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

Toggle Join/Part | bottom
[00:01:56] *** Oebele has quit IRC
[00:02:55] *** Bernzel has quit IRC
[00:03:34] *** dixxy has quit IRC
[00:09:56] *** abs25 has quit IRC
[00:20:02] *** Keniyal has quit IRC
[00:23:01] *** TEttinger has joined #libgdx
[00:26:21] *** warmwaffles has joined #libgdx
[00:30:08] *** Oebele has joined #libgdx
[00:32:14] *** Oebele_ has quit IRC
[00:37:52] *** nine_9 has joined #libgdx
[00:38:17] *** nine_9 has quit IRC
[00:42:51] *** ben255 has quit IRC
[00:46:56] *** ben255 has joined #libgdx
[00:50:08] *** Toasted has quit IRC
[00:50:28] *** Mous has quit IRC
[00:51:54] *** ben255 has quit IRC
[00:52:36] *** Toasted has joined #libgdx
[01:00:53] *** samx has joined #libgdx
[01:02:01] *** WizardOfLux is now known as matthewt
[01:07:06] *** LiquidNitro has joined #libgdx
[01:10:36] *** Oebele has quit IRC
[01:12:57] *** m3t4lukas has quit IRC
[01:25:13] *** samx has quit IRC
[01:25:55] *** LiquidNitro has quit IRC
[01:26:04] *** domokato has joined #libgdx
[01:30:56] *** domokato has quit IRC
[01:36:48] *** sreich has quit IRC
[01:37:21] *** rabbort has joined #libgdx
[01:39:16] *** EvilEntity has quit IRC
[01:43:07] *** EvilEntity has joined #libgdx
[01:53:03] *** Xoppa has quit IRC
[01:55:57] *** Kotcrab has quit IRC
[02:07:43] *** joelt has joined #libgdx
[02:08:49] *** exo_0 has quit IRC
[02:11:24] *** harha_ has quit IRC
[02:12:10] *** joelt has quit IRC
[02:15:48] *** exo_0 has joined #libgdx
[02:19:22] *** oliebollen has quit IRC
[02:20:55] *** samx has joined #libgdx
[02:38:05] *** exo_0 has quit IRC
[02:42:00] *** xrash has quit IRC
[02:42:53] *** ex0_o has joined #libgdx
[02:53:21] *** guardianL has joined #libgdx
[02:57:10] *** lapinozz has quit IRC
[02:58:34] *** lapinozz has joined #libgdx
[03:05:21] *** Toasted has quit IRC
[03:05:39] *** rgr has quit IRC
[03:08:47] *** bnvap4 has quit IRC
[03:14:49] *** domokato has joined #libgdx
[03:19:18] *** domokato has quit IRC
[03:19:29] *** Toasted has joined #libgdx
[03:20:54] *** domokato has joined #libgdx
[03:28:33] *** LostWarriorPhone has joined #libgdx
[03:29:13] *** EvilEntity has quit IRC
[03:33:07] *** BeautiCode has joined #libgdx
[03:33:09] <BeautiCode> hello
[03:35:42] *** imuglyandimproud has joined #libgdx
[03:37:51] *** domokato has quit IRC
[03:38:03] <imuglyandimproud> Hi there. I'm trying to setup an inputlistener for moving a sprite around. I am using setLinearVelocity to change the X and Y velocity constants, with the respective arrow keys. THe problem is that I want the sprite to instantly stop upon key release, but this is creating an async issue where quickly shifting from left to right that makes the sprite stick
[03:38:51] <imuglyandimproud> It seems the inputlistener is running slowly and lags behind a bit
[03:41:12] <Toasted> Should Box2D be used for a top-down shooter?
[03:43:57] *** samx has quit IRC
[03:44:29] <lapinozz> do this top-down shooter need physic?
[03:45:06] *** samx has joined #libgdx
[03:48:09] *** Chilley has quit IRC
[03:48:34] <BeautiCode> Hi, I'm trying to use StretchViewport & OrthographicCamera for the first time. It's working now, but only under some weird circumstances. When I run my prorgam, my sprite is not displayed on the screen. The screen is blank. But when I hit my phone's power button to lock the phone and turn off the screen, then re-login to my phone, it displays the sprite. Why could that be?
[03:51:28] <Toasted> Yes but just for collision detection.
[03:52:05] <Toasted> And maybe simple projectile motion/raycasting.
[03:52:34] <Toasted> Just didn't know if there was a more appropriate solution when not using complex things like gravity and various forces.
[03:52:46] <lapinozz> then imo yes
[03:53:05] <Toasted> Okay cool. I figured it was the way to go I just wanted to double check.
[03:53:27] <Toasted> Out of curiosity, what would you think I am doing wrong if my objects are not moving fast enough?
[03:53:32] *** joelt has joined #libgdx
[03:53:58] *** kjempff has quit IRC
[03:54:05] <lapinozz> using too big object
[03:54:07] <Toasted> I am calling body.setLinearVelocity(0, MAX_SPEED), and regardless of what value MAX_SPEED is the object seems to move at the sam espeed
[03:54:18] <Toasted> Oh, interesting.
[03:54:30] <lapinozz> like object of size 100x100
[03:54:34] <lapinozz> or too much mass
[03:54:42] <Toasted> Fuck, okay. I'm guessing this is where the conversions come in
[03:54:51] <lapinozz> yes
[03:55:03] <Toasted> Damn. I backtracked and removed my conversions because I figured the physics were so simple
[03:55:08] <lapinozz> iirc 1 = 1meter
[03:55:11] <Tomski> No need to convert
[03:55:15] <Toasted> I believe so
[03:55:31] <Toasted> Is there any property I can set on body creation? Like body.mass = 0f?
[03:55:37] <lapinozz> the camera will do the "conversion" for you
[03:55:54] <Toasted> The camera? Interesting
[03:56:00] *** Ach1 has left #libgdx
[03:56:19] <Toasted> Havent even touched cameras yet.
[03:56:28] <Toasted> Making breakout so I'm keeping it really basic
[03:56:33] <lapinozz> oh
[03:56:55] <Toasted> Next project is the top down though, gonna start tonight.
[03:57:08] <Toasted> Thanks for the info.
[03:57:52] *** joelt has quit IRC
[04:01:52] *** Lecherito has quit IRC
[04:07:43] <BeautiCode> argh, i guess i'll never figure out why thi sis happening
[04:07:46] <BeautiCode> this is*
[04:08:38] <lapinozz> did you try googling?
[04:10:03] <BeautiCode> ofcourse
[04:11:20] <lapinozz> blank is black?
[04:12:32] <BeautiCode> whatever i clear it to, so in this case i clear the screen to red before "trying" to draw the sprite
[04:12:33] <lapinozz> i supose you mean a actual device and not a emulator?
[04:12:41] <BeautiCode> yes, actual device
[04:13:25] <lapinozz> what sprite are you using?
[04:13:47] <lapinozz> and can i see the current code?
[04:14:17] <BeautiCode> i did the code to you earlier via hastebin xD
[04:14:21] <lapinozz> a yeah
[04:15:39] <lapinozz> and if you dont use viewport?
[04:17:18] *** isdera has quit IRC
[04:18:25] <BeautiCode> then the sprite gets displayed
[04:19:11] <BeautiCode> immediately
[04:20:38] <lapinozz> hum
[04:21:12] *** domokato has joined #libgdx
[04:23:06] <lapinozz> i have no idea :p
[04:23:14] <lapinozz> can you try with another viewport?
[04:24:34] <lapinozz> and maybe check the bugtracker
[04:25:46] *** Toasted has quit IRC
[04:30:15] *** Joe___ has quit IRC
[04:30:35] *** Sadale has joined #libgdx
[04:39:03] <imuglyandimproud> how exactly are tiled map object layers loaded into the lifecycle
[04:45:48] *** Yxven0 has joined #libgdx
[04:47:50] *** domokato has quit IRC
[04:49:14] *** Yxven has quit IRC
[04:58:49] *** icbat has quit IRC
[04:59:29] *** jcouture has quit IRC
[04:59:42] *** Chilley has joined #libgdx
[05:02:08] *** semaph0re is now known as semafive
[05:03:20] *** d4rkforce has joined #libgdx
[05:06:39] *** d4rkforc1 has quit IRC
[05:25:00] *** rabbort has quit IRC
[05:25:30] *** lukass_ has joined #libgdx
[05:28:59] *** lukass has quit IRC
[05:29:01] *** isdera has joined #libgdx
[05:34:00] *** ctepa has quit IRC
[05:37:18] *** ctepa has joined #libgdx
[05:38:19] *** lukass_ has quit IRC
[05:41:34] *** lukass has joined #libgdx
[05:46:38] *** Xpe_ has quit IRC
[05:51:50] <TEttinger> BeautiCode: is anything graphics-related in your code a static variable?
[05:53:47] *** lapinozz has quit IRC
[05:54:47] <TEttinger> since you said, "But when I hit my phone's power button to lock the phone and turn off the screen, then re-login to my phone, it displays the sprite.", that hints at a graphical object being a static variable, since the variable may persist between runs (first run is fine, next run keeps the "static variable was assigned" from before but doesn't keep the graphics data... blank or glitchy)
[05:55:23] <TEttinger> it's a weird android quirk
[05:57:47] <TEttinger> you can use AssetManager to handle this stuff, which is a good idea
[06:06:16] *** joelt has joined #libgdx
[06:11:39] <mobidevelop> Sounds to me like mishandling the creation of the viewport
[06:12:38] *** samx has left #libgdx
[06:18:34] <BeautiCode> @Tettinger I haven't made anything static
[06:19:47] <BeautiCode> I have also noticed that this happens when I pause the program by hitting my home button, then returning to it later.
[06:20:00] <BeautiCode> so it pretty much displays things once i pause the program
[06:20:03] <BeautiCode> and resume it
[06:23:08] <mobidevelop> Show the codes
[06:27:48] *** kdarknight1 has joined #libgdx
[06:29:28] <BeautiCode> http://hastebin.com/emowuhicut.java - not mines anymore. since my other code had the same problem, i just took this from a tutorial and started messing around with it to see if it'd work, still having this same problem though.
[06:30:47] *** kdarknight has quit IRC
[06:40:53] *** One3yed has joined #libgdx
[06:43:02] *** gentlemandroid has joined #libgdx
[06:43:48] *** Symatix has joined #libgdx
[06:44:35] <gentlemandroid> Hello
[06:44:52] <gentlemandroid> I'm noobing it up with Android Studio here and I was wondering how you add an assets-raw folder?
[06:45:04] *** joelt has quit IRC
[06:45:34] *** ksclarke has quit IRC
[06:47:02] <mobidevelop> Noob
[06:49:45] <gentlemandroid> What's crackalackin'?
[06:50:52] *** xylen has quit IRC
[06:51:02] <gentlemandroid> I usually stuff my raw assets in a folder in the desktop project and just have a class that builds them into the android assets folder
[06:51:17] <gentlemandroid> But I can't figure out how to get a simple folder to show up in Android Studio
[06:51:34] <gentlemandroid> I mean I guess it doesn't have to be visible in the IDE but it's just weird to me
[06:56:16] *** isdera has quit IRC
[06:58:24] <mobidevelop> Just right click where you want to add the folder and say add directory
[06:59:24] <ex0_o> BeautiCode: I used to have problem with rendering textures, the problem occurred randomly after pause-resume my phone (hitting the home button and resume the app), I had no idea why, but after using AssetManager such problem never occurs anymore.
[07:03:43] <ex0_o> AssetManager is really helpful. It also can be used for creating progress bar. Thank AssetManager :).
[07:05:36] <gentlemandroid> mobidevelop: There is no "add," there's just "new" with a bunch of silly abstractions
[07:06:09] <mobidevelop> New directory should certainly be an option
[07:06:20] <gentlemandroid> Not in the desktop project
[07:06:31] <mobidevelop> I don't use Android Studio, but it definitely is in IDEA.
[07:06:33] <gentlemandroid> Er, "module"
[07:07:44] <gentlemandroid> Yea see I can add directories in the android module, but even that is some special "resource" directory
[07:08:09] <gentlemandroid> I dunno, it works with just stuffing the files in a folder in there without the IDE seeing it
[07:08:12] <gentlemandroid> Just goofy
[07:09:09] <mobidevelop> You should use IDEA instead of silly AS
[07:09:36] <gentlemandroid> Sorry pal I'm all out of trying out new IDE tokens for the year
[07:11:01] <mobidevelop> Well, Android Studio is built on IDEA so I think you'd find that it is very easy to switch and it is far more sane for non-android projects
[07:12:48] <BeautiCode> ex0_o I'll look it up, ty.
[07:12:50] <gentlemandroid> Yea I know it, I'll kick this around a little more
[07:13:07] <mobidevelop> Android Studio has this silly project view they added not long ago
[07:13:09] <gentlemandroid> Who wants to do non-android projects anyway? Weirdos
[07:13:12] *** guardianL has quit IRC
[07:13:33] <mobidevelop> It doesn't follow the actual folder structure anymore
[07:13:48] <mobidevelop> I am sure there is a way to switch it back to the old view
[07:16:45] <gentlemandroid> Ah you're right
[07:16:49] <gentlemandroid> That is saner, thanks
[07:16:57] *** jwinterm has quit IRC
[07:16:57] *** lukass has quit IRC
[07:17:39] <gentlemandroid> And I can add new directories, like God intended way back when he built horses and trees
[07:18:09] <mobidevelop> Heh
[07:18:44] <gentlemandroid> Now if I could just get it to stop bitching about my tabbed indentations
[07:19:05] <mobidevelop> You can
[07:19:38] <mobidevelop> Go into settings, code style, java
[07:20:29] <gentlemandroid> Yea I did that, use tabs, it's still bitching on every new file
[07:21:08] <gentlemandroid> Anyway this is the first IDE in a while where I didn't have to wrestle it into using F3/Shift-F3 to Find Next/Prev
[07:21:16] <gentlemandroid> And it has a purty dark theme
[07:21:25] <gentlemandroid> Unlike eclipse
[07:33:18] *** noone__ has joined #libgdx
[07:40:11] *** LiquidNitro has joined #libgdx
[07:42:32] <cobolfoo> Implementing parallax in a game made with actors was a hard thing :)
[07:42:34] <cobolfoo> Just finished
[07:42:40] <cobolfoo> the sorting was the hardest part
[07:42:45] *** BeautiCode has quit IRC
[07:43:23] <noone__> sorting?
[07:43:31] <cobolfoo> yeah check the video
[07:43:36] <cobolfoo> https://www.youtube.com/watch?v=1pfHdbGIlVA&feature=youtu.be
[07:43:43] <cobolfoo> (sorry for the white noise, wrong input source)
[07:43:54] <cobolfoo> sometime the player is behind a wall
[07:44:29] <noone__> the liquids?
[07:44:53] <cobolfoo> compare with the old version: https://www.youtube.com/watch?v=7lnptbWbG-E
[07:45:03] <gentlemandroid> Why did you make Indiana Jones into a park bench sex pervert?
[07:45:05] <cobolfoo> around 0:40
[07:45:26] <cobolfoo> gentlemandroid, you was not aware of his true nature? :)
[07:46:46] <noone__> but.... I still don't get why sorting is a problem
[07:47:01] <cobolfoo> all the level is inside a table
[07:47:02] <gentlemandroid> You gotta give him a clean shave, or work that into the character's narrative
[07:47:17] <gentlemandroid> Maybe he's in a sex offender dungeon, have you written the story yet?
[07:47:19] <cobolfoo> gentlemandroid, I have a dialog system with some narrative
[07:47:28] <cobolfoo> yeah I wrote a really stupid story
[07:47:44] <gentlemandroid> Well I'm giving you gold here, this is solid character development
[07:48:04] <noone__> ^
[07:48:14] <noone__> what he said
[07:48:35] <gentlemandroid> I've actually been wanting to make a game with a similar Indiana Jones character, but he's looting treasure to pay alimony
[07:49:16] <cobolfoo> The guy is a part-time treasure hunter, he found a reddit article about a nice treasure close to his home, after a while walking he get into a junkyard and start digging a hole, then he found "The Cup Of Eternity" and suddently a trap open, he fall in a hole and when he wake up, he see a snake/evil goddess speaking to him
[07:49:18] <gentlemandroid> He'd probably have an unkept facial appearance as well, from the crushing stress of a botched divorce
[07:49:48] <cobolfoo> there is 20 levels in the game, everytime he get the cup, a new trap open and he get deeper and deeper
[07:50:02] <gentlemandroid> Okay, I'm convinced our IPs do not overlap, I'll call off my lawyers
[07:50:08] <cobolfoo> :)
[07:50:21] <noone__> why is it a cup?
[07:50:38] <gentlemandroid> Because eternity duh
[07:50:41] <cobolfoo> the dungeon is cursed, you cannot get the cup
[07:50:52] <cobolfoo> everytime you get too close, a new trap open and you have to go through a new level
[07:50:59] <cobolfoo> there a lot of dead bodies down there :)
[07:51:08] <gentlemandroid> What happens after level 20?
[07:51:33] <cobolfoo> The level end with two things, a door and a very big and shinny cup
[07:51:46] <cobolfoo> if you get the big shinny cup, you get back to level 1 with all your saves lost
[07:52:04] <cobolfoo> if you take the door, you end up dancing in a drug-induced hallunication with bunnies :)
[07:52:10] <cobolfoo> (the door is the good ending)
[07:52:35] <noone__> did you do drugs yourself while writing this storyline?
[07:52:38] <gentlemandroid> Euphemistic bunnies or the furry kind?
[07:52:48] <cobolfoo> At some point, the antagonist, the evil goddess try to convince you to take the door, but the character don't want to let it go
[07:52:54] <cobolfoo> the furry kind
[07:53:52] <cobolfoo> No need for drug , this is a standard storyline
[07:54:13] <noone__> but... why the hell did you use a scene2d.UI (!!) widget for your gameplay?!
[07:54:14] <gentlemandroid> Oh man, you should have some zombies spray slippery diarrhea trails
[07:54:23] <cobolfoo> noone__, I wanted to push the concept
[07:54:27] <gentlemandroid> Then if the player walks over those, he will trip and be stuck for a moment
[07:54:53] <cobolfoo> gentlemandroid, It could not be that hard to do, I already have a friction system (web, ice surfaces)
[07:55:03] <gentlemandroid> Then you could tout A* generated diarrhea trails, that goes right on the box man!
[07:55:10] <noone__> Tomski bans everyone from this channel who uses scene2d for gameplay, and you even use scene2d.ui! I can't even imagine what he'll do to you
[07:55:39] <cobolfoo> I make PC games not android ones
[07:55:54] <cobolfoo> I don't need to squeeze that much
[07:56:13] <cobolfoo> but hey, using a table to build a level is kinda nice
[07:56:13] <noone__> but now you cannot even use z-indices
[07:56:21] <noone__> or is every layer another table?
[07:56:28] <cobolfoo> I use multiple stages
[07:56:38] <cobolfoo> for UI vs gameplay
[07:56:39] <noone__> then sorting shouldn't be a problem
[07:57:01] <cobolfoo> I also created a custom Dialog that handle focus and click for gamepads automatically
[07:57:19] <cobolfoo> I really like scene2d, maybe it's because I am also a heavy Swing user
[07:57:42] <noone__> oh my god, you make it worse and worse
[07:57:43] <cobolfoo> I do use Actions with run Action a lot
[07:57:50] <noone__> PLEASE STOP
[07:58:02] <gentlemandroid> I love it
[07:58:04] <cobolfoo> You know, a new runnable is created on every render loop in some case!
[07:58:20] <gentlemandroid> Oh man, multithread that beast
[07:59:13] <cobolfoo> opengl don't like multithreading
[07:59:27] <noone__> I'll go back to dark souls and torture myself a bit more, that's better than staying here any longer
[07:59:27] <cobolfoo> I once tried to do something that share context over threads, it ended in a big mess
[08:00:31] <noone__> scene2d likes multithreading though
[08:00:50] <cobolfoo> nope, Gdx.app.postRunnable() ensures everything is run from the same thread
[08:17:19] *** lukass has joined #libgdx
[08:17:24] *** imuglyandimproud has quit IRC
[08:20:57] *** boodllebat has joined #libgdx
[08:21:39] *** lukass has quit IRC
[08:36:05] *** Kotcrab has joined #libgdx
[08:39:42] *** boodllebat has quit IRC
[08:41:14] *** Tristitia has joined #libgdx
[08:42:12] *** boodllebat has joined #libgdx
[08:43:05] *** m3t4lukas has joined #libgdx
[08:46:30] *** niko has joined #libgdx
[08:52:22] *** guardiandroid has quit IRC
[09:03:21] *** vestu has joined #libgdx
[09:03:59] *** boodllebat has quit IRC
[09:14:06] *** gentlemandroid has quit IRC
[09:17:05] *** guardiandroid has joined #libgdx
[09:21:19] <TEttinger> cobolfoo: heh, for the roguelike-oriented text-based-display lib I'm maintaining, it also uses scene2d.ui for "gameplay." but it's practically all text anyway so it makes more sense than just fonts all over a grid.
[09:21:24] *** LiquidNitro has quit IRC
[09:21:58] <TEttinger> I did successfully split the display that is unlikely to be used much from the algorithms that are likely to be generally useful
[09:24:47] *** lukass has joined #libgdx
[09:29:15] *** lukass has quit IRC
[09:32:46] *** Neomex has joined #libgdx
[09:37:08] *** kdarknight has joined #libgdx
[09:38:47] *** kdarkni83 has joined #libgdx
[09:40:11] *** kdarknight1 has quit IRC
[09:41:34] *** ex0_o has quit IRC
[09:41:50] *** kdarknight has quit IRC
[09:41:54] *** ex0_o has joined #libgdx
[09:45:28] *** abs25 has joined #libgdx
[09:56:19] *** m3t4lukas has quit IRC
[10:00:33] *** ex0_o has quit IRC
[10:21:56] *** mduSenthil has joined #libgdx
[10:22:37] <mduSenthil> hi
[10:24:35] *** Lecherito has joined #libgdx
[10:34:24] *** Chilley- has joined #libgdx
[10:42:08] <Chilley-> do the skin files from here still work? https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests-android/assets/data
[10:42:22] <Chilley-> getting Caused by: com.badlogic.gdx.utils.reflect.ReflectionException: Class not found: com.badlogic.gdx.scenes.scene2d.ui.TextTooltip$TextTooltipStyle
[10:42:44] <Chilley-> com.badlogic.gdx.utils.SerializationException: Error reading file: resources/skin/uiskin.json
[10:44:47] *** Bernzel has joined #libgdx
[10:46:29] *** xylen has joined #libgdx
[10:46:54] *** Oebele has joined #libgdx
[10:49:30] *** LiquidNitro has joined #libgdx
[10:50:19] <TEttinger> Chilley: ah, I bet that changed in 1.7.0 with the new cursor/tooltip stuff
[10:58:25] *** rgr has joined #libgdx
[10:59:02] *** mduSenthil has quit IRC
[11:00:02] <Chilley-> TEttinger, well i removed the reference to that class from the json and now it works
[11:03:58] <Chilley-> ah i guess it would work if i started using 1.7
[11:09:30] *** kjempff has joined #libgdx
[11:09:51] <noone__> the tooltips have nothing to do with the cursors
[11:10:15] <noone__> and I think the tooltips were already changed in 1.6.5
[11:13:38] <noone__> google play game services are really cool, once you find the right code, it's really simple
[11:26:17] *** lukass has joined #libgdx
[11:27:57] *** Whiskee has joined #libgdx
[11:31:11] *** lukass has quit IRC
[11:31:56] *** guardianw has joined #libgdx
[11:33:55] *** Larry1123 has quit IRC
[11:42:19] *** LiquidNitro has quit IRC
[11:42:54] *** Larry1123 has joined #libgdx
[11:43:12] *** m3t4lukas has joined #libgdx
[11:43:30] *** darkamikaze has quit IRC
[11:43:35] *** n3o59hf_atlas has joined #libgdx
[11:49:47] <noone__> does anyone know which ad networks/APIs offer something like "watch an ad to get a bonus"?
[11:51:19] <TEttinger> can the bonus be to kick you in the balls?
[11:51:41] <noone__> nope
[11:52:04] <TEttinger> as a player that's the bonus I'd want for that game
[11:54:46] *** EvilEntity has joined #libgdx
[12:09:57] *** ben255 has joined #libgdx
[12:10:06] *** davebaol has joined #libgdx
[12:11:10] <Whiskee> incentivized VIDEO networks do that
[12:11:29] <Whiskee> adcolony, vungle, applovin, chartboost
[12:11:49] *** xylen has quit IRC
[12:12:28] <noone__> thanks Whiskee
[12:15:27] *** Kajos has joined #libgdx
[12:18:58] *** Xoppa has joined #libgdx
[12:18:58] *** ChanServ sets mode: +o Xoppa
[12:22:16] *** Simoon has joined #libgdx
[12:23:38] <Simoon> Hi! Does anyone know if I can get a Depth Texture out out FramBuffer.getDepthBufferHandle()? Or do I need to render my scene twice?
[12:27:42] *** lukass has joined #libgdx
[12:28:58] <noone__> Simoon: if you've got the handle, you can probably do it like ScreenUtils does: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/utils/ScreenUtils.java
[12:29:05] *** TEttinger has quit IRC
[12:29:23] <Xoppa> on gles2 you cant get the depth buffer as texture
[12:29:31] <Xoppa> at least not without extension
[12:30:06] *** waterCreature has joined #libgdx
[12:30:12] <noone__> ah, depth buffer handle isn't a texture handle... forgot what I said then :D
[12:30:15] <noone__> *forget
[12:30:29] <Simoon> So I cant bind it either?
[12:30:43] <Simoon> So I have to:
[12:31:06] *** davebaol has quit IRC
[12:31:28] <Simoon> render scene depth -> render scene -> render SSAO. Rip GPU :(
[12:32:07] *** lukass has quit IRC
[12:34:14] *** EvilEntity has quit IRC
[12:37:53] <Xoppa> Simoon, yes, have a look at DepthShader(Provider), otherwise: https://www.khronos.org/registry/gles/extensions/OES/OES_depth_texture.txt
[12:42:01] <Bernzel> If you're building a static application without movement. Is it necessary to use an Orthographic camera? All I'm asking is that the app scales to fit different screen resolutions. Can it be accomplished with only viewports?
[12:42:56] <Xoppa> Bernzel, viewport encapsulates camera
[12:43:13] <Bernzel> Xoppa ah okey. Thanks.
[12:43:15] *** EvilEntity has joined #libgdx
[12:43:15] <Xoppa> you always need a camera
[12:44:01] <noone__> Bernzel: you can handle the glViewport yourself, but when drawing, you will still need some projection matrices, which you get via a camera... why do you want to avoid a camera?
[12:45:20] <Xoppa> you could do the matrix stuff without a camera as well :P
[12:45:38] <Xoppa> iirc Matrix4 has some convenient methods for that, although you never should need it
[12:46:10] <Bernzel> noone_ okey. No it's not that I want to avoid it. I'm just having issues with it, I'm trying to draw a simple background but only get a lot of messed up buzzes on the screen.
[12:46:53] <Bernzel> Thought maybe I was trying to use it in vain.
[12:47:13] <noone__> show your code
[12:47:19] *** EvilEntity has quit IRC
[12:47:41] <Simoon> Xoppa: Do you know if this is Ambient Occlusion, if yes can't seem to find anything about how to enable it
[12:47:42] <Simoon> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl#L279
[12:48:23] <Xoppa> no it is not Simoon
[12:49:13] <Bernzel> noone__, http://pastebin.com/0ctG16qY
[12:49:26] <Simoon> Thank you man, SSAO is harder to implement than i thought....
[12:50:41] <Xoppa> Bernzel, in resize add: viewport.update(width, height, false);
[12:50:47] <noone__> ^
[12:51:11] <Xoppa> someone should make that faq page
[12:51:29] <noone__> we should write a bot that checks code for that line in pasted code and then answer that automatically
[12:52:28] <Xoppa> ow and Bernzel, you are rendering the texture with the size in world units that is equal to the device size in pixels, so it wont be filling the entire screen and wont be consistent amongst various devices
[12:53:51] <noone__> Yes, you've decided to use a StretchViewport with a virtual size of 1000x2000... either draw it at that size, or switch to a ScreenViewport
[12:53:51] <Bernzel> Xoppa added it, but now it stays black and flashes slightly with yellow from time to time :s Good eye on the texture, missed that completely! The issue remains though.
[12:54:24] *** mduSenthil has joined #libgdx
[12:54:34] <Xoppa> call glClear
[12:54:56] *** kdarkni83 has quit IRC
[12:55:37] <Xoppa> perhaps start at the beginning, e.g. https://github.com/libgdx/libgdx/wiki/A-simple-game
[12:55:39] *** Simoon has quit IRC
[12:56:14] *** harha_ has joined #libgdx
[12:56:39] <Bernzel> Xoppa , like "Gdx.graphics.getGL20().glClear( GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT );" ?
[12:57:12] <Bernzel> Yes I've read through that. Can't find the niggle I've must be missing though..
[12:57:12] <Xoppa> yeah something like that, but dont use the getGL20() method, it will make noone__ sad.
[12:59:50] <Bernzel> Xoppa Don't I have to use getGL20() to acces glClear? o.O
[12:59:53] *** zephyz has joined #libgdx
[13:00:08] <Xoppa> are you sure you´ve read that wiki page?
[13:00:54] <noone__> we could make the get methods deprecated
[13:01:58] <Bernzel> Xoppa yes, but I remember being told my dermetfan (I think) that you shouldn't use "Gdx.gl.glClear"
[13:02:10] <Bernzel> I might be mistaken. nvm
[13:02:25] <Xoppa> i dont think that dermetfan will tell you that
[13:02:58] <Xoppa> noone__, yeah although i´d rather see it return the same value, so you could make code that doesnt rely on statics if you really wanted
[13:04:27] <Xoppa> Bernzel, if it was in this channel, you can check the log to verify it, echelog.com/logs/browse/libgdx/
[13:05:25] *** EvilEntity has joined #libgdx
[13:05:59] <Bernzel> Xoppa , No need to, glClear solved it :) thanks
[13:06:26] <Xoppa> yay! pics or it didnt happen
[13:08:55] <Bernzel> Xoppa http://sv.tinypic.com/view.php?pic=no7x9l&s=8#.VgfONN9_fCI great background huh! ^^
[13:09:18] <Xoppa> very cool!
[13:10:05] <Xoppa> btw, if al you need is a gradient, then there are better ways to achieve that... but that´s something you can optimise later on if you like
[13:12:27] <Chilley-> seems scene ui Window widgets have some pretty broken behavior when trying to move them outside the viewport, by default it wont let you move it outside viewport but the debug lines which also match with the button hitboxes will move so mouse input no longer matches the correct spot
[13:13:10] <Chilley-> or then im just layouting it wrong
[13:15:52] <Chilley-> setKeepWithinStage(true) fixed it for me but there might be some bug there
[13:16:12] *** kdarknight has joined #libgdx
[13:18:50] <Chilley-> that is setKeepWithinStage(false)*
[13:19:34] *** rabbort has joined #libgdx
[13:23:48] *** n3o59hf_atlas has quit IRC
[13:28:35] *** Maitom has quit IRC
[13:29:00] *** Maitom has joined #libgdx
[13:29:13] <noone__> guys, anybody experienceed with android IAP here?
[13:30:08] <noone__> I've read that you can only purchase all items once and then gotta use it before being able to purchase it again
[13:30:55] <noone__> how can I do something like "buy 50 diamonds" then?
[13:32:16] <noone__> buy it, programatically use it and locally add 50 diamonds?
[13:32:25] *** mduSenthil has quit IRC
[13:34:39] <waterCreature> does any of you feel depression?
[13:35:18] <Ashiren> every time doing layout in android
[13:35:27] <Maitom> could someone explain to me like I'm the dumbest in the world how to use ObjectMap?
[13:36:41] <noone__> Maitom: ObjectMap<String, String> stringStringMap = new ObjectMap<String, String>(); stringStringMap.put("key", "value");
[13:37:17] <Ashiren> isnt it just hashmap
[13:37:17] *** kdarknight has quit IRC
[13:37:24] *** kdarknight has joined #libgdx
[13:37:46] <Maitom> that's what I have, pretty much exactly, but I just get nullpointerexceptions
[13:38:17] <noone__> it is a cuckoo hash map using 3 hashes, random walking, and a small stash for problematic keys
[13:38:23] <Maitom> when I try to stringStringMap.get("key");
[13:39:21] <noone__> then you didn't do stringStringMap = new ObjectMap<String, String>()
[13:42:58] *** Keniyal has joined #libgdx
[13:43:56] <Maitom> oh my god I'm fucking stupid, I had void in my constructor. That's what you get when you start coding right after waking up.
[13:44:57] <noone__> don't have void in your constructor
[13:46:59] <waterCreature> they told us what cuckoo mapping is. I didn't learn it. I am ashamed.
[13:47:25] *** jcouture has joined #libgdx
[13:52:27] *** ben255 has quit IRC
[13:57:00] <noone__> omg, before being able to add any IAP items, I have to upload my APK, so they can verify that I added the permission to the manifest...
[13:57:24] *** kdarknight_ has joined #libgdx
[13:58:15] *** kdarknight1 has joined #libgdx
[14:01:13] *** mk1 has joined #libgdx
[14:01:18] *** mk11 has joined #libgdx
[14:01:31] *** kdarknight has quit IRC
[14:01:42] *** mk11 has quit IRC
[14:12:34] *** lukass has joined #libgdx
[14:16:26] *** ben255 has joined #libgdx
[14:16:39] *** m3t4lukas has quit IRC
[14:28:59] *** EvilEntity has quit IRC
[14:30:09] *** EvilEntity has joined #libgdx
[14:31:32] *** EvilEnti_ has joined #libgdx
[14:35:34] *** intrigus has joined #libgdx
[14:36:05] <rgr> recommended way of doing a gradient background/layer in libgdx? a vertical 1 pixel column line repeated? A dedicated shader?
[14:39:24] <Xoppa> rgr, float[] v = sprite.getVertices(); v[Batch.C1] = color1.toFloatBits(); v[Batch.C2] = color2.toFloatBits(); v[Batch.C3] = color3.toFloatBits(); v[Batch.C4] = color4.toFloatBits();
[14:39:41] <Xoppa> make sure to not use any method that overwrites the color after that, e.g. setColor or setAlpha
[14:41:00] <rgr> thanks. I'll try that. the 4 colours are the 4 corner "pure" colours I take it.
[14:41:37] <Xoppa> yes, you can use it to tint a textureregion or use a single pixel white textureregion if you only want the gradient
[14:41:52] <Xoppa> note this doesnt work with scene2d (spritedrawable)
[14:42:00] <rgr> grand. thanks.
[14:52:50] *** EvilEnti_ has quit IRC
[14:52:53] *** Oebele_ has joined #libgdx
[14:55:07] *** davebaol has joined #libgdx
[14:55:40] *** Oebele has quit IRC
[14:55:50] <Chilley-> is table.add(widget).colspan(table.getColumns()) the only way to make a widget span all columns on a row or is there some better way?
[14:56:54] *** ben255 has quit IRC
[15:08:25] *** waterCreature has quit IRC
[15:09:45] <noone__> Chilley-: uummm, what's wrong with doing that?
[15:09:50] *** Kajos has quit IRC
[15:16:16] *** m3t4lukas has joined #libgdx
[15:19:56] *** kdarknight_ has quit IRC
[15:20:01] *** kdarknight has joined #libgdx
[15:23:36] <rgr> oh yeah that wont work since I tween batch opacity and Sprite.draw(batch, opacity) is called.
[15:24:51] *** Oebele has joined #libgdx
[15:25:47] *** duke has quit IRC
[15:27:10] *** Oebele_ has quit IRC
[15:27:12] *** kdarknight has quit IRC
[15:27:43] *** kdarknight has joined #libgdx
[15:29:18] *** kdarknight has quit IRC
[15:29:44] *** kdarknight has joined #libgdx
[15:31:31] *** Neomex has quit IRC
[15:34:23] *** kdarknight_ has joined #libgdx
[15:36:44] *** lukass has quit IRC
[15:37:20] *** kdarknight has quit IRC
[15:39:40] *** kdarknight_ has quit IRC
[15:40:07] *** kdarknight has joined #libgdx
[15:41:02] *** kdarkni13 has joined #libgdx
[15:41:41] *** rabbort has quit IRC
[15:45:18] *** kdarknight1 has quit IRC
[15:47:52] *** lukass has joined #libgdx
[16:02:05] *** kdarknight_ has joined #libgdx
[16:03:44] *** kdarkni13 has quit IRC
[16:03:58] *** kdarkni18 has joined #libgdx
[16:04:53] *** kdarknight has quit IRC
[16:07:25] *** abs25 has quit IRC
[16:07:52] *** guardianw has quit IRC
[16:08:06] <Chilley-> hmm if i move my Window widget and then update a widget that is part of the window it resets the window position, any ideas what is going on or how i can avoid this?
[16:10:37] *** De5car7es has joined #libgdx
[16:13:18] *** jcouture has quit IRC
[16:15:00] *** xrash has joined #libgdx
[16:17:04] *** kdarknight has joined #libgdx
[16:19:56] *** kdarkni18 has quit IRC
[16:22:00] *** De5car7es has quit IRC
[16:22:02] *** rgr has quit IRC
[16:27:48] *** alyphen has quit IRC
[16:27:52] *** n3o59hf_atlas has joined #libgdx
[16:28:45] *** alyphen has joined #libgdx
[16:29:56] *** alyphen has quit IRC
[16:30:37] *** alyphen has joined #libgdx
[16:33:03] *** n3o59hf_atlas has quit IRC
[16:33:13] *** m3t4lukas has quit IRC
[16:33:52] *** n3o59hf_atlas has joined #libgdx
[16:35:20] <kdarknight_> any known games using Kryonet?
[16:37:49] *** vurpo has quit IRC
[16:54:46] *** MH___ has joined #libgdx
[16:54:51] *** cris1989 has joined #libgdx
[16:55:45] <MH___> Anyone with some experience to either. Overlap2D (http://overlap2d.com/) or VisEditor (http://vis.kotcrab.com/)??
[16:56:34] <MH___> * http://vis.kotcrab.com
[16:57:10] <noone__> I've used both for about 15 minutes
[16:57:16] <noone__> probably doesn't count
[16:57:29] <noone__> I'm using VisUI though for my own editor :D
[16:58:29] *** jwinterm has joined #libgdx
[16:58:40] <MH___> heh cool, yea VisUI looks nice
[16:59:46] <cris1989> hi guys
[16:59:53] <cris1989> I have a question
[17:00:01] *** lukass has quit IRC
[17:00:02] <cris1989> do you guys know of any hitbox editor?
[17:00:26] <cris1989> I'm doing a fighting game
[17:01:13] <kdarknight_> cris1989, i think everyone by now know here, you are doing a fighting game :P
[17:02:03] <cris1989> oh
[17:02:06] <cris1989> sorry
[17:02:58] *** oliebollen has joined #libgdx
[17:03:09] <cris1989> I got the basics working
[17:03:17] <cris1989> but I need to make the attacks
[17:03:29] <cris1989> so I'm looking for a hitbox editor
[17:04:08] *** abs25 has joined #libgdx
[17:15:43] <mobidevelop> You're making fighting game?!
[17:16:32] <abs25> I created project while ago with android module,can I remove android module somehow?
[17:16:53] <abs25> or it would be easier to create new project, and copy paste code and git in place?
[17:17:34] <Tomski> Remove android folder
[17:17:37] <Tomski> remove it from settings.gradle
[17:17:44] <Tomski> and remove the conffiguration stub from the root build.gradle
[17:18:47] *** Lingo has joined #libgdx
[17:20:02] <abs25> assets folder move to root Tomski ?
[17:20:19] <abs25> or I can even set it in desktop module since I am doing desktop only game
[17:20:57] *** mk1 has quit IRC
[17:21:35] <Tomski> abs25, move it to core
[17:21:45] <Tomski> youll have to update the other scripts referencing the asset dir to tat change
[17:21:50] <abs25> why is it even in android folder by default?
[17:22:02] <abs25> what scripts?
[17:23:53] <kdarknight_> because android is selfish and wants his own assets folder
[17:24:14] <wulax> Is there any particular reason ShapeRenderer doesn't have convenience methods for e.g. a triangle from three Vector3, gradient colored line from two Vector3 + two Color, etc? Would anyone mind if I made a pull request which added that?
[17:24:16] <Tomski> eclipse being stupid
[17:24:18] <Tomski> and android being stupid
[17:24:19] *** davebaol has quit IRC
[17:24:31] <Tomski> All the project specific scripts
[17:24:34] <Tomski> desktop/build.gradle
[17:24:38] <Tomski> etc
[17:25:20] *** cris1989 has quit IRC
[17:26:06] <Tomski> wulax, bloat
[17:26:13] <wulax> alright
[17:26:31] <abs25> Tomski, you mean replace in gradle desktop android with core, for creating assets folder?
[17:26:38] <Tomski> no
[17:26:42] *** Lingo_ has joined #libgdx
[17:26:52] <Tomski> There are variables in the scripts that point to the assets dir
[17:26:53] <abs25> delete any line that has android in it?
[17:27:04] <abs25> yes, I can see that
[17:27:18] <abs25> but I checked all gradle files none consists android anymore
[17:27:36] <wulax> it's too bad Shaperenderer can't be easily extended to add that since it hides stuff with private variables
[17:27:53] <wulax> but I'm sure there is a good reason for it
[17:28:02] *** Lingo_ has quit IRC
[17:28:50] *** Lingo has quit IRC
[17:28:58] <abs25> Tomski, I delete one line extra, it works now, thanks alot man !
[17:30:01] <Tomski> abs25, not delete, but change it to the new dir
[17:30:04] <Tomski> ../core/assets
[17:30:20] <abs25> yes I did it
[17:30:30] <Tomski> nice
[17:30:31] <abs25> it works now :), I delete one extra line and that was wrong about it
[17:30:45] *** lukass has joined #libgdx
[17:31:14] <abs25> Tomski, it told me upon loading project that in android.iml is missing
[17:31:30] <abs25> Exception in thread "main" java.lang.NoClassDefFoundError: com/kveikur/game/MyGdxGame
[17:31:32] <abs25> hmmm
[17:32:07] <Tomski> you might need to reimport
[17:32:34] <abs25> failed to find Build Tools revision 23.0.0 Tomski
[17:32:34] *** MH___ has quit IRC
[17:32:43] <Tomski> on reimport?
[17:32:46] <abs25> yes
[17:32:51] <Tomski> Does it exist?
[17:33:06] <abs25> what exists?
[17:33:10] <Tomski> It shouldnt be trying to find it anyway
[17:33:11] <abs25> its android error
[17:33:18] <Tomski> You removed the android stuff from your build.gradle?
[17:33:22] <Tomski> root build.gradle
[17:33:40] <abs25> wait I had one dependencie left over
[17:33:50] *** hextileX has joined #libgdx
[17:34:03] <Tomski> wulax, perhaps make your own ImmediateModeRenderer?
[17:34:12] <Tomski> Or utilty class if you just want to make some helper methods
[17:35:07] <wulax> Yeah, those are good solutions, thanks
[17:35:29] <abs25> Exception in thread "main" java.lang.NoClassDefFoundError: com/kveikur/game/MyGdxGame Tomski
[17:35:30] *** lukass has quit IRC
[17:35:42] <Tomski> On import/
[17:35:43] <abs25> on reimport same issue
[17:35:50] <Tomski> Does it import correctly?
[17:35:58] <abs25> no still that erro
[17:36:04] <abs25> r dependencies {
[17:36:04] <abs25> classpath 'com.android.tools.build:gradle:1.2.3'
[17:36:04] <abs25> }
[17:36:08] <abs25> I dont need this right?
[17:36:10] <Tomski> No
[17:36:10] <abs25> I cant see to delete it
[17:36:23] <Tomski> pastebin your root build.gradle
[17:37:09] <abs25> ok new error on reimport it seems my changes to root build.fradle were not saved : Gradle DSL method not found: 'android()'
[17:37:54] <abs25> Tomski, http://pastebin.com/DLMhr6xe
[17:38:24] <Tomski> You wouldn't be getting that error with that scrip[t
[17:38:32] *** Symatix has quit IRC
[17:38:59] <abs25> gradle DSL error?
[17:39:07] <Tomski> That specific error
[17:39:08] <abs25> I got it with that script that is on pastebin
[17:40:13] <abs25> omg
[17:40:16] *** szszss has joined #libgdx
[17:40:17] <abs25> I have backup folder for all project
[17:40:22] <abs25> I was chaning wrong project
[17:43:03] *** absof25 has joined #libgdx
[17:43:09] <absof25> Tomski, I got it all working
[17:43:13] <absof25> thanks for your patience :D
[17:46:44] *** abs25 has quit IRC
[17:59:26] *** ex0_o has joined #libgdx
[18:06:36] *** lukass has joined #libgdx
[18:09:51] *** ficolas has joined #libgdx
[18:13:10] <Bernzel> I'd want to flash up my front end a bit. Example: Buttons swipe in from the left to their position when entering a screen. Are such effects best approached with Action class?
[18:13:22] <ficolas> Hello, im having this problem when trying to rotate and shift an sprite at the same time http://i.imgur.com/qF3JCne.png
[18:14:12] <ficolas> I took the time to make a beautiful composition of my problem, I hope its understandable, if not please tell me (I did the image because I have some problems explaining what I need in english sometimes)
[18:14:57] <ficolas> it seems to be beeing rotated in a wrong spot, or I placed the origin wrongly or something
[18:15:21] <Tomski> Bernzel, yup
[18:15:48] <Bernzel> Tomski, roger. Thanks
[18:16:09] <Xoppa> ficolas, what´s this /32f black magic?
[18:16:17] <Tomski> origin doesnt effect position ficolas
[18:16:27] *** zephyz has quit IRC
[18:16:40] <ficolas> the /32f is the conversion to world units
[18:16:47] <Tomski> triggered
[18:17:15] <ficolas> (32pixels per meter, I should change it to a variable somewhere)
[18:17:36] <Tomski> You should ditch it
[18:17:39] <Xoppa> you really dont want to scale your sprites like that, it is going to be the hell to work with at no gain
[18:17:54] <Xoppa> e.g. your scale is relative to the origin while the position isnt
[18:18:05] *** absof25 has quit IRC
[18:18:22] <Xoppa> ficolas, blog.xoppa.com/pixels
[18:19:59] <Xoppa> so, images[i].setSize(1.8f, 1.8f); if you want it to be 1.8 meters e.g.
[18:22:54] *** hextileX has quit IRC
[18:22:59] <Tomski> Anyone having an issue with google play on android?
[18:24:18] <Tomski> All fixed, thanks rubber ducks
[18:26:02] <ficolas> ok, so I change the scale call to .setSize (2,1), but that does exactly the same
[18:27:23] <ficolas> since the sprite is 64*32pixels
[18:27:47] <Xoppa> *potatoes
[18:27:59] <ficolas> ??
[18:29:02] <Xoppa> the size of the sprite is not in pixels
[18:29:07] <ficolas> and I change the origin to setOrigin (1.5f, 0.5f)
[18:29:20] <ficolas> I mean the size of the png file
[18:30:39] <Xoppa> iirc sprite has a method setOriginCenter() so you dont have to care about the math
[18:30:47] *** Whiskee has quit IRC
[18:30:56] <Xoppa> just set it the size in world units you want it to be
[18:31:11] <Xoppa> never scale
[18:31:20] <Xoppa> rotation should be good
[18:31:28] <ficolas> but I dont want it rotated arround the center, I want it rotated arround 1.5, 0.5
[18:31:41] <ficolas> and the sprite is 2*1world units
[18:32:18] <Xoppa> ow, sorry, somehow i though it was the center you were putting in the origin
[18:32:26] <Xoppa> then yes, you´ll have to use it that way
[18:33:04] <Xoppa> sprite.setSize(2,1); sprite.setOrigin(1.5f,0.5f); sprite.setPosition(x, y); sprite.setRotation(degrees);
[18:33:37] <ficolas> that way it only rotates it correctly when... it isnt rotated at all (degrees = 0)
[18:33:39] <Xoppa> keep in mind that origin is relative to the unrotated lower left corner
[18:33:45] <kdarknight_> Tomski, what issue?
[18:33:45] <ficolas> as you can see in http://i.imgur.com/qF3JCne.png
[18:34:08] <Xoppa> ficolas, in image you dont show what is actually wrong
[18:34:13] <Xoppa> you just say it is wrong
[18:34:14] <kdarknight_> oh nvm
[18:34:28] <ficolas> there is a small ball drawn by the box2d debug renderer in the images
[18:34:36] *** cris1989 has joined #libgdx
[18:34:37] <ficolas> in the first image is in the middle of the fire ball
[18:34:41] <ficolas> in the second and third images its not
[18:34:58] <cris1989> guys another question
[18:35:10] <cris1989> how do I get a single frame in an animation?
[18:35:16] <cris1989> when using an atlas?
[18:35:22] <Tomski> kdarknight_, just not able to connect, all good now though
[18:35:41] <Xoppa> ficolas, well it doesnt keep its center at the same location if you dont rotate at the center
[18:35:45] <Xoppa> not sure if thats what you mean
[18:36:57] <ficolas> I want the center of the fireball (not the image, the 1.5, 0.5 point of the image) to be at the center of the body
[18:37:07] <ficolas> to be at the x and y specified cordinates
[18:38:22] <Xoppa> ow, so you substract the origin from the position?
[18:39:01] <Xoppa> the fireball is that red thing i guess? then what is the body?
[18:39:11] *** vurpo has joined #libgdx
[18:39:32] <ficolas> oh wait I get it now... I was messing it up with the scaling
[18:39:41] *** icbat has joined #libgdx
[18:40:01] <Xoppa> ficolas, make sure to read and understand https://xoppa.github.io/blog/pixels/
[18:44:16] *** lukass has quit IRC
[18:45:43] *** ben255 has joined #libgdx
[18:47:58] *** justind has joined #libgdx
[18:49:51] *** m3t4lukas has joined #libgdx
[18:52:09] *** justind has quit IRC
[18:52:10] *** kdarknight_ has quit IRC
[19:04:54] *** Kajos has joined #libgdx
[19:06:59] *** MH___ has joined #libgdx
[19:09:28] <MH___> Hello, is it safe to assume Game/ApplicationListener class as a singleton throughout the game? In other words, is it acting like an Android Activity or Android Application?
[19:10:35] <cobolfoo> Yup
[19:10:44] <cobolfoo> Retrievable with Gdx.app.getApplicationListener()
[19:11:12] *** ben255 has quit IRC
[19:12:52] <MH___> great thanks
[19:15:51] <noone__> an android activity is not a singleton
[19:19:54] *** xylen has joined #libgdx
[19:21:54] <MH___> an android application is though. Thats why Im asking, wether the ApplicationListener acts more like an activity or an android application
[19:22:04] *** ben255 has joined #libgdx
[19:25:37] *** davebaol has joined #libgdx
[19:31:02] *** zephyz has joined #libgdx
[19:33:13] *** Darkyen has joined #libgdx
[19:33:30] <mobidevelop> O.o
[19:33:31] <noone__> MH___: ah, I got it. I thought you meant both as examples for singletons... natural language is difficult
[19:34:01] <noone__> I should finally learn that "or" in natural languages is always "xor"
[19:35:28] <mobidevelop> Technically speaking, there is no guarantee that there will only be one instance of the ApplicationListener.
[19:36:59] *** kdarknight has quit IRC
[19:37:40] <MH___> hmmm
[19:37:52] <MH___> but it's initialiazed only at AndroidApplication class
[19:38:01] <MH___> ah, which extends Activity....
[19:38:03] <mobidevelop> And there may be more than one of those
[19:38:06] <MH___> just saw that
[19:38:25] <MH___> naming is a bit confusing :D
[19:38:51] <MH___> ok cheers
[19:38:52] *** lapinozz has joined #libgdx
[19:38:54] *** SpookyMachine has joined #libgdx
[19:39:31] *** kdarknight has joined #libgdx
[19:40:27] <mobidevelop> Also, noone__ "or" is often not "xor" in natural language.
[19:40:46] *** Darkyen has quit IRC
[19:41:24] <noone__> no, never
[19:41:37] <mobidevelop> Heh
[19:42:15] <noone__> can you give me an example?
[19:42:42] *** ficolas has quit IRC
[19:44:37] *** lukass has joined #libgdx
[19:44:39] <mobidevelop> No, never
[19:45:01] <Tomski> noone__, stop talking or I will ban you
[19:45:22] <intrigus> Wut?
[19:45:30] <lapinozz> what's going on? o.O
[19:46:55] <Tomski> noone__, I like fruit, or rather bananas
[19:47:26] <mobidevelop> Boom
[19:47:33] <noone__> okay, you beat me
[19:47:43] <noone__> I quit
[19:47:47] *** noone__ has left #libgdx
[19:47:53] *** Mister_Magister has joined #libgdx
[19:48:43] <Tomski> i miss noone_
[19:48:50] *** Sadale has quit IRC
[19:48:53] <lapinozz> me too:'(
[19:48:55] *** lukass has quit IRC
[19:49:05] <Mister_Magister> Hello. I'm trying to load ttf font using FreeTypeFontGenerator but i'm getting error: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: No cap character found in font
[19:49:38] <mobidevelop> Use a font with a cap character
[19:49:45] <intrigus> :D
[19:50:10] <Mister_Magister> genius :v But it is second font and the same error. i'm out of fonts :/
[19:52:59] *** Bernzel has quit IRC
[19:53:30] *** abs25 has joined #libgdx
[19:53:35] <Mister_Magister> fourth font and still the same ---____---
[19:54:30] *** sreich has joined #libgdx
[19:54:41] <lapinozz> what font?
[19:55:41] <Mister_Magister> http://www.fontsquirrel.com/fonts/download/Commando
[19:56:46] *** n3o59hf_atlas has quit IRC
[19:58:41] *** Darkyen has joined #libgdx
[19:59:08] *** MH___ has quit IRC
[19:59:23] *** hextileX has joined #libgdx
[20:01:00] *** Flaiker has joined #libgdx
[20:01:17] *** Flaiker has left #libgdx
[20:01:56] *** Biliogadafr has joined #libgdx
[20:02:25] <Mister_Magister> is there any way to workaround that error? I'm getting this on every font
[20:04:35] <Tomski> What character?
[20:04:47] <Tomski> And does it have a capital version?
[20:04:49] <mobidevelop> Use a font that has capital characters
[20:05:18] *** ex0_o has left #libgdx
[20:05:26] *** ksclarke has joined #libgdx
[20:05:59] <Mister_Magister> mobidevelop: no font has
[20:06:04] <Tomski> :o
[20:06:07] *** Symatix has joined #libgdx
[20:06:08] <mobidevelop> Umm
[20:08:23] <Mister_Magister> so only arial left...
[20:08:29] <Mister_Magister> stupid libgdx :v
[20:08:55] *** MrHamster has joined #libgdx
[20:13:21] *** Mister_Magister has quit IRC
[20:14:03] <Tomski> :S wat
[20:14:30] *** lapinozz has quit IRC
[20:16:43] *** Darkyen has quit IRC
[20:17:59] <mobidevelop> Weird
[20:18:23] *** szszss has quit IRC
[20:26:12] *** Symatiks has joined #libgdx
[20:28:00] *** Symatix has quit IRC
[20:28:06] *** Symatiks is now known as Symatix
[20:31:04] *** lukass has joined #libgdx
[20:31:39] *** ben255 has quit IRC
[20:32:46] *** exo_0 has joined #libgdx
[20:33:49] <kdarknight> How can I cause a onion skinning effect?
[20:34:10] <kdarknight> So that feels like player is drunk
[20:36:00] *** lukass has quit IRC
[20:37:56] *** Symatiks has joined #libgdx
[20:39:19] *** Symatix has quit IRC
[20:39:24] *** Symatiks is now known as Symatix
[20:43:13] *** Blitzcow has joined #libgdx
[20:44:09] <Blitzcow> Hi! Anyone have any idea why some object are drawn normally with the DepthShaderProvider? https://drive.google.com/file/d/0Bwna5gZdsplkZlZBYU9zRnNPSzQ/view?usp=sharing
[20:45:17] <Blitzcow> Also is that depth texture looking alright? Looks a bit weird to me
[20:45:42] *** Darkyen has joined #libgdx
[20:46:18] <Xoppa> it looks correct (except for the things not rendered using the depth shader)
[20:48:50] *** mk1 has joined #libgdx
[20:49:18] <Blitzcow> Xoppa: It looks like it related to some gl clears. I do: http://pastebin.com/jbvJEgFi
[20:49:26] *** muhuk has quit IRC
[20:50:04] <Blitzcow> Sorry for the bad format/code style, just experimenting at the moment.
[20:50:19] <Xoppa> call clear after begin
[20:50:29] <Xoppa> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/environment/DirectionalShadowLight.java#L78-L92
[20:50:43] *** mk1 has quit IRC
[20:51:03] <Blitzcow> Xoppa: I al;redy do that
[20:51:15] <Xoppa> no you dont
[20:51:22] <Xoppa> ow yes, sorry
[20:51:37] <Xoppa> somehow i didnt read it correctly
[20:51:38] <Blitzcow> :3 hehe
[20:51:58] <Xoppa> probably something in your renderWorld code then
[20:52:18] *** hextileX has quit IRC
[20:52:57] <Blitzcow> I found that commenting out the geomtry buffer I get a correct depth buffer.
[20:54:22] *** ben255 has joined #libgdx
[20:56:24] *** xylen has quit IRC
[20:57:12] <Xoppa> btw, if you want to switch fbo like then you might want to consider using: fbo1.bind() renderToFbo1(); fbo2.bind(); renderToFbo2(); Framebuffer.unbind(); renderToScreen();
[20:57:25] <Xoppa> so the backbuffer isnt bound in between each time
[21:00:39] *** MrHamst3r has joined #libgdx
[21:02:57] <Blitzcow> Thanks master xoppa! :D
[21:04:19] *** MrHamster has quit IRC
[21:06:51] *** noone__ has joined #libgdx
[21:07:01] <Blitzcow> Xoppa: Can I use begin instead?
[21:07:18] <Xoppa> instead of what?
[21:07:55] <Blitzcow> Bind
[21:09:03] <Xoppa> sure, but if someone else (or you after a few months) reads your code and sees a call to #begin() without a call to #end() then he probably doesnt know why you did that
[21:09:09] <Xoppa> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/glutils/GLFrameBuffer.java#L227
[21:12:28] *** ben255 has quit IRC
[21:20:19] *** ASneakyFox has joined #libgdx
[21:20:37] *** MrHamst3r has quit IRC
[21:33:47] *** duke_ has joined #libgdx
[21:39:17] <Blitzcow> depthFrameBuffer.getColorBufferTexture().bind(2); Is disabling all textures and making the screen all white and green. Is there something wrong by binding a FBO texture?
[21:44:37] *** Oebele_ has joined #libgdx
[21:45:30] *** De5car7es has joined #libgdx
[21:47:16] *** Oebele has quit IRC
[21:48:06] *** xylen has joined #libgdx
[21:49:00] *** duke_ has left #libgdx
[21:53:45] *** vestu has quit IRC
[21:57:46] <Xoppa> why would you ever want to do that Blitzcow?
[22:00:02] *** orentet has joined #libgdx
[22:00:57] <orentet> hey guys. i just released my first libgdx game. currently only released on google play: https://play.google.com/store/apps/details?id=com.pigdodger.android
[22:01:21] <orentet> also, source code is here: https://github.com/orentet/PigDodger
[22:02:02] <orentet> looking forward to developing more games using libgdx. i like this library a lot.
[22:04:08] <cris1989> guys, how do I check the number of frames an animation has?
[22:06:28] <Xoppa> cris1989, animation.getKeyFrames().length;
[22:06:29] <Blitzcow> Xoppa: In my SSAO ShaderProgram I do setUniformi("depthTexture", 0); then I draw my scene with spriteBatch.setShader(program), spriteBatch.draw(sceneFBO.getColoredTexture(),..);
[22:06:30] *** Keniyal has quit IRC
[22:06:51] <cris1989> thanks
[22:07:22] <Blitzcow> I meant setUniformi("depthTexture", 2);
[22:08:16] <Xoppa> is that a Shader implementation as used by ModelBatch Blitzcow or where do you call that setUniform?
[22:08:58] <Blitzcow> Xoppa: in a subclass of ShaderProgram which is used to draw the final quad using spriteBatch.
[22:09:27] <cris1989> ok, it says the method getKeyFrames() is undefined for the type animation
[22:09:58] <Xoppa> perhaps show some code Blitzcow
[22:10:00] <Xoppa> cris1989, https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/Animation.java#L173
[22:10:30] <Blitzcow> cris1989: be sure to import the right package: com.badlogic.gdx.graphics.g2d
[22:10:37] <Xoppa> btw Blitzcow, you probably want to keep away from extending ShaderProgram. it has enough responsibilities as it is
[22:11:59] <cris1989> this will sound silly, but I'm using version 0.99
[22:12:04] <cris1989> can't use newer versions
[22:12:09] <cris1989> because of opengl 1.4
[22:12:18] *** darkamikaze has joined #libgdx
[22:12:33] <Xoppa> that does indeed sound silly
[22:14:40] <cris1989> the only thing that appears is getKeyFrame(int)
[22:14:44] *** Oebele has joined #libgdx
[22:14:49] <Blitzcow> Xoppa: http://pastebin.com/xRQvvRKk
[22:15:58] *** ben255 has joined #libgdx
[22:16:26] <Xoppa> cris1989, you pass in the keyframes on construction, so you should know the amount of keyframes, but you really should consider upgrading either way
[22:16:26] *** SpookyMachine has quit IRC
[22:17:22] *** Oebele_ has quit IRC
[22:17:26] *** SpookyMachine has joined #libgdx
[22:18:12] <Xoppa> Blitzcow, looks like it might work, but its just a snippet, it doesnt provide enough information
[22:18:16] *** SpookyMachine has quit IRC
[22:18:44] <cris1989> Like I said, my pc uses opengl 1.4
[22:19:00] <Xoppa> Blitzcow, you are calling glClearColor, but not glClear??
[22:19:09] <Xoppa> cris1989, update your driver
[22:19:19] <cris1989> oh, well, I guess I'll have to put manually the info
[22:19:21] <cris1989> thanks
[22:21:34] <Blitzcow> Xoppa: Yes I'm calling clear buffer and color :)
[22:23:49] <Blitzcow> https://drive.google.com/file/d/0Bwna5gZdsplkYkZadEpjYVdXZ1E/view?usp=sharing https://drive.google.com/file/d/0Bwna5gZdsplkOVlfSUpoNzZEd0k/view?usp=sharing Xoppa The first one is with depthFBO.getColorBufferTexture().bind(X); and the second one is with bind();
[22:24:29] <Blitzcow> Super werid :(
[22:25:22] <Xoppa> Blitzcow, show the code
[22:25:34] *** SOAD2 has joined #libgdx
[22:26:11] <Blitzcow> Xoppa, I posted it earlier: http://pastebin.com/xRQvvRKk :)
[22:26:12] <Xoppa> ow, i think you have to manually make unit 0 active after binding it
[22:26:35] *** lukass has joined #libgdx
[22:26:59] <Xoppa> add: Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0); after the setUniform
[22:27:18] *** SpookyMachine has joined #libgdx
[22:27:31] <Xoppa> spritebatch doesnt do state management
[22:27:49] <cris1989> Xoppa, can I get opengl 2.0 with an intel gma 3100?
[22:28:56] <Xoppa> cris1989, note that libgdx requires opengl ES 2.x, not opengl 2.0
[22:29:13] <cris1989> what's the diference?
[22:29:21] <cris1989> I know ES is for android, right?
[22:29:36] <Xoppa> according to this it should support opengl 2.0 http://www.geeks3d.com/20080827/intel-graphics-media-accelerator-driver-151101537/
[22:29:39] *** cris1989 has quit IRC
[22:29:39] <Blitzcow> Thanks xoppa! Progress :D
[22:29:45] *** abs25 has quit IRC
[22:29:57] <Xoppa> yay!
[22:30:09] *** ctepa has quit IRC
[22:30:11] *** cris1989 has joined #libgdx
[22:30:13] <ASneakyFox> does anyone have a suggested program for editing nine patches? or know of a good plugin for gimp?
[22:30:35] <cris1989> ok, will try to update my drivers
[22:30:41] *** cris1989 has quit IRC
[22:30:46] *** lukass has quit IRC
[22:31:09] <Xoppa> ASneakyFox, http://developer.android.com/tools/help/draw9patch.html
[22:34:54] <ASneakyFox> Xoppa, thats the kind of thing I'm looking for, but i want to be able to edit it while also checking out how it scales
[22:35:23] <Xoppa> ASneakyFox, thats what those three boxes on the right are for ;)
[22:35:51] *** BeautiCode has joined #libgdx
[22:35:52] <BeautiCode> Hello
[22:36:01] <ben255> HELLOOO
[22:36:26] <ASneakyFox> like for instance if it has kind of a gradient in it, and i want to edit the gradient to look better with the scaling, I'll have to go back and forth between gimp and that program
[22:36:41] <BeautiCode> Anyone had this problem before? http://stackoverflow.com/questions/32810611/sprite-not-displaying-unless-android-app-pauses-libgdx#
[22:39:26] <Xoppa> ASneakyFox, yeah then you´ll need a plugin or something
[22:39:34] <Xoppa> BeautiCode, you havent implemented resize
[22:41:26] <BeautiCode> @Xoppa elaborate please?
[22:41:59] <Xoppa> sure: https://github.com/libgdx/libgdx/wiki/Viewports
[22:42:11] *** harha_ has quit IRC
[22:42:11] <Xoppa> viewport.update(width, height, false);
[22:44:46] *** BrotherJebediah has joined #libgdx
[22:44:52] <ASneakyFox> BeautiCode, you have to assume that the android device isnt going to be conveniently the size you want, itll call resize when the app opens up or changes orientation so you can modify your layout to be the dimensions of the screen (ie change the viewport)
[22:44:52] *** cris1989 has joined #libgdx
[22:46:52] <BrotherJebediah> Halp how do I use Android Studio I am in a strange and foreign land
[22:46:59] <BeautiCode> hmm, @Xoppa & @ASneakyFox , it seems to be working now. Thanks...I've been trying to figure out what's been going on for a while, it's amazing to find out it was something so simple that i missed. I'm gonna test this again with another screen size 7 sprite
[22:47:32] <BeautiCode> @BrotherJebediah i'm sort of new to android studio too, but what do you need help with doing on android studio?
[22:47:48] <BrotherJebediah> I imported a gradle, then made it, but how do I run it
[22:48:58] <Xoppa> BrotherJebediah, ./gradlew desktop:run
[22:49:16] <ASneakyFox> BrotherJebediah, assuming its not changed much from intellij, on the top right theres a green play button (the dropdown to the left of the play button lets you choose the type of applicaiton, ie android or deksopt)
[22:49:25] <BeautiCode> ^
[22:49:25] <Xoppa> or https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA#running-your-project
[22:49:26] *** SpookyMachine has quit IRC
[22:49:40] *** cobolfoo has quit IRC
[22:49:41] <BeautiCode> wow it works now
[22:49:49] <BeautiCode> Ty Xoppa and ASneakyFox
[22:49:54] <Xoppa> yw
[22:50:34] <ASneakyFox> BeautiCode, you'll probably also want to look up pause() and resume() and override those, theyre very useful hooks
[22:51:07] *** SpookyMachine has joined #libgdx
[22:51:11] <BrotherJebediah> The play button is grayed out and when I go to the menu Run, it pops up a dialog where I choose from a bunch of options, I tried Application and a couple others but can't get it to go
[22:51:14] <BeautiCode> Alright @AsneakyFox
[22:52:05] <ASneakyFox> BrotherJebediah, no errors in the run box on the bottom?
[22:52:29] <BrotherJebediah> Not that I can see, it just says Compilation completed successfully
[22:53:28] <Xoppa> BrotherJebediah, Alt+F12, type: ./gradlew desktop:run
[22:53:31] <Xoppa> press enter
[22:53:36] <BrotherJebediah> okies
[22:54:42] <BrotherJebediah> It won't let me type anything on the terminal
[22:54:49] <Xoppa> windows 10?
[22:54:53] <BrotherJebediah> Yes
[22:55:33] <Xoppa> Terminal works in Windows 10 if you use legacy console. To do so, open a command prompt window, right click on the title, then select Properties. At the bottom, check "Use legacy console". Confirm the dialog. Go back to the IDE and launch a new Terminal.
[22:55:44] <Xoppa> https://youtrack.jetbrains.com/issue/IDEA-135722
[22:56:03] <Xoppa> or just open the console at the root folder of your project
[22:57:06] <BrotherJebediah> It's doing something :D
[22:57:17] <BrotherJebediah> It worked :D
[22:57:32] <Xoppa> yay!
[22:57:36] <BrotherJebediah> Blessings be upon ye and stuff
[22:58:03] *** cris1989 has quit IRC
[22:58:12] *** Oebele_ has joined #libgdx
[22:58:48] <BeautiCode> @Xoppa & @ASneakyFox I updated the answer to that stackoverflow question and gave you guys credit
[22:59:02] <ASneakyFox> it was mostly xoppa :D
[23:00:18] *** baseball435 has joined #libgdx
[23:00:25] *** Oebele has quit IRC
[23:00:41] *** hextileX has joined #libgdx
[23:00:51] <Xoppa> All hail to noone__
[23:01:09] <BeautiCode> both of you contributed ^_^
[23:01:21] *** c0ke has joined #libgdx
[23:01:37] <Xoppa> ow btw BeautiCode i didnt say to hardcode the device resolution, but to pass in the width and height you get in that method
[23:02:31] <c0ke> Evening everyone, long time no see :)
[23:02:39] <Xoppa> hardcoding the values defeats the whole purpose of viewport...
[23:03:21] <BeautiCode> @Xoppa Well yeah true, I just kept those values in my answer since it related to my situation. But I'll change it
[23:03:53] *** n3o59hf_atlas has joined #libgdx
[23:04:39] *** Darkyen has quit IRC
[23:06:17] <c0ke> Might I be able to pose an Ashley question to someone experienced with it?
[23:07:47] <ASneakyFox> BeautiCode, this is the gyst of what were saying you should do: http://hastebin.com/toqixaluba.java now everytime the screen size change is triggered, itll autoamtically update your viewport, you dont need to do it on every render
[23:09:36] *** SpookyMachine has quit IRC
[23:12:39] <c0ke> I guess I'll just ask :P It's more a of a best practise question really, is it better to add and remove components to entities on the fly so that systems will only pick them up for the duration a certain component is required, or is it better to have the components on the applicable entities permanently then rely on system logic to determine if action should be taken or not. For example, if an NPC has a target, it should act up
[23:13:42] <c0ke> It feels like instantiation / garbage collection vs entity iterations, the latter is easier to work with in general I guess but the former occurred to me so I figured I'd ask.
[23:15:31] *** SpookyMachine has joined #libgdx
[23:20:21] *** davebaol has quit IRC
[23:24:07] *** Anteka has joined #libgdx
[23:28:10] *** Oebele has joined #libgdx
[23:28:27] *** Blitzcow has quit IRC
[23:30:52] *** Oebele_ has quit IRC
[23:32:11] <BrotherJebediah> I also found that you just need to set the Use class path of module to Desktop for the button to work
[23:32:33] <ASneakyFox> c0ke, the better way to go there is probably just whatever way you think is more organized. Unless your game components are loading and unloading textures/models/sounds their memory footprint/process power involved is very minimal with either way you go
[23:39:09] *** Darkyen has joined #libgdx
[23:39:28] <c0ke> Alrighty, just wondered what peoples opinions were :) I'm excited to see the GDX AI library coming to fruition, I'm quitting my job next April and after a month riding around europe on a two wheeled bus with the misses I'm taking a year out living on savings to try and push my project out on Android. Getting stuck back into it now in an effort to be as prepared as possible beforehand, finding the finite state machine stuff quit
[23:40:21] *** One3yed has quit IRC
[23:43:43] *** Darkyen has quit IRC
[23:47:49] <EvilEntity> c0ke, use pooled components
[23:49:10] <c0ke> That's the obvious scalability solution EvilEntity, for now (this is server logic, not client so I've got a lot of resources) I've just got a null check in the system I'm playing with, I'll likely make this more scalable later on
[23:49:51] *** SpookyMachine has quit IRC
[23:51:03] <c0ke> Do we have an easy way to check if users are on tablets yet? I've got desktop vs android checks as I use different scaling and UI depending on the platform but I have no allowance for tablets as such and I feel like they might be a large part of my target market
[23:51:27] <c0ke> Roguelike tablet mmo sounds fun and all
[23:52:57] *** SpookyMachine has joined #libgdx
[23:53:12] *** TEttinger has joined #libgdx
[23:53:20] *** Symatix has quit IRC
[23:53:50] *** intrigus has quit IRC
[23:56:47] <Xoppa> define ¨tablet¨
[23:57:16] <ben255> that which you sit on
[23:58:29] <c0ke> Hmm. I guess… over a certain physical screen size
[23:58:48] <mobidevelop> You can ask the system what size class the screen belongs to but we don't have a libgdx method for that
top

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