28:43] <Xoppa> furuknap_, you dont necessarily integrate the ads in libgdx, in fact it has little to do with libgdx, because you use it only in your android launcher like any other platform specific code
[15:28:59] <furuknap_> Of course.
[15:29:25] <Xoppa> that said, i have never used unity ads, so my answer would be: no
[15:30:01] <Xoppa> now to help you solve your problem, the issue is that android cant find the class, that can be caused either because it is simply not in there or it is removed/obfuscated by e.g. progaurd
[15:30:17] <furuknap_> The reason I'm asking is that for Admob, there's particular steps required to create the AdView activity to have it work as an interstitial ad. If someone have done a similar operation with Unity they may answer whether there are similar requirements for Unity.
[15:30:18] <Xoppa> the latter looks like it could be the case, because it is called by reflection
[15:31:31] <Xoppa> you said you dont know proguard, so best is first to verify it actually is in there before we even start looking into proguard
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[15:32:02] <furuknap_> But Proguard would only be relevant for my own code, right? The prebuilt .jar wouldn't change based on whether I use PG in my own project, or am I mistaking?
[15:32:17] <Xoppa> yes, you are mistaking
[15:34:44] <Xoppa> btw, im sure interstitial ads with admob should be no more difficult than getting unity ads to work. I´d advice to base your decision on something more fundamental than that.
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[15:36:13] <furuknap_> It's not a decision I'm making, I'm simply looking for someone who has done it and can answer the question of whether there's a similar operation required. The difference is that AdView is a particular activity in Google ads, whereas Unity has no such specific activity.
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[15:38:12] <Xoppa> ow, i see, can´t say anything about that. but since it is not specific to libgdx you might want to give other resources a try as well if you dont get much response on that over here.
[15:39:43] <furuknap_> To answer my own question, it does not seem to be so. I managed to get an ad running now when using the source rather than the prebuilt .jar, so it may be something related to PG.
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[15:40:53] <furuknap_> I'll reproduce and post an article for later. Thanks for pointing me in the right direction with possible PG so I had to build from source :-)
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[16:39:06] <cris1989> hi guys
[16:39:09] <cris1989> I have a question
[16:39:17] <cris1989> how do you check if there's no key being pressed?
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[16:41:48] <cris1989> just check
[16:42:00] <cris1989> there's no no_key_pressed or anything similar
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[16:43:36] <Sablier> cris1989: you can build a map Input.Keys -> boolean, and update it when a key is pressed || released
[16:44:03] <Sablier> then check in that map if the given key is pressed
[16:44:11] <cris1989> yeah
[16:44:14] <cris1989> but I need
[16:44:23] <cris1989> to check if there's no key being pressed
[16:44:26] <cris1989> I'm making a fighter
[16:44:31] <cris1989> and the input manager
[16:44:33] <Sablier> oh
[16:44:36] <cris1989> needs a no_key
[16:44:45] <cris1989> to have an idle key input
[16:47:33] <Sablier> but, key events are not generated continuously... you can emulate that event in a separate thread
[16:48:01] <Sablier> like... each 15ms, you check how many keys are pressed, then you fire an event if 0 ?
[16:48:24] <cris1989> I guess I can emulate something in the update function
[16:48:42] <cris1989> but is dissapointing to hear there's no easy way to have a no_key event
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[16:49:47] <mk1> where's the problem? get all key events, increase counter whenever a key is pressed, decrease when a key is released...
[16:50:39] <cris1989> I guess that could work
[16:50:41] <cris1989> thanks
[16:51:50] <mk1> you're welcome
[16:52:07] <cris1989> ok last question
[16:52:13] <cris1989> so I made such counter
[16:52:26] <cris1989> and update it
[16:52:29] <mk1> note: might fail on desktop because release events might not be sent when windows gets inactive
[16:53:06] <cris1989> should I make an update function on myinputprocessor?
[16:53:25] <mk1> why?
[16:53:34] <cris1989> just curious
[16:53:39] <mk1> public boolean noKeyPressed() { return counter == 0; }
[16:53:46] <mk1> no need to constantly update anything
[16:53:50] <cris1989> oh, gotcha
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[16:55:31] <cris1989> I think I'll make a void update to call if (key == 0) P1Input(Idle)
[16:56:00] <Sablier> for the problem of the inactive window, you can correct that using isKeyPressed(aKey) for each not released key...
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[17:06:25] <kdarknight1> whats the difference b/w Hiero and Hiero 4?
[17:06:40] <Ashiren> 4
[17:06:58] <sreich> don't you mean 3?
[17:07:07] <Ashiren> i index since 0
[17:07:15] <sreich> ah, gotchya
[17:07:48] <kdarknight1> here
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[17:08:02] <kdarknight1> two different version of same tool
[17:08:05] <kdarknight1> why so?
[17:08:07] <kdarknight1> o.O
[17:11:13] <Ashiren> O.o
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[17:37:52] <Tomski> kdarknight1, 3 uses java font shit
[17:37:58] <Tomski> 4 uses freetype
[17:38:16] <Tomski> 4 lacks some features and isnt complete, but its usable
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[17:38:51] <kdarknight1> Okay!
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[17:44:00] <blotunga> Tomski: I know that I should be patient :P, but any idea when that APK expansion stuff might get merged?
[17:46:27] <Tomski> Soon
[17:46:30] <Tomski> Im good with it
[17:46:45] <Tomski> Usually I leave big PRs on android up to mobi
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[17:47:18] <Tomski> Hes only had a brief look at it atm
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[17:54:29] <logende> hey
[17:56:29]
<logende> I'm working with a FitViewport but still the game does not keep its aspect ratio and stretches my images when I resize the window... here is the important part of the code: http://pastie.org/10443620
[17:57:07] <logende> have been googling for solutions for hours without success
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[18:30:55] <blotunga> logende: camera.setViewport(viewport)?
[18:31:45] <logende> blotunga: my orthographic camera does not have such a setViewport method
[18:32:37] <blotunga> logende: sorry, stage.setViewport()
[18:32:54] <blotunga> but you're not using stage..
[18:33:03] <logende> yep :O
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[18:33:24] <logende> all examples that I have seen are doing it the way I did at the pastie
[18:33:27] <logende> viewport = new FitViewport(IllumitanGame.width, IllumitanGame.height, camera); viewport.apply();
[18:33:39] <logende> batcher.setProjectionMatrix(camera.combined);
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[18:34:52] <logende> am I possibly forced to work with a stage?
[18:35:04] <blotunga> i don't think so
[18:35:18] <logende> peww alright
[18:35:51] <blotunga> but you do use Screen right?
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[18:36:35] <logende> ahh I think you just solved the issue
[18:36:44] <blotunga> great
[18:36:52] <logende> currently extending the "Game" class
[18:36:57] <logende> let me check if my thoughts are right
[18:37:18] <blotunga> then you can override resize()
[18:37:25] <logende> oh well I'm working with a screen already
[18:37:45] <blotunga> :D
[18:37:55] <logende> using the screen render method for my drawings
[18:38:11] <blotunga> anyway normally you should override resize() and call a vieport.update()
[18:38:33] <logende> I'll try blotunga :) brb
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[18:39:22] <blotunga> Tomski: thanks.. I'll have to poke mobi so that he doesn't forgets :P
[18:39:30] <blotunga> anyway have a nice weekend
[18:39:43] <logende> blotunga: It works!!! *thankful hug*
[18:39:50] <blotunga> great :)
[18:39:58] <logende> I wish you a nice weekend too
[18:40:05] <logende> going back to coding now. You're awesome!
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[18:55:40] <kdarkni84> Omg, I suck in pixel art
[19:04:18] <KC-45> kdarkni84: join the club, im the president
[19:05:51] <lapinozz> and im the vice president
[19:09:06] <cris1989> guys, another question
[19:09:20] <cris1989> how do I avoid my game to be faster on newer pcs?
[19:10:52] <Tomski> Your gameplay shouldnt be dependent on framerate
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[19:12:01] <cris1989> I still don't get it
[19:12:09] <cris1989> how do I avoid such thing?
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[19:20:22] <Xoppa> cris1989, float delta = Math.min(1f/30f, Gdx.graphics.getDeltaTime());
[19:20:53] <Xoppa> then use delta in your calculations, e.g. player.position += player.velocity * delta;
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[19:21:13] <cris1989> I don't mean the movement
[19:21:22] <Xoppa> that was just an example
[19:21:28] <cris1989> but rather the speed at which the inputs are recorded
[19:21:29] <Xoppa> you can use it for everything you like
[19:21:45] <Xoppa> input events dont care about framerate
[19:21:58] <cris1989> oh
[19:21:59] <Xoppa> they are just triggered as they happen
[19:22:09] <cris1989> I was having an input class
[19:22:18] <cris1989> that is a FSM and takes the keyboard input
[19:22:25] <Xoppa> or well, on the same thread of course, but that shouldnt be a problem
[19:22:28] <cris1989> this calls the player FSM
[19:22:44] <cris1989> and send messages to change it's status
[19:22:54] <cris1989> then the player reacts depending on current status
[19:22:59] <cris1989> that's my design
[19:23:17] <cris1989> so I was worried if such thing will become faster or slower depending on the pc speed
[19:23:17] <Xoppa> that doesnt sound like it is framerate depending so it should work the same at 30 fps as it does on 3000 fps
[19:23:31] <cris1989> it's for a fighter
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[19:42:39] <kdarkni84> Dawn of War
[19:42:58] <kdarkni84> Worth it?
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[19:46:57] <[twisti]> i loved them
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[19:47:07] <[twisti]> do you know warhammer 40k at all ?
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[19:52:27] <cris1989> last question
[19:52:31] <cris1989> it seems everything works now
[19:52:51] <cris1989> but how do I check if two keys are being pressed at the same time?
[19:52:59] <cris1989> the wiki example is one key
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[19:54:17] <Tomski> oneIsPressed && otherIsPressed
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[19:54:49] <cris1989> so if(keycode == key.up && keycode == key.left)?
[19:54:59] <Tomski> Oh you are doing event based?
[19:55:20] <cris1989> i'm using the wiki input example
[19:55:21] <Tomski> Poll in the event
[19:55:48] <cris1989> what?
[19:55:50] <cris1989> how
[19:55:51] <Tomski> if (keycode == Input.Keys.UP && Gdx.input.isKeyPressed(Input.Keys.LEFT)) {}
[19:55:59] <cris1989> oh
[19:56:12] <cris1989> thanks
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[20:01:45] <del_sol> my sound and music aren't audible. I confirm that they're loaded by the assetmanager, when the play method is called, no error is thrown, but no sound is produced. I tested the files on a media player and they're okay, what could be wrong?
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[20:14:08] <del_sol> i figured it out. it was a problem with the jogamp backend. i'll take it up with them. thanks
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[21:09:45] <noone__> guys... where the hell do I enable google drive for my game?
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[21:14:24] <Tomski> noone__, api shit
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[21:17:12] <noone__> aahhh, it's not in the "Google PLAY Developers Console", but in the "Google Developers Console"....
[21:17:19] <noone__> thanks Tomski
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[21:23:09] <noone__> java.lang.IllegalStateException: Cannot use snapshots without enabling the 'Saved Game' feature in the Play console
[21:23:14] <noone__> are they kidding me...
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[21:24:56] <Tomski> :P
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[21:28:51] <noone__> HA! I found the setting! and I had to search for it only 6 minutes
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[21:32:47] <kdarkni84> noone__, finally finishing up a game?
[21:34:21] <noone__> yes, but I'm still quite far from releasing it
[21:37:11] <noone__> I'm also not sure whether I should go with ads, or IAP... I've got ads working, but IAP might be the better option for this game... but it looks like another configuration hell
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[21:37:53] <kdarkni84> Screenshot?
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[21:39:41] <noone__> currently not... I've tried too many things lately and I have to repair some things first :D
[21:40:25] <cris1989> guys something weird happen
[21:40:41] <cris1989> my keyboard don't recognize up and left when pressed at the same time
[21:40:50] <cris1989> It happens also in unity
[21:40:55] <cris1989> so I guess is my keyboard
[21:41:05] <noone__> mystery solved
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[21:43:51] <cris1989> oh, sorry
[21:44:05] <cris1989> I didn't write yet the jump left function
[21:44:07] <cris1989> how silly
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[22:31:33] <intrigus> Oh yeah, crappy integrated gpu doesn't support OpenGL 2.0 but Google Chrome's WebGL works ^^
[22:32:36] <TEttinger> how crappy of an integrated GPU are we talking?
[22:32:40] <TEttinger> core 2 duo
[22:33:00] <intrigus> Core 2 Duo ^^
[22:33:17] <intrigus> OpenGL 1.4 ...
[22:34:15] <TEttinger> fun activity for all the boys and girls: if you have a laptop with integrated graphics that old, take it out behind the barn and imitate that scene from The Godfather Part II
[22:35:13] <TEttinger> or desktop, it's just not as easy to take it behind the barn
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[22:39:13] <skulltip> hi, when i do this: imgx = new Texture("lava.png"); then do imgt = new TextureRegion(imgx); I can scroll the image using UV coords.. imgt.scroll(0.01f, 0.01f);
[22:40:43] <skulltip> now when I get the same image from a larger png using the .split() command, the UV scrolls the entire image. what can i use to restrict what I scroll in the textureregion? or do i need to someone create a new texture from it, create a texture region and scroll that?
[22:43:39] <skulltip> orr.. how do i put a 32x32 of a tiled image into a texture?
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[23:07:17] <Xoppa> skulltip, using more smaller textures is almost never a good solution, although the method clearly states that it should only be used for the entire texture, you could transform the result back to the required region
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[23:14:48] <skulltip> hmm could i scroll a clipped tile?
[23:17:14] <Xoppa> sure
[23:17:42] <skulltip> i see this: TextureRegion(Texture texture, float u, float v, float u2, float v2)
[23:18:43] <skulltip> that doesnt help
[23:21:44] <skulltip> if scroll should only be used for entire texture, then either I need to add animation tiles and do it manually, or create a single texture just for it.
[23:22:27] <Xoppa> as said, you could transform the result back to the required region
[23:23:26] <Xoppa> scale the u and v values with the regions normalized (u2-u) width and (v2-v) height and offset it with the regions (u, v) position
[23:28:17] <skulltip> will look into that, still a little greek to me though i've done u/v blitting before from tile maps. another thought i had was creating sprites ouf of the tileregions,
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[23:30:36] <Xoppa> what is it that you want to achieve?
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[23:34:45] <skulltip> have 'moving' lava in with a bunch of other tiles
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[23:37:49] <Xoppa> cool, sounds like moving the region could be a good option, i guess you duplicated the top at the bottom then?
[23:38:01] <Xoppa> so scrolling would only be done vertically?
[23:39:32] <skulltip> the goal is to have the single tile within the tilesheet scroll without impacting the other tiles or carrying some of the other tiles along with it as it scrolls
[23:40:38] <skulltip> would rather include it within the tilesheet instead having one or more individual tiles. havent sorted out how i'm going to animate the other tiles either, that's for another week or two
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