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   September 30, 2015  
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[00:00:28] *** StingRay` has joined #libgdx
[00:00:30] <Whiskee> https://github.com/libgdx/libgdx/wiki/Preferences
[00:00:37] <Whiskee> are the easiest approach
[00:00:56] <cristian_> yeah, but I wanna save it as external .txt
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[00:02:26] <Whiskee> then you can create a FileHandle to gdx.files.external (follow the conventions of the platform you are targeting for the path)
[00:02:33] <Whiskee> and .writeString()
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[00:02:54] <cristian_> http://i.4cdn.org/vg/1443560703720.png
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[00:03:01] <cristian_> this is what I've done
[00:03:15] <cristian_> now I need to save the list of rects
[00:03:59] <exo_0> cristian_: these tutorials might help
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[00:04:48] <Whiskee> you'll need to serialize them, which means turning them into strings and load/save them as such
[00:04:49] <exo_0> https://dermetfan.uservoice.com/knowledgebase/articles/338343-saving-your-game-state-to-a-file-or-the-preference
[00:04:53] <Whiskee> you can use Gson for that
[00:05:11] <Tomski> Use libgdx json
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[00:05:32] <cristian_> I wanna use something simple
[00:05:41] <cristian_> so anyone could edit it
[00:05:50] <cristian_> like a sort of mugen character
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[00:07:31] <Whiskee> is the number of characters or objects fixed or variable?
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[00:08:14] <Whiskee> not the number of characters, my bad, the number of variables
[00:08:22] <cristian_> oh
[00:08:32] <cristian_> the number of variables will be fixed
[00:08:40] <Whiskee> if all fields are well defined, you can let users edit simple .properties files
[00:09:04] <cristian_> yeah, but I wanna some external file
[00:09:12] <cristian_> I will check the filehandle wiki
[00:09:14] <Whiskee> yes, external .properties
[00:09:26] <Whiskee> or .anything
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[00:09:41] <Whiskee> they are defined as simple key = value (new line) key2 = value2 text files
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[00:10:09] <cristian_> you mean the preferences?
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[00:10:34] <cristian_> I'm saving an object that contains a list of rects.
[00:10:38] <cristian_> like some nested lists
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[00:12:17] <Whiskee> it really depends on the complexity you need, but java Properties files are truly the simplest form, look them up
[00:12:36] <cristian_> I just wanna some .txt
[00:12:36] <Whiskee> unless you have multi-layer nested complicated stuff but I don't think that's the case
[00:12:47] <Whiskee> yes, you can have properties files in .txt form
[00:12:52] <Whiskee> the extension doesn't matter
[00:13:04] <cristian_> I will be saving some multidimentional rect stuff
[00:13:20] <cristian_> like a nested list
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[00:14:00] <cristian_> another question
[00:14:14] <cristian_> where does gdx.files.external load from?
[00:14:16] <Whiskee> you want something easily editable by other users, which excludes using json serialization because they WILL fuck up. You want either properties or .xml files
[00:14:40] <Whiskee> gdx.files.external loads from the root of sd card or internal memory for android, and (I think?) C:\users\user on windows
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[00:14:51] <Whiskee> *points to
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[00:15:08] <cristian_> can I load a file using gdx.files.external from the same folder of the jar?
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[00:17:43] <Whiskee> yes, but it's a bad approach because using "./" will create issues if the jar is launched from outside its directory (on some systems)
[00:18:00] <Whiskee> you should ask the user where the file is
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[00:18:05] <cristian_> oh
[00:18:17] <cristian_> does java has a open file menu window?
[00:18:35] <adnnn> The keydown method of my Player and his Bullets seem to be getting called according to the system dot out dot print, but it's still just like they're not being called, ie it looks like nothing but the system out print is working. http://pastebin.ca/3178447
[00:18:43] <Xpe> The new custom UI for my editor is working great =) https://drive.google.com/file/d/0B7siHNeG5zjhUnBtb3cxM3prVlE/view
[00:18:55] <Whiskee> yep, swing had a chooser, don't remember much about UIs though sorry
[00:19:14] <adnnn> http://pastebin.ca/3178446 http://pastebin.ca/3178445
[00:19:41] <adnnn> Thanks in advance.
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[00:31:03] <adnnn> D4rk357 problem ever
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[00:43:40] <solar_fower> i'm having a problem with scene2dui and my main input multiplexer. when I interact (click, touch) with a scene2dui widget/control, this event gets passed to the multiplexer, causing stuff to happen behind the control. I can't seem to find where I can set it in scene2dui so that the event doesn't propagate beyond the control.
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[00:46:18] <adnnn> Normally when you set the return of the input processor to true, the input multiplexer won't pass to another input processor
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[00:47:04] <adnnn> I mean the input processor's methods
[00:54:58] <solar_fower> thanks adnnn. yeah I have that, but it's the other way around. the problem is with the scene2dui control not being able to capture and consume the event i.e. can't set stuff to true so the other processors in the multiplexer don't get the event. lastly, it seems the widgets are 2nd class citizens and receive the event after everything else. I tried changing up the order of adding processors to the multiplexer but it's still
[00:54:58] <solar_fower> behaves the same.
[00:55:09] <solar_fower> thanks anyway. I'll research some more.
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[01:27:58] <cristian_> ok, I got it working
[01:27:59] <cristian_> http://i.4cdn.org/g/1443569249434.png
[01:28:02] <cristian_> I'm so happy
[01:28:04] <cristian_> ;)
[01:28:13] <jeffol> DATA
[01:28:13] <cristian_> now I need to figure out how to parse it
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[01:28:56] <lapinozz> what's that?
[01:29:08] <cristian_> you mean the .txt?
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[02:14:41] <ListenToMyMusic> Cya
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[03:47:07] <waterCreature> hi, i want to thank you all for all the help i received from this channel. Thank you.
[03:48:35] <cobolfoo> Does gdx-video is still supported with last libgdx versions ?
[03:52:13] <mobidevelop> Was it ever supported?
[03:52:40] <cobolfoo> I mean working
[03:55:14] <mobidevelop> Was it ever working?
[03:55:25] <cobolfoo> ok this is this ugly ?
[03:55:59] <mobidevelop> We've never been able to successfully build it on the build server, so I've never know if it has or hasn't worked.
[03:56:05] <cobolfoo> ok
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[04:01:56] <cobolfoo> Could not find com.badlogicgames.gdxvideo:gdx-video:0.0.1.
[04:02:00] <cobolfoo> :)
[04:03:08] <Tomski> Its been built on servers
[04:03:14] <Tomski> Just not the libgdx build server
[04:03:24] <cobolfoo> where I can get it ?
[04:03:34] <Tomski> There are artifacts on the github page for it somewhere
[04:03:50] <cobolfoo> I have done a git clone of the project, I compiled the jar but I guess it's useless without the natives
[04:03:59] <Tomski> What OS are you on?
[04:04:04] <cobolfoo> Linux, ubuntu
[04:04:32] <Tomski> see https://github.com/libgdx/gdx-video/issues/2
[04:04:34] <Tomski> linksat the bottom
[04:04:37] <cobolfoo> tx
[04:05:25] <cobolfoo> Since you are the author of the project, does it work good enough ? (video and audio playback) ?
[04:06:00] <Tomski> Robbie is the author
[04:06:29] <cobolfoo> ok
[04:06:43] <Tomski> I havent tested it on all platforms, only helped with build
[04:07:26] <cobolfoo> Ok, I will try my own experiments with mkv
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[04:13:18] <cobolfoo> I like the missing examples :)
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[04:50:23] <cobolfoo> When I compile my game for Android I have a new set of errors
[04:50:26] <cobolfoo> here my manifest: http://pastebin.com/bD4VfGwv
[04:50:41] <cobolfoo> I have four errors like this one: Error : No resource found that matches the given name (at 'icon' with value '@drawable/icon')!
[04:50:52] <cobolfoo> Using libgdx 1.6.5
[04:50:55] <cobolfoo> Someone have an idea ?
[04:52:34] <mobidevelop> No mention of @drawable/icon there
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[04:53:33] <cobolfoo> ./g/itsatrap/game/android/build/intermediates/manifests/full/debug/AndroidManifest.xml:11: error: Error: No resource found that matches the given name (at 'icon' with value '@drawable/ic_launcher')
[04:53:36] <cobolfoo> this is the proper error :)
[04:53:54] <cobolfoo> missing res folder :)
[04:54:51] <cobolfoo> fixed, I dunno why I removed it from my github rep
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[05:05:43] <cobolfoo> I get this error with gdx-video: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoClassDefFoundError: com/badlogic/gdx/jnigen/JniGenSharedLibraryLoader
[05:09:40] <cobolfoo> Ok I added gdx-jnigen
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[05:19:01] <cobolfoo> OK, gdx-video works. So far only OGV seems to work
[05:19:15] <cobolfoo> This is good enough for me
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[08:05:39] <Trinity> any mods here?
[08:06:06] <Tomski> nop
[08:06:30] <Tomski> Whatsup Trinity ?
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[08:07:05] <Trinity> hi :) anyways, i've mentioned this before but you guys wern't online. For some reason when I launch more than one game/application in libgdx for desktop version I start to get lag
[08:07:15] <Trinity> in all applications. I've tested this on windows and theres no issue
[08:07:36] <Trinity> iirc I also had this issue with another ubuntu desktop. Any ideas whats causing this or what I can do to fix it?
[08:07:47] <Tomski> What do you mean by lag?
[08:08:02] <Trinity> when I drag the window it will react very slowly
[08:08:11] <Trinity> and jitter until it moves to where my cursor is
[08:08:14] <Tomski> What backend?
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[08:08:23] <Trinity> desktop?
[08:08:28] <Tomski> lwjgl?
[08:08:30] <Trinity> yes
[08:08:50] <Tomski> Its probably a lwjgl issue, you can try a blank lwjgl application with no libgdx to confirm
[08:09:19] <Tomski> Or try the jglfw backend
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[08:49:39] <Trinity> Tomski, i'm having some trouble creating a lwjgl program. i've managed to import the dependencies into build.gradle and they seem to be working but I can't seem to find org.lwjgl.opengl.Display; did something change?
[08:49:52] <Trinity> heres how my build file looks
[08:49:53] <Trinity> http://pastebin.com/5G1yPPBT
[08:50:48] <Tomski> 3.0 has changed a lot
[08:50:54] <Tomski> Use 2.9.x
[08:51:12] <Tomski> we use 2.9.2 currently
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[09:03:17] <Trinity> Tomski, there doesn't seem to be an issue with just lwjgl
[09:03:22] <Trinity> ill try more windows
[09:03:30] <Trinity> also, will libgdx ever move to 3.0?
[09:03:33] <Tomski> yup
[09:03:48] <Tomski> pastebin your basic lwjgl app?
[09:04:12] <Trinity> Tomski,
[09:04:13] <Trinity> http://pastebin.com/etzxGN8x
[09:04:33] <Trinity> seems like theres a little bit of lag at 5 but nothing like the lag I get from 2 default libgdx applications
[09:04:49] <Trinity> on second note, not very noticeable at all
[09:04:51] <Tomski> What settings are you running with ?
[09:04:58] <Tomski> With libgdx that is
[09:05:02] <Tomski> target framerate, vsync etc
[09:05:45] <Trinity> my core project has background and foreground fps at 60
[09:06:01] <Trinity> vsync is default, widthxheight is 1140x770
[09:06:07] <Trinity> I added an icon nothing special
[09:06:20] <Trinity> i'll create another default libgdx project though to test
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[09:06:58] <Tomski> unlock the target fps for foreground and background
[09:08:00] <Tomski> And disable vsync
[09:09:16] <Trinity> Tomski, it was vsync
[09:09:34] <Trinity> thanks :0
[09:09:36] <Trinity> :)
[09:12:15] <Trinity> Tomski, is the lag due to GPU not being able to push more frames to the monitor than monitor's cap? or something else?
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[09:13:38] <Tomski> Well the only problem is when you move the windows?
[09:13:47] <Tomski> Do the apps run correctly?
[09:14:04] <Trinity> yea, only when I move the windows
[09:15:09] <Trinity> scene2d actors still move correctly
[09:15:16] <Trinity> no weird delays or lags
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[09:17:40] <Trinity> i think maybe video memory ran out or was stressed due to triple buffering but just a guess
[09:17:49] <Tomski> Probably just something weird with the window manager
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[12:09:34] <kdarknight> Is it a good idea to call GC when loading a new level?
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[12:13:30] <mk1> as long as you remove all old references
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[12:48:41] <kdarknight> So should I load the whole screen again or just clear old stuff and load new one?
[12:48:51] <kdarknight> On same screen
[12:50:25] <mk1> only load what's needed if possible
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[13:02:39] <codi^r> Trinity: at least for development I'd set backgroundFPS to a really low value. I've set it to 5 now. At about 20 we've already got bad performance w/ other apps on a surface pro when the GDX app loses focus
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[14:02:00] <dajos7> guys is there a list of all supported controllers for libgdx and the mapping
[14:08:53] <mk1> never hard map anything
[14:09:01] <mk1> let the user decide how he wants to map his buttons
[14:10:36] <blotunga> of course you need some sort of default mapping, otherwise people will complain about that too
[14:10:47] <blotunga> people have the bad habit of complaining about everything actually
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[14:14:10] <mk1> except if you force them to configure their mapping on the first start ;)
[14:14:38] <mk1> I force display the how to play screen the first time the game is started
[14:18:15] <blotunga> Most users like some sort of default mapping, because they rarely know the game that well to distribute the mapping optimally on the first try. A good default is close to optimal for most people
[14:18:37] <blotunga> of course the you need the ability to remap if needed
[14:20:06] <kerberos> I wonder how well would gamified control mapping work on first go. You're dropped in game, and it tells you "move left", and first thing they try gets mapped. Then "move right" and same. "fire" and it gets mapped and so on. :)
[14:20:42] <mk1> not the best idea as long as you don't know how many actions you have to map
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[14:21:42] <kerberos> I could imagine there could be list of them on side of screen, or some indication how many of those are coming. Of course if there is like 20 30 different combinations, not that optimal
[14:21:57] <kerberos> but for some simple movements + few actions
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[14:29:40] * blotunga has to put Tutorial on top of the to-do list...
[14:29:56] <blotunga> I always find other things to do
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[15:06:52] <piroko> So I have a button class that extends Rectangle that I'm using to represent (you guessed it) a button. I'm using the .contains() method to try to figure out if the button was clicked. However, it seems that the x/y coordinates used to specify the position of the button differ from the coordinates that I use to in batcher.draw()
[15:07:11] <piroko> In that, the area that the rectangle thinks it embodies is not represented in the same way when drawn
[15:07:54] <piroko> So the touch area ends up being scewed
[15:07:56] <piroko> *skewed
[15:09:48] <piroko> I feel like there is an accepted way to handle this situation
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[15:10:40] <mobidevelop> Are you using the raw x,y position of the touch?
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[15:12:08] <mobidevelop> If so, you should unproject the touch coordinates with the camera you use when drawing.
[15:12:37] <piroko> I'm manually scaling the touch coordinate down based on screen resolution
[15:13:00] <piroko> I don't do any fancy camera stuff. Game is really simple
[15:13:15] <mobidevelop> O.o
[15:13:33] <piroko> uh oh
[15:13:33] <piroko> lol
[15:13:59] <codi^r> is there documentation how to run libGDX tests (LwjglTestStarter) with IntelliJ, or from command line? I'm trying to test some native code changes, and I'm tired of eclipse crashing all the time.
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[15:14:53] <mobidevelop> You probably should use a Camera (and/or Viewport).
[15:15:29] <piroko> oh jesus
[15:15:33] <piroko> I know what I did wrong
[15:15:33] <mobidevelop> codi^r: I've only ever used eclipse for libgdx itself
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[15:16:01] <piroko> My scaling factor was just for the x coord, and I now need it for the y coord too :P
[15:16:11] <piroko> But yeah I suppose I should try to learn this camera stuff too
[15:16:32] <codi^r> I've modified and built with IntelliJ, imported as Maven project, but updating native code and testing is a different story
[15:16:58] <piroko> We _have_ a camera. It just gets set to a virtual resolution of 480x800
[15:18:07] <codi^r> foremost I have the impression that the eclipse IDE itself like to crash if the app to test crashes in native code
[15:18:18] <mobidevelop> That's odd
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[15:30:53] <rgr> all things being equal anything drawn to a batch after a something else was drawn there *should* be on top of the one drawn first? Strange thing to be asking I'm sure but I'm running into some pretty strange Z index issues despite logging the order things are drawn.
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[16:02:35] <kdarknight> Are there any benefits of taking tile size on power of 2 in Tiled maps(16,32), or I can take anything like 40,50
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[16:03:31] <mobidevelop> Can be anything
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[16:04:56] <kdarknight> Okay
[16:06:51] <piroko> What up Guest35283!
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[16:08:57] <piroko> Oh :(
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[16:17:52] <Teyn> Hi! I am using ObjectFloatMap, it all works fine, but when I want to loop through all values inside, I do : while (ObjectMap.values().hasNext()) {float tempDist = ObjectMap.values().next(); } and I end up in a infinite while loop. Am I doing something worng?
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[16:19:46] <cobolfoo> Teyn: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/utils/ObjectMap.java#L622
[16:20:25] <cobolfoo> You should do soemthing like: for (Float value : ObjectMap.values()) instead
[16:20:57] <cobolfoo> everytime you call .values() the iterator position get back to 0 :)
[16:21:10] <cristian_> ok guys It works
[16:21:11] <cristian_> http://i.4cdn.org/vg/1443622843719.png
[16:21:16] <cristian_> now It saves to a .txt file
[16:21:25] <cristian_> but a friend told me json would be better
[16:21:33] <cobolfoo> yup
[16:21:54] <cristian_> I know need to learn how to use json in libgdx
[16:22:03] <cobolfoo> https://github.com/libgdx/libgdx/wiki/Reading-&-writing-JSON
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[16:25:59] <Teyn> cobolfoo, oh, thanks!
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[18:36:16] <noone__> quick question: do texturepacker and ninepatch both support http://developer.android.com/tools/help/draw9patch.html completely? I mean both top/left and bottom/right meta-data pixels?
[18:36:37] <noone__> I have only used top/left so far
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[18:44:16] <mobidevelop> noone__: yes, but only one stretch region is supported per side (unlike Android implementation)
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[18:48:18] <noone__> that means the black pixel have to form a single line, right?
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[18:54:33] <noone__> mobidevelop: ?
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[18:55:33] <mobidevelop> noone__: yes
[18:55:41] <noone__> alright, thanks :)
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[20:56:20] <kdarknight> I am having a strange issue with tiled maps. It's a platformer, player moves horizontally and camera follows the same. But when the player moves tiles sometimes flicker. I am using orthogonal tiled map render for map
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[20:56:55] <kdarknight> Filtering is set to Nearest
[20:57:15] <kdarknight> And for map, software is Tiled
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[21:02:25] <TEttinger> kdarknight: is it only the player that flickers, map tiles that flicker, or both?
[21:02:41] <kdarknight> Map tiles
[21:04:49] <kdarknight> Player is rendered separately, that's why no issue. I think problem is on tiled map
[21:05:03] <kdarknight> Am I missing something
[21:05:12] <kdarknight> Btw, tiled set doesn't have padding
[21:05:20] <kdarknight> Image
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[21:06:46] <TEttinger> that could cause tiles to leak into each other, but not flickering I would hope
[21:10:45] <kdarknight> Rest of the game renders fine
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[21:23:07] <kdarknight> Can it be because of camera movement?
[21:23:56] <kdarknight> I am doing camera position set (player get position x,... )
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[21:24:46] <noone__> it's because of rounding errors
[21:25:22] <noone__> the easiest solution is to pack your tiles with padding
[21:25:32] <kdarknight> Rounding of what?
[21:26:09] <kdarknight> I have tried padding all tiles with 2px, then set margin 2 and spacing 2 in Tiled
[21:26:14] <kdarknight> Still the same
[21:27:02] <noone__> that should solve that problem
[21:28:56] <kdarknight> Let me re try
[21:29:00] <kdarknight> Retry
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[21:39:29] <noone__> I'm thinking about buying this and redesigning my UI https://www.gamedevmarket.net/asset/space-game-gui-pack-3335/
[21:39:37] <noone__> do you guys think it looks good?
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[21:41:14] <noone__> currently I've got this https://creativemarket.com/dannehr/163951-Orbit-SciFi-UI-Kit
[21:41:36] <noone__> but it's pretty dark :/
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[21:45:02] <kdarknight> Yup still flickers
[21:45:26] <kdarknight> With 2px transparent padding
[21:45:52] <noone__> not transparent
[21:46:01] <kdarknight> Then
[21:46:02] <noone__> you have to expand the borders of the tiles
[21:46:08] <kdarknight> Oh
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[21:47:41] <noone__> I think the correct term is "extrude" though
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[21:51:38] <noone__> in my logcat I've seen that Hearthstone on android uses unity.... I'm wondering if they also use it for their desktop version
[21:51:44] <superradish_work> noone__ that UI stiuff is cool
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[21:54:00] <noone__> superradish_work: which one is better though? I think the second one looks a bit higher quality, but especially on high resolutions the thin lines look really thin
[21:54:49] <noone__> it's really terrible when you've got two left photoshop hands and gotta use whatever you find :/
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[21:56:12] <noone__> and I've earned my first 0.02€ today with game development!
[21:56:33] <noone__> accidentally forgot to put my advertisement stuff into testing mode :D
[22:00:33] <logmouse> Hello everyone. Is there some libgdx developers? Does the libgdx have any simple bugs to be fixed? I actually a noob-developer, but want some practice.
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[22:01:48] <logmouse> Or
[22:02:13] <EvilEntity> check github
[22:03:16] <noone__> simple bugs are usually fixed pretty quickly by the coredevs
[22:03:39] <Xoppa> what is the obvious problem i am not seeing? http://pastebin.com/42BieTTe
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[22:05:39] <logmouse> I've already checked, but don't actually understand wich one I can fix, so decided to ask here
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[22:06:23] <noone__> Xoppa: that pastebin is kind of broken, isn't it?
[22:06:57] <Xoppa> noone__, it´s the exception i get and the first part of the json file starting from line 22
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[22:07:02] <EvilEntity> it is hard to parse, but redable
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[22:07:41] <EvilEntity> oh you doing the 3d model guy, fun
[22:07:42] <Xoppa> pastebin wouldnt let me copy the entire 620kb g3dj file
[22:07:57] <Xoppa> yeah
[22:08:20] <EvilEntity> maybe some hidden characters or something
[22:08:57] <EvilEntity> id cant be empty maybe? dunno
[22:09:34] <noone__> Xoppa: I'm not sure whether additional whitespaces are a problem, could you make it just 1 space each?
[22:10:23] <codi^r> yeah I wouldn't be surprised if it stumbles because of whitespaces, or some hidden utf char
[22:11:00] <Xoppa> hmmm... that´s the default of fbx-conv, never had an issue with that
[22:11:07] <EvilEntity> maybe one of , is some weird ut thing :d
[22:11:24] <noone__> which Json outputtype are you using?
[22:12:03] <codi^r> or its at the end of the doc, just reports at line 2
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[22:12:13] <Xoppa> it the xoppa outputtype :D
[22:12:41] <Xoppa> let me check whether it still throws when i removed all those vertices
[22:14:01] <noone__> try changing from OutputType.xoppa to OutputType.json
[22:14:02] <EvilEntity> good old binary search :D
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[22:18:54] <Xoppa> o.O
[22:19:35] <Xoppa> stripped it down to this: http://pastebin.com/6PwytVNe still the same error
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[22:21:04] <EvilEntity> some more cutting to do :P
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[22:22:55] <Xoppa> ...
[22:23:00] <Guest62> evening all
[22:23:01] <Xoppa> it even crashes on {}
[22:23:17] <EvilEntity> change enconding
[22:23:56] <EvilEntity> or make a file with {} i guess
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[22:25:20] <Xoppa> yeah probably something with encoding
[22:25:47] <Zammalad> are there any benefits of using one IDE over another specifically for libGDX ie eclipse vs IntelliJ
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[22:27:04] <EvilEntity> yeah, you are not using eclpse
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[22:30:33] <Xoppa> yeah, my editor (notepad) decided that changing the encoding was a good idea
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[23:04:20] <rgr> Lost connection earlier. A probably silly obvious question but i'm having some z order issues. All things being equal any sprite or tiled map rendered to a batch after another one should appear "above" the previously rendered one?
[23:04:47] <rgr> (which was the case with my system before but something's fubarred atm)
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[23:31:09] <c0ke> Evening chaps. I have a maths question, I suck at this sort of thing and I need this particular operation to be lightning fast so it's a bugger. I have my pathfinding and everything working now which is nice, but I want to have entities following other entities intelligently. What I mean by this is, I want to instruct my pathfinding to set the target node to the closest grid co-ordinate directly next to it's target
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[23:34:17] <c0ke> Initially I just removed the last node from the path, but this sees entities taking extra steps to be directly next to each other rather than just sidle up diagonally on my grid. My second thought was to remove the last node, then if the nodes are at least 2 in length, see if the second to last one is a diagonal co-ordinate to the target, if it is then remove the last one again, which will work but the path itself will often be
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[23:37:11] <c0ke> This leads me to think that the smart approach is to find the nearest free tile around my target then use that as the path destination, but I suck at maths and my code that gives me this result seems a bit excessive, I was wondering if anyone had a sort of 'you are being silly do it like this' solution
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[23:51:48] <c0ke> Well, here's my little loop that finds the nearest tile around the given target http://pastebin.com/FqvGRinE
[23:52:22] <c0ke> If anyone can make that operation faster I'd like to see how you do it as I have to fire this ever time an entity uses pathfinding to follow another one :P
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[23:55:43] <rgr> is the whole area tiled?
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[23:56:48] <c0ke> Yeah, my game world is like a giant chess board
[23:57:21] <lapinozz> this code dosnt seem to check for the four surounding tile
[23:59:23] <lapinozz> it only check for (x-1, y-1) (x-1, y) (x, y-1) and (x, y)
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   September 30, 2015  
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