[00:00:46]
<c0ke> Yeah I had literally just written it when I pasted it in here hehe, really silly mistake. It also checked for the tile the target was standing on too which is pointless, currently looks like this: http://pastebin.com/uCy7pJsR
[00:01:07] <c0ke> Thanks though well spotted
[00:02:59] <lapinozz> one sec
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[00:04:17] <codi^r> minor remark: the continue statement isn't needed
[00:04:49] <codi^r> but overall I don't think this loop would be a problem at all
[00:05:34] <codi^r> you probably need to check though that the destination isn't blocked
[00:05:40] <rgr> if the world is tiled then why not just divide by tile size?
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[00:06:15] <c0ke> Good point codi^r, thank you :) What do you mean rgr?
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[00:07:37] <codi^r> actually, if the surrounding tiles are free, this loop will always favor the at x,y-1
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[00:08:08] <codi^r> because your distance function can only return 1 or 2
[00:08:42] <c0ke> Just saw that in practice codi^r xD
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[00:08:53] <lapinozz> not the best but already better performance wise
[00:10:21] <c0ke> www.miragerealms.com/stuff/codir.png
[00:10:53] <c0ke> The npc started below the sign, I'm surprised you spotted that without actually seeing it in action. I really, really suck at math :|
[00:11:41] <c0ke> Interesting lapinozz, may I ask why this is faster performance wise?
[00:11:54] <lapinozz> no distance function?
[00:11:55] <c0ke> Is it the Math.abs call?
[00:12:22] <lapinozz> it has less multiplication and square root
[00:13:55] <rgr> c0ke: maybe I dont get what youre doing. Ignore me.
[00:14:00] <c0ke> My brain can't quite work out how you are doing what you are doing there. I think I have reverse autism when it comes to maths
[00:14:22] <codi^r> there is no square root in his original function
[00:14:40] <rgr> I thought you were trying just to map a point in your world to a tile.
[00:15:24] <c0ke> Ah, nah rgr this is actually server side NPC pathfinding stuff, it's not even libgdx ^^;
[00:15:42] <c0ke> Well, it's in an ashley system but that's sort of irrelevant
[00:15:46] <lapinozz> codi^r: what do his distance function look like?
[00:16:21] <codi^r> its just manhattan distance: abs(x1-x)+abs(y1-y)
[00:16:37] <lapinozz> ooohh
[00:16:37] <rgr> ok. just dont see that in the code.
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[00:16:54] <lapinozz> i assumed it was the classical distance function
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[00:17:21] <c0ke> There's a classical distance function? I'm clearly not classically trained xD
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[00:19:31] <codi^r> your function is fine for tile based games, it just favors horizontal/vertical above diagonal
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[00:19:52] <codi^r> but in this case you don't really need it
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[00:20:06] <c0ke> Unfortunately the function you pasted is also somewhat sporadic lapinozz... codi^r, how would you suggest I take off the bottom left bias?
[00:20:34] <lapinozz> sporadic?
[00:20:43] <codi^r> dunno, you could just do a table with offsets for the 8 neighbour tiles
[00:20:45] <lapinozz> c0ke: you need randomness
[00:21:23] <codi^r> just iterate the table and use the first which isn't occupied
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[00:21:39] <c0ke> codi^r I need it to be the one that's closest :P
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[00:21:53] <codi^r> if you want randomness, shuffle the table, or copy the table N times and shuffle those, then select one randomly
[00:21:56] <c0ke> Doesn't make sense for a troll to run around you and attack you from the back
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[00:22:15] <codi^r> there is no "closest"
[00:22:28] <codi^r> all neighbour tiles are just 1 tile away ;)
[00:22:44] <c0ke> Ah but the idea is it finds the one closest to the origin
[00:22:49] <lapinozz> oh
[00:22:52] <lapinozz> that's pathfinding
[00:23:20] <lapinozz> jut target the actual target coord, and make the ogre stop at the tiel just before
[00:23:22] <c0ke> Yeah I have A* pathfinding implemented, but I need to set it's destination to the closest tile around the target xD
[00:24:03] <c0ke> I did do that lapinozz but it is valid to attack diagonally and with that logic if you get surrounded by 4 NPCs other NPCs will not path find into the remaining gaps
[00:24:12] <codi^r> then take the *path* of the target, get the step next to the destination, and use this as target of your follower to calculate his path
[00:24:50] <lapinozz> set NPC ocupied tile as blocked?
[00:25:01] <codi^r> rinse, repeat if this destination is blocked, OR search neighbours of this destination for free tiles
[00:25:18] <c0ke> that's what I'm trying to do codi^r, but I want the nearest neighbour :P
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[00:25:49] <c0ke> Doing that lapinozz still has NPCs unnecessarily lining themselves up with their target when they could just take the minimum path required to get diagonal
[00:25:52] <c0ke> See what I mean?
[00:26:16] <lapinozz> no
[00:26:22] <codi^r> ah ok, I think I get it
[00:26:31] <c0ke> Say the NPC is 5 tiles south and 1 tile to the east
[00:26:40] <c0ke> With the current pathfinding the NPC will take a step left before it walks 5 north
[00:26:44] <c0ke> It could have just walked 5 north
[00:27:12] <c0ke> As that would place it diagonally south east from the target which is valid and is the minimum required distance
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[00:27:21] <lapinozz> that has nothing to do with the code posted?
[00:27:52] <c0ke> It does because the code posted is trying to find the nearest surrounding tile, I will then use that tile as the destination for my pathfinding algorithm
[00:28:13] <c0ke> Am I explaining this all super badly? xD
[00:28:41] <lapinozz> no, i just dont understand why you dont just set the target as the pathfinding target? :p
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[00:29:22] <c0ke> Because characters cannot move diagonally so if north east south and west are taken by other NPCs, no more npcs will slot in to the edges
[00:29:34] <lapinozz> aahh
[00:29:40] <lapinozz> make sens now :)
[00:29:49] <c0ke> Also as the pathfinding is aiming to finish on the target tile, it will take unnecessary steps to line itself up when it could have taken less to just be diagonal
[00:29:52] <c0ke> Phew xD
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[00:30:47] <lapinozz> then your code is ok? :p
[00:31:06] <c0ke> My code unfortunately always chooses the bottom left corner
[00:31:32] <lapinozz> that mean it dosent calculate corectly the distance...
[00:31:37] <c0ke> Yup
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[00:31:54] <c0ke> My crappy Math.ABS idea failed miserably :P
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[00:33:52] <c0ke> Err... or not
[00:33:58] <lapinozz> working?
[00:34:04] <c0ke> Sort of.
[00:34:09] <c0ke> If the NPC is diagonal to start with, yeah
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[00:34:25] <c0ke> If the NPC is in direct line with you, it takes preference to a corner
[00:34:26] <c0ke> Weird
[00:35:08] <lapinozz> abs(target.x-current.x) + abs(target.y-current.y)
[00:35:18] <lapinozz> would that work as distance function? x)
[00:36:22] <c0ke> It sort of does but because the diagonal is always a smaller number depending on which direction you are standing it fails for that reason
[00:36:47] <lapinozz> i shoulndt be
[00:37:12] <isdera> there's an equation for dsitance. Squareroot of (X2 - x1)^2 + (y2 - Y1)^2
[00:37:49] <lapinozz> yeah, but he was searching for a more simple one
[00:37:59] <lapinozz> by simpler read faster
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[00:46:26] <isdera> oh there may even be a Libgdx Math function called getDistance(Vector1, Vector2)
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[00:49:20] <codi^r> waitaminute, what types are position/targetPosition?
[00:49:33] <c0ke> int
[00:49:34] <isdera> just do this.... float distance = myVector1Instance.dst(VectorInstance2);
[00:49:56] <codi^r> ok
[00:50:48] <codi^r> ^2 doesn't work that way
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[00:51:10] <isdera> are you storing the positions in Vector2s?
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[00:51:17] <codi^r> thats the xor operator
[00:51:49] <isdera> float distance = position.dst(TargetDistnace);
[00:51:56] <isdera> err TargetPosition rather
[00:52:34] <codi^r> isdera: it doesn't make sense to use floating point operations at all in his case
[00:53:01] <isdera> why not? just cast it to a double afterwards if you want to use doubles
[00:53:31] <codi^r> not doubles, its all doable with integers
[00:54:07] <isdera> you could, but it wont be accurate.
[00:54:11] <codi^r> on the other hand, I don't see why his first distance function should not work :D
[00:54:31] <codi^r> I bet there's a stupid mistake somewhere
[00:55:09] <codi^r> c0ke: I've misread your first code about two pages ago, had position==targetPosition in mind
[00:56:20] <c0ke> Yeah this is madness, I'm now using (float)Math.sqrt(xDistance * xDistance + yDistance * yDistance); and it still is prefering the corners
[00:56:36] * c0ke rolls into a ball and has a little cry
[00:56:57] <isdera> c0ke are you trying to find the distance between 2 points?
[00:56:58] <codi^r> so what data types are those positions exactly?
[00:57:16] <c0ke> They are ints codi^r
[00:57:46] <codi^r> position isn't an int. position.x might though ;)
[00:57:54] <c0ke> Basically I'm asking 8 tiles for their distance from a given tile isdera to try and figure out which one is closest and it's choosing the wrong fecking one xD
[00:58:10] <c0ke> Oh, position is just an Ashley Component that has two ints in it codi^r
[00:58:22] <codi^r> good
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[00:59:06] <codi^r> then I dont see why (xDistance + yDistance) - your first abs(x1-x)+abs(y1-y) doesn't work
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[01:03:49] <codi^r> btw you can initialize distanceToTile with SOME_REALLY_BIG_VALUE and avoid the compare with 0
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[01:04:07] <TEttinger> ooh ooh ooh!
[01:04:14] <TEttinger> is this a pathfinding question???
[01:04:30] <lapinozz> kinda
[01:04:38] <TEttinger> is it preferring local optimums to global ones???
[01:04:56] <codi^r> here comes the expert! :D
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[01:05:53] <TEttinger> there's a really common pathfinding bug where enemies flee to corners instead of out doors in many many games
[01:06:47] <TEttinger> there are a number of solutions people use, varying in usefulness by genre and map type/size
[01:07:01] <codi^r> its dark in corners, plus they don't know which evil player dude lurks in the next room
[01:07:57] <lapinozz> it's not a bug it's a feature
[01:09:01] <TEttinger> 3d maps with height often have a graph of nodes representing approximate areas, like "this hill connects to this bridge over the lava which connects to this staircase..." (I think this is the most common approach in 3d games that have a budget)
[01:09:08] <c0ke> TEttinger, allow me to try and briefly explain xD
[01:09:15] <TEttinger> 2d games have a lot more options and sometimes better ones!
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[01:10:50] <TEttinger> c0ke, scanning the backlog, it looks like you have a grid-based game (guessing a dungeon :D) where monsters need to approach and flee the player at different times
[01:11:15] <c0ke> My game is a simple 2d grid, my NPCs fight the player by simply standing next to them, this includes diagonally. I have pathfinding implemented and working nicely, however I want my NPCs to take the shortest possible path to simply be standing on a tile next to the player... the obvious solution to this was to just iterate over each tile around the player seeing which one is closest, then set my pathfinding destination to that a
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[01:11:37] <TEttinger> to that a <cut off>
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[01:12:06] <c0ke> The thing is, my little loop that's supposed to find out which tile around the player is closest to the npc is going out of it's way to choose the corners, even if they are further away :<
[01:12:15] <TEttinger> there's totally an easier way. pathfind to the player, stop when you're adjacent
[01:12:32] <c0ke> Sure, but this sees NPCs taking extra steps to line up with the player
[01:12:52] <TEttinger> adjacent even diagonally then
[01:13:02] <c0ke> Consider an NPC a few tiles south and one tile east, he could just walk north until he's diagonal but instead the little bugger decides to step left first :P
[01:13:26] <TEttinger> sounds like you aren't shuffling your directions?
[01:13:52] <c0ke> I'm not sure what you mean
[01:14:15] <TEttinger> does he always step left in that case, regardless of how far south the NPC is?
[01:14:29] <c0ke> Yeah
[01:15:02] <c0ke> My little 'find the closest occupiable tile' thing should be fine, if it worked xD
[01:15:04] <TEttinger> that sounds like you need to randomize the order you choose directions in
[01:15:22] <TEttinger> oh!
[01:15:24] <TEttinger> no i am wrong
[01:15:41] <TEttinger> you have a flaw in your pathfinding code if it isn't choosing the shortest path
[01:15:53] <TEttinger> did you already paste it?
[01:16:02] <c0ke> Well the pathfinding code will have two equal paths won't it
[01:16:05] <c0ke> Step left and go north
[01:16:13] <c0ke> Or step north and step one extra step
[01:16:43] <TEttinger> no
[01:16:46] <c0ke> As it's destination is the actual tile the target is occupying, it's destination is then predisposed to try and line up with it
[01:17:44] <TEttinger> if diagonals are OK to attack from, and it can only move orthogonally, then it should move to a diagonal if it doesn't already have an orthogonal-only path to the player
[01:17:53] <piroko> ok so. When I call draw() on an object, it seems that the y coordinate is relative to the bottom of the screen and when I get a touch event, the y coordinate is relative to the top of the screen
[01:18:10] <TEttinger> ah! I getcha now
[01:18:15] <c0ke> Exactly TEttinger, it's my code that's detecting the nearest one it can move too that sucks
[01:19:15] <TEttinger> ok. I can post some code that does this in a sec I think.
[01:19:19] <c0ke> I've put the output there for you too
[01:19:33] <c0ke> You can see the NPC starts directly south of the player, yet favours the south west corner x.x
[01:22:03] <TEttinger> ah.
[01:22:16] <TEttinger> you aren't doing an absolute value in one place where you should I think
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[01:22:32] <TEttinger> int xDistance = position.x - x;
[01:22:39] <TEttinger> x only increases
[01:22:50] <TEttinger> here, it starts at 48 and goes up to 50
[01:23:29] <TEttinger> same with y
[01:24:15] <TEttinger> 44 - 48 == -4, 44 - 49 == -5, 44 - 50 == -6. that seems right hm.
[01:24:52] <c0ke> I think it's to do with me totalling the x and y together
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[01:26:26] <TEttinger> there's some oddness with using euclidean measurement for distance if you can only move in manhattan distance. float distance = (float)Math.sqrt(xDistance * xDistance + yDistance * yDistance);
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[01:26:44] <TEttinger> that is, euclidean is circle movement, manhattan is + shape
[01:27:51] <c0ke> Yeah this was a last ditched effort at copy and pasting, the original was simply xDistance + yDistance
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[01:31:17] <c0ke> Oh it's because I'm at equal coordinates
[01:31:34] <c0ke> So the distances are calculating the same
[01:32:28] <TEttinger> xDistance + yDistance might not be enough.
[01:32:39] <TEttinger> they can both be negative
[01:32:44] <TEttinger> so you could get weirdness
[01:33:04] <TEttinger> try a Math.abs on them first, there's also a GDX math utility class with it for floats
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[01:34:58] <TEttinger> each individually
[01:36:12] <c0ke> I figured it out
[01:36:14] <c0ke> It's this line
[01:36:26] <c0ke> if (x != targetPosition.x && y != targetPosition.y) {
[01:36:36] <TEttinger> I kept looking at that...
[01:36:48] <c0ke> It skips the none-diagonal tiles xD
[01:36:56] <TEttinger> right
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[01:37:04] <c0ke> It should be if (x == blah && y == blah) continue;
[01:37:25] <c0ke> Blargh! xD
[01:37:29] <TEttinger> you could also do if(!(x == targetPosition.x && y == targetPosition.y)) or whatever
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[01:38:21] <c0ke> That also works
[01:38:25] <OrMisicL> hey i have few questions about box2D with libgdx
[01:38:58] <c0ke> It's now working like a dream, thanks for all your help everyone. That bloody line of code!!!!! xD
[01:39:10] <OrMisicL> first, i want to create a human body, i succeeded in creating body parts (eg: head, torso, arms ...)
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[01:39:27] <OrMisicL> using a single body instances and multiple fixtures
[01:40:07] <OrMisicL> but then i noticed that whenever i apply some force to the main body
[01:40:24] <OrMisicL> the fixtures simply moves as a block
[01:40:47] <OrMisicL> so i searched and i found that i could use joints
[01:41:03] <OrMisicL> but the problem is joints could only be applied to bodies not fixtures
[01:41:28] <OrMisicL> so is there any way to create joints for fixtures, or i need to create a body instance for every body part ?
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[02:46:57] <cristian_> hello guys
[02:47:23] <cristian_> I've got the json file saving
[02:47:35] <cristian_> but when I try the file
[02:48:00] <cristian_> the compiler says it cannot convert between list<class> and the class from the json
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[02:53:50] <cristian_> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.SerializationException: Unable to convert value to required type:
[02:53:55] <cristian_> I got that
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[02:58:47] <wulax> cristian_: Is Character of the Character_Hitboxes class?
[02:59:25] <wulax> Oh, nevermind
[03:00:00] <cristian_> It's a list<character_hitbox> character
[03:00:38] <cristian_> that contains a list<frame> frame that contains a list<hitbox> hitbox
[03:01:04] <wulax> then you might want to use fromJson(List.class, Character_Hitboxes.class, character_string)
[03:01:15] <wulax> or something similar
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[03:02:26] <cristian_> can I use more than one type class in the same function call?
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[03:04:40] <wulax> The first parameter is the list class, the second the list element class
[03:05:07] <cristian_> what if I'm using nested classes that contains list with other nested classes?
[03:06:34] <wulax> That should work automatically afaik. But if you serialize a list of something, you must deserialize it as a list of the same thing
[03:07:20] <wulax> Not sure if that explanation made sense
[03:07:40] <cristian_> ok let me try
[03:09:06] <cristian_> ok a question
[03:09:19] <cristian_> does the types tell the function what types it should expect?
[03:09:30] <wulax> e.g. if you serialize an ArrayList<Character> with toJson, you must deserialize it with fromJson(ArrayList.class, Character.class, string)
[03:10:16] <wulax> Yes, the Json serializer/deserilaizer uses generics, so you must specify the types yourself
[03:10:32] <cristian_> oh, so It doesn't matter how many times I have it nested, right?
[03:10:58] <wulax> Yeah, I have never had a problem with that at least
[03:11:08] <cristian_> element_type is the array, right?
[03:11:39] <wulax> no, type is the list class and element type is what you have inside the list
[03:11:49] <wulax> elementType that is
[03:11:53] <cristian_> oh gotcha
[03:11:54] <cristian_> thanks
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[03:12:03] <wulax> no problem
[03:12:09] <cristian_> brb
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[03:13:29] <cristian_> Type safety: The expression of type ArrayList needs unchecked conversion to conform to List<Character_Hitboxes>
[03:13:34] <cristian_> it's a warning
[03:13:56] <wulax> Try using just List.class maybe
[03:15:16] <cristian_> it gives the same
[03:15:23] <cristian_> I dunno if this matters
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[03:16:29] <cristian_> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.SerializationException: Class cannot be created (missing no-arg constructor): com.me.mygdxgame.Hitbox
[03:16:29] <cristian_> Serialization trace:
[03:16:59] <cristian_> maybe I should make a temporary something that holds it
[03:17:36] <wulax> Try adding a constructor in Hitbox which takes no arguments
[03:18:49] <cristian_> mmm
[03:18:58] <cristian_> this is really something new for me
[03:19:06] <cristian_> trying to save custom formats and shit
[03:19:25] <wulax> I mean, just try adding "public Hitbox(){}" in your Hitbox class
[03:20:17] <cristian_> oh, cool
[03:20:19] <cristian_> now It works
[03:20:24] <wulax> neat
[03:20:26] <cristian_> pretty neat
[03:20:43] <cristian_> now my collision box editor sort of works
[03:20:52] <cristian_> need some details
[03:20:58] <cristian_> but is pretty much complete
[03:20:59] <cristian_> :)
[03:21:32] <wulax> now go sell it and make millions and donate to libgdx :)
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[03:21:41] <cristian_> kek
[03:21:56] <cristian_> will put some thanks to libgdx dev team
[03:24:30] <cristian_> I'm always amazed how easy is to use libgdx
[03:24:42] <cristian_> same or even easier than monogame
[03:24:46] <wulax> yeah, it is quite lovely
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[03:29:54] <cristian_> last question
[03:30:05] <cristian_> what if the json contains several diferent data types?
[03:30:10] <cristian_> like diferent classes?
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[03:32:38] <wulax> I don't think that is possible with the Json class. If you want to do that you should put all the different data types inside a single collector class, then serialize that
[03:33:00] <cristian_> oh
[03:33:17] <cristian_> anyway, here it's a video
[03:33:23] <cristian_> showing that it works
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[03:35:05] <wulax> cool! I don't really understand what is going on though. Does the green square mean a hit was detected?
[03:35:19] <cristian_> it's just the character editor
[03:35:25] <cristian_> green is a placeholder
[03:35:28] <cristian_> needs more types
[03:35:31] <cristian_> like attack frame
[03:35:36] <cristian_> guard frame
[03:35:40] <wulax> alright
[03:35:57] <wulax> did you make the artwork yourself? it looks really good
[03:36:05] <cristian_> it's from a fighting game
[03:36:06] <cristian_> kof
[03:36:11] <cristian_> she's called athena
[03:36:18] <cristian_> I need some placeholders
[03:36:26] <wulax> ok
[03:37:19] <cristian_> I always wanted to make a fighting game
[03:37:26] <cristian_> it's my dream game
[03:38:10] <wulax> I'd imagine it takes a lot of testing and fine tuning to get a good game flow
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[03:38:43] <wulax> Some fighting games I have played felt like they had too rigid movements
[03:38:55] <cristian_> I guess programming wise, a fighter is not more complex than a versus platformer
[03:39:04] <cristian_> which one?
[03:39:25] <wulax> pretty much everyone except the Soul Calibur series :)
[03:39:37] <wulax> But I haven't really played that many
[03:39:45] <cristian_> anime fighters generally allows for easier cancels
[03:39:53] <cristian_> they feel very dynamic
[03:40:21] <wulax> I don't think I have ever tried an anime fighter. I'll have to check one out at some point.
[03:40:43] <cristian_> I downloaded arcana heart and it feel pretty good
[03:40:50] <cristian_> I though it was a meme pedo game
[03:40:53] <cristian_> but is pretty good
[03:49:23] <ex0_o> does anyone know the best place to download free font?
[03:51:15] <cristian_> there's quite a bunch of free pages
[03:51:24] <cristian_> if you still wanna use a free font
[03:51:29] <cristian_> you can google open source fonts
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[03:52:16] <ctepa> ex0_o:) fontsquirrel.com is one of the good places
[03:52:36] <ctepa> But cristian right, just google
[03:54:50] <ex0_o> okay, i'll take a look at it. thanks!
[03:56:08] <ex0_o> there are lots nice font in 1001freefonts but some that I like are only for personal use
[03:56:31] <cristian_> guys now I have a little problem
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[03:56:50] <cristian_> how do I get the current frame from an animation that plays?
[03:56:59] <cristian_> like getting the frame number?
[04:02:04] <wulax> animation.getKeyFrame maybe?
[04:03:51] <wulax> looks like you have to pass in the elapsed time since you started the animation to get the right frame
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[04:12:23] <cristian_> I wanna know what is the current frame to sync the hitboxes to the current frame
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[04:16:03] <cristian_> yeah, but I'm using an atlas
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[04:16:28] <wulax> ok, I have no idea
[04:16:48] <cristian_> will look up the atlas documentation
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[04:21:36] <cristian_> oh, I guess I'll have to keep track of the time passed
[04:21:40] <cristian_> like a counter or something
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[06:14:55] <One3yed> I'm having difficulty launching on my Galaxy S4, with this error: java.lang.NoClassDefFoundError: com.badlogic.gdx.backends.android.surfaceview.GdxEglConfigChooser
[06:15:04] <One3yed> It launches just fine on the Galaxy S6 though
[06:15:32] <One3yed> The S4 is on API 19, the S6 on API 21
[06:15:43] <One3yed> targetSDK is 21
[06:15:53] <One3yed> minSDK is 10
[06:17:28] <One3yed> it looks like the libgdx.so library isn't getting loaded on the s4 for some reason
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[08:28:48] <ListenToMyMusic> ,/users
[08:28:59] <ListenToMyMusic> \users
[08:29:08] <ListenToMyMusic> haha, new irc client
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[09:59:46] <aegamesi> Some change from 1.6.5 to 1.7.0 broke some of my table layouts...
[09:59:57] <aegamesi> I think I've found the problem, but hm
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[10:03:51] <blotunga> o.O
[10:04:13] <blotunga> i use lots of tables in my game and I haven't seen any change in behavior in 1.7.0
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[10:09:35] <aegamesi> It's almost like, it's not in the same row...?
[10:09:38] <aegamesi> erm, column
[10:09:56] <aegamesi> Yet there is still clearly a first row
[10:11:17] <rgr> sure you havent dropped a colspan there?
[10:12:50] <aegamesi> Nope, I switch between 1.6.5 and 1.7.0 and the issue appears and disappears
[10:13:07] <aegamesi> I do a bit of trickery though, which might have been changed...
[10:13:11] <aegamesi> Label label = btn.getLabel(); / btn.removeActor(label);
[10:13:17] <aegamesi> so that I can shove some other stuff into a button
[10:17:56] <rgr> with that small square top right a colspan2 seems to have gone. maybe look where you specify that. maybe...;)
[10:18:23] <rgr> (as in the way youve done it might have an inconsistency with the API)
[10:18:38] <aegamesi> There's no colspan at all
[10:19:49] <aegamesi> Well, hm
[10:19:59] <aegamesi> removing the actor probably doesn't remove the cell from the table
[10:20:07] <aegamesi> which could explain why it's pushing it over to the next column
[10:20:12] <aegamesi> but I can't find where that was changed in the commit log
[10:22:00] <blotunga> but you call .row()
[10:22:14] <aegamesi> Yeah...
[10:22:25] <aegamesi> well, doing a btn.clearTable() instead of just a remove child label worked
[10:22:31] <aegamesi> (kind of, still some padding stuff)
[10:24:02] <blotunga> hmm
[10:24:14] <blotunga> probably that's why i didn't noticed anything like it
[10:24:25] <blotunga> I usually clear my tables when redrawing
[10:24:30] <blotunga> saves me a lot of headache
[10:25:35] <aegamesi> Yeah, that's a good idea
[10:25:41] <aegamesi> this is all code I wrote a little while ago
[10:25:51] <aegamesi> (and have just occasionally been updating the libgdx version on)
[10:26:04] <rgr> clearing things willy nilly "in case" often leads to oops later I find. Just had something similar!
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[14:50:49] <kdarknight> any cool software to automate 2d tile extrude?
[14:51:44] <Bernzel> Is it possible that Table could cause buttons that is applied to it, to have their "click-area" disrupted? Im currently able to click a button from a blank spot where nothing should be, and clicking the button where it actually are does nothing..
[14:52:04] <mk1> no
[14:52:25] <mk1> Bernzel: table only layouts its children i.e. positions and sizes them
[14:52:50] <mk1> if your touch/click position doesn't match the rendering then you prolly change the projection matrix inbetween
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[14:58:49] <Bernzel> mk1 alright. Thanks!
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[15:14:01] <nooone> Bernzel: stage.getViewport().update(width, height, true)
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[15:42:49] <TEttinger> kdarknight: I looked for a decent extrusion program a while ago, didn't find one
[15:43:08] <TEttinger> you might be able to do it in code with libGDX
[15:43:16] <TEttinger> I hear libGDX is a pretty cool lib
[15:43:40] <nooone> uumm, TexturePacker?
[15:44:23] <nooone> I've just recently coded this. split up a picture with tiles in seperate files and then pack them with texturepacker and padding
[15:44:40] <kdarknight> i guess i would have to draw all of it by hand :P
[15:44:46] <kdarknight> nooone, how?
[15:45:06] <nooone> with my bare hands
[15:45:11] <kdarknight> lol
[15:45:12] <kdarknight> i mean
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[15:45:18] <MunkeeBonez> good morning gentlemen
[15:45:21] <kdarknight> how with texture packer
[15:46:05] <MunkeeBonez> heh exercising restraint testing battery drain on my new effect
[15:46:08] <kdarknight> i have an image of tile set of 32x32px
[15:46:30] <MunkeeBonez> hard not to look/stare at it
[15:46:37] <kdarknight> right now, i cut each tile manually and then draw it with brush
[15:47:05] <kdarknight> by automating this shit will really speed up workflow
[15:47:22] <MunkeeBonez> came into the middle of this what are ya trying to do?
[15:47:27] <Tomski> kdarknight, what do you mean by extruding?
[15:47:28] <MunkeeBonez> lay out a tileset image
[15:48:18] <kdarknight> Tomski, i am having issue of flickring when using Tiled maps and rendering them with OrthographicTiledMap renderer
[15:48:20] <TEttinger> kdarknight, yeah, it could be a fake 3d effect on 2d art, or making a 2d face on a 3d extruded model
[15:49:08] <kdarknight> So by duplicating edges as nooone suggested, it was solved
[15:49:11] <nooone> probably photoshop or any other picture processing software can do the same, but anyway...
[15:49:17] <MunkeeBonez> ah padding and gutter
[15:49:23] <kdarknight> nooone, how with photoshop?
[15:49:24] <Tomski> I guess extruding is the wrong word then?
[15:49:25] <MunkeeBonez> I have a script I use in gimp to add that
[15:49:41] <kdarknight> blame nooone for that word :P
[15:49:45] <mk1> edge bleeding
[15:49:48] <MunkeeBonez> I draw it without, and add it after in gimp with a script
[15:50:13] <Tomski> Write a ps script, or use that splitter
[15:50:41] <MunkeeBonez> I suppose a ps script would work too I just wrote mine for gimp
[15:50:48] <Tomski> I think there is a tile processor hanging around that automatically does this stuff
[15:51:17] <kdarknight> PS is so costly, and i have no idea how to even use it properly
[15:51:34] <kdarknight> but i own it :P
[15:51:40] <MunkeeBonez> hah
[15:56:31] <MunkeeBonez> use that
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[16:08:29] <cristian_> hello guys
[16:08:47] <cristian_> do any of you know how easy is to use scene 2d to make GUIs?
[16:09:02] <MunkeeBonez> its as easy as gui's ever are
[16:09:02] <mk1> define easy
[16:09:31] <cristian_> I now wanna have some gui buttons and labels
[16:09:43] <cristian_> but it seems it needs to set up the inputprocessor
[16:09:48] <mk1> yes
[16:09:59] <MunkeeBonez> otherwise the buttons are less clicky
[16:10:02] <mk1> or rather the gui must be set as input processor
[16:10:17] <cristian_> but I also have a myinputprocessor that takes the keyboard
[16:10:18] <mk1> basically: Gdx.input.setInputProcessor(yourStage);
[16:10:27] <mk1> then you need a multiplexer
[16:10:33] <cristian_> so how do I make sure both the keyboard and the gui works?
[16:10:37] <kdarknight> MunkeeBonez, looks cool. Let me see if it works
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[16:10:42] <cristian_> what is a multiplexer?
[16:10:55] <MunkeeBonez> kd: I use it all the time works well
[16:10:59] <mk1> it's an inputprocessor with other input processors as children
[16:11:10] <cristian_> oh
[16:11:12] <mk1> if the first child doesn't "catch" the input it is forwarded to the next child
[16:11:15] <MunkeeBonez> its like the input "overlord"
[16:11:21] <mk1> indeed
[16:11:29] <mk1> class is "InputMultiplexer"
[16:11:30] <cristian_> It's that on the wiki?
[16:12:54] <mk1> not sure
[16:13:11] <mk1> but it's pretty self-explanatory
[16:13:15] <cristian_> oh, cool
[16:13:17] <cristian_> thanks
[16:13:19] <MunkeeBonez> I wonder if mobi is lurking
[16:13:31] <cristian_> I need to now make some gui buttons for my editor
[16:14:15] <MunkeeBonez> sl = it - log2(log2(dot(z,z))) + 4.0; <- wondering if anyone knows of a better way to do this
[16:14:29] <MunkeeBonez> I think its as low cycle as its gonna get more or less
[16:15:39] <cristian_> guys, it seems I need my own guiskin
[16:15:47] <cristian_> are there any tool to make it?
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[16:20:10] <mobidevelop> O.o
[16:20:12] <mobidevelop> o.O
[16:21:59] <wulax> or are you asking what too to use for changing it?
[16:22:08] <cristian_> sure
[16:22:10] <wulax> tool
[16:22:13] <wulax> that is..
[16:22:19] <wulax> paint I guess
[16:22:22] <wulax> or gimp
[16:22:33] <mk1> :-D
[16:22:42] <cristian_> No, I mean one tool to generate the skin
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[16:22:58] <mk1> there is no "tool"
[16:23:04] <MunkeeBonez> I like to use my hands and a text editor.. generally that works well
[16:23:22] <Tomski> There is no absolute skin cristian_
[16:23:24] <mk1> draw your buttons etc in separate files. use the texture packer to make an atlas. then edit the skin.json file to your needs
[16:24:25] <cristian_> ok
[16:24:56] <mk1> what game are you working on?
[16:24:57] <cristian_> I guess I could modify the one wulax link me
[16:25:10] <cristian_> I'm making a fighter
[16:25:21] <cristian_> but I need first a character editor like mugen
[16:25:28] <cristian_> so I'm making that now
[16:25:57] <mk1> fighter = beat 'em up?
[16:26:05] <cristian_> fighting game
[16:26:07] <mk1> street fighter style
[16:26:15] <cristian_> yup
[16:26:19] <cristian_> like street fighter
[16:26:21] <mk1> good luck drawing all the frames
[16:26:41] <cristian_> sure
[16:26:52] <cristian_> but I'm torn between using 3D or 2D
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[16:28:40] <nooone> 4D
[16:28:50] <cristian_> kek
[16:29:08] <cristian_> I will make first a small fighter
[16:29:13] <cristian_> with just one character
[16:29:30] <cristian_> because I have a small idea to test
[16:29:39] <cristian_> then I'll make more complex ones
[16:29:45] <cristian_> until I make my dream game
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[16:31:42] <Sablier> hello
[16:32:33] <Sablier> for some g3db models, libgdx throws a IndexOutOfBoundsExceptions in Model.calculateBoundingBox()...
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[16:35:40] <Sablier> does someone here have this problem before ?
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[16:42:59] <MunkeeBonez> this is likely my imagination but does anyone with android devices notice their battery acts a little wonky for a few charges after an OS update
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[16:48:24] <cristian_> The method Clicked(InputEvent, float, float) of type new ClickListener(){} must override or implement a supertype method
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[17:09:41] <MunkeeBonez> xoppa are you present?
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[17:10:57] <cris1989> hello again
[17:11:02] <cris1989> my internet went down
[17:11:09] <cris1989> did anyone told me anything?
[17:11:22] <jeffol> no
[17:11:45] <cris1989> there is a compiler error
[17:11:50] <cris1989> let me upload a screenshot
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[17:36:44] <cris1989> here it's the error
[17:36:48] <cris1989> acording to SO
[17:37:00] <cris1989> it seems related to the fact it's a child class
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[17:40:38] <EvilEntity> its clicked you dummy
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[17:49:05] <cris1989> oh
[17:49:10] <cris1989> I was following a tutorial
[17:49:16] <cris1989> it seems a typo from it
[17:49:18] <cris1989> thanks
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[17:49:57] <[twisti]> link to the tutorial ?
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[17:57:33] <Xoppa> MunkeeBonez, yes
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[18:03:55] <MunkeeBonez> oh sweet
[18:04:13] <MunkeeBonez> may have made my determination already
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[18:04:40] <MunkeeBonez> but I am smoothing out color steps between iterations of.... something
[18:04:50] <MunkeeBonez> essentially the iteration count determines the color
[18:05:26] <MunkeeBonez> sl = it - log2(log2(dot(z,z))) + 4.0;
[18:06:00] <MunkeeBonez> nothing really faster I can do really is there
[18:07:45] <MunkeeBonez> prolly not... probably hard to tell from one line but thats all thats involved in the smoothing
[18:08:16] <MunkeeBonez> it goes up by 1.0 every iteration
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[18:11:40] <MunkeeBonez> I think I just have to accept that the powerVR in my crap asus tab is crap and I should stop expecting it to be as awesome as my arduino 330 devices
[18:12:23] <Xoppa> use a decent editor and compare it instead of guessing and assuming
[18:12:38] <Xoppa> iirc the powervr editor provides the number of ops realtime
[18:12:44] <Xoppa> as you type
[18:13:04] <MunkeeBonez> hmmm interesting
[18:14:10] <Xoppa> *one
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[18:17:26] <MunkeeBonez> maybe there is a way to get around some of the idosyncacies of that chipset
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[18:17:41] <MunkeeBonez> out of all of them its the one that causes the most issues
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[18:27:32] <cris1989> No enum constant com.badlogic.gdx.graphics.Pixmap.Format.256,128
[18:27:33] <cris1989> at java.lang.Enum.valueOf(Unknown Source)
[18:27:44] <cris1989> when using the skin file from the repos
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[18:28:30] <mobidevelop> 256,128 is decidedly not an enum value
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[18:28:55] <cris1989> what should I do?
[18:29:02] <cris1989> it's from the repos, after all
[18:29:05] <mobidevelop> What skin file?
[18:29:17] <cris1989> the one from the github
[18:29:23] <mobidevelop> Sigh
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[18:32:41] <EvilEntity> :d
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[18:33:11] <pleitsi> have you guys played that? :O
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[20:13:15] <MunkeeBonez> weird general math question I have gone crosseyed
[20:13:35] <MunkeeBonez> i have a situation where I get data (that I can't alter how it comes in) in a range between 1 and 49
[20:13:50] <MunkeeBonez> I need to reverse this data so 1 = 49 and 49 = 1
[20:14:27] <MunkeeBonez> brain is not seeing it atm
[20:14:50] <MunkeeBonez> so like 1 would = 49 2 would = 48 and so on
[20:15:56] <vurpo> 49-x
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[20:16:30] <vurpo> actually, it's 50-x
[20:16:53] <vurpo> if x is 1, then 50-x is 49, if x is 2, then 50-x is 98, and so on
[20:17:07] <vurpo> 48*
[20:17:18] <vurpo> sorry about the typos
[20:18:22] <MunkeeBonez> oh my god I am so dumb
[20:18:23] <MunkeeBonez> LOL
[20:18:45] <MunkeeBonez> hours of brilliance followed by moments of fail
[20:19:07] <vurpo> np
[20:21:22] <MunkeeBonez> thanks apparently I can do hours of trig and be fine
[20:21:31] <MunkeeBonez> then stump out on basic math
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[20:41:14] <realitix> Hi Xoppa! Did you take a look to the shadow system?
[20:44:01] <[twisti]> lol MunkeeBonez
[20:44:17] <[twisti]> i can solve differential equations, but for an aptitude test i had to do long division and was stumped
[20:44:23] <[twisti]> now they think im a high school dropout
[20:45:11] <warmwaffles> hahaha
[20:45:40] <warmwaffles> be like, "that is beneath me. I have a calculator for that. Solve this double integration"
[20:46:03] <[twisti]> what kind of job would even WANT you to do 0.917 / 17.314 on paper
[20:46:09] <Xoppa> Hi realitix. Sorry for the delay. I haven´t forgotten, but have a bit of time issues (the lack of it actually). It is quite some big change, so I really dont want to rush through it though.
[20:46:35] <realitix> Sure I understand !
[20:46:38] <Xoppa> If it would be somehow possible to break it down into smaller pieces then that would be of great help
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[20:47:10] <realitix> Yes I can do that.
[20:48:11] <Xoppa> Perhaps we can also move some of it to the tests realitix, so we can easily test it and users can use it, but it is not part of the core yet.
[20:48:41] <Xoppa> e.g. like i´ve done with HeightField and ModelCache
[20:49:47] <realitix> Ok i will put the whole system in tests. Do you want me to cut it in small parts in that case?
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[20:51:14] <Xoppa> if you can do that realitix that would be great! it is easier for me to review and pull in multiple small changes than one big change.
[20:52:04] <realitix> Ok next week I do all of that! Bye!
[20:52:05] <Xoppa> Judging from your previous contributions, I´m sure that the code and the idea behind it is in line with the general libgdx code.
[20:52:49] <pleitsi> :D
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[21:05:07] <someoneigna> I have used Actor containing a Sprite to reuse Actor instances easily. Works great except for something. Fade actions doesnt work. Setting the sprite colors (alpha) in the draw override makes the sprite dissapear (keeps getting an alpha of 0). Is there a way to make actions in actor to affect the sprite? (getColor()/setColor() are already overriden).
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[22:27:23] <c0ke> Anyone got any idea how to record like 5 seconds of gameplay as a gif?
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[22:29:51] <Tomski> c0ke, sharex with ffmpeg is pretty solid
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[22:33:12] <Lecherito> Also gifcam
[22:34:26] <Tomski> shut ya dirty mouf
[22:34:35] <superradish_wor1> anyone looking for a freelance pixel artist to do sprites or terrain tiles?
[22:34:42] <Lecherito> booo you sharex evangelist
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[22:47:42] <ASneakyFox> how come libgdx saves stuff in .prefs isntead of SavedGames? you think thatd be the smarter place?
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[22:51:47] <mobidevelop> O.o
[22:51:56] <mobidevelop> Say what?
[22:52:00] <pleitsi> what.
[22:52:09] <mobidevelop> Good job
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[22:52:58] <c0ke> I have pleitsi
[22:53:09] <pleitsi> :O
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[22:53:13] <c0ke> I played it loads on IOS
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[22:53:36] <pleitsi> cool
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[22:54:54] <pleitsi> c0ke, did it suck?
[22:55:19] <c0ke> It was fun, first game I ever did microtransactiony things on
[22:55:33] <c0ke> Kept my attention for maybe 10 hours over the course of a few weeks here and there
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[23:36:06] <jivemeat> Hey guys, I have a quick question
[23:36:33] <JBSI> I'm not sure if this is the right place to ask, but I'm at my wits end. In my game I save data like highscores and other stats to a binary data file using ObjectInputStream. I want to, in the background, upload this save file to the cloud whenever the user unlocks something or achieves a new highscore. Any ideas on a service that will let me do this?
[23:36:59] <jivemeat> We are trying to put together a small fighting game project for a course we are taking and have 2 months to do it
[23:37:17] <jivemeat> Is that do-able with libgdx being so minimalistic?
[23:37:19] <jeffol> JBSI: platform?
[23:37:51] <jeffol> jivemeat: absolutely, also, it isn't really minimalistic. you can add as many libraries as you want that do either physics or animation etc
[23:38:16] <JBSI> Android, and IOS
[23:38:41] <jeffol> JBSI: Android you can use Google Play for high scores / achievements, IOS GameCenter
[23:38:56] <jivemeat> When people say it doesn't support 3D, is it still possible to just load 3D models into a 2D universe?
[23:38:59] <jivemeat> If that makes sense
[23:39:12] <jeffol> jivemeat: who says libgdx doesn't support 3d?
[23:39:23] <vurpo> libgdx does 3d stuff just fine
[23:39:23] <JBSI> As far as I understand I can't upload my file using google play.
[23:39:37] <jivemeat> Well thats always the argument against it
[23:39:43] <jivemeat> v.s. like Jmonkey
[23:39:45] <jeffol> JBSI: no, of course not, they have their own standards to uphold. not yours
[23:39:57] <deniska> jivemeat: it was the case in 2012 or so
[23:40:04] <jivemeat> oh
[23:40:11] <jeffol> JBSI: but I mean, what are you trying to accomplish? your players seeing their scores compared to their friends? google play, done.
[23:40:31] <jivemeat> So a simple fighting game within a 2 month timespan is realistic?
[23:40:48] <jivemeat> What are we going to have to do? I have dabbled with game frameworks but most of my team has not.
[23:40:49] <jeffol> a simple ____ game within 2 months timespan is realistic
[23:41:00] <deniska> depends on the resources available
[23:41:11] <JBSI> I have leaderboards using google. I want to be able to back up my users progress and highscores that are saved locally in a file to the cloud preferrably backing up the files to the cloud.
[23:41:13] <jivemeat> It's 4 people including myself.
[23:41:20] <jivemeat> All splitting the work.
[23:41:33] <jivemeat> With no special experience or ability
[23:41:46] <jeffol> JBSI: www.parse.com has extensive backend easy-to-use systems for mobile or any platform
[23:42:03] <vurpo> nowadays in libgdx you can create perspective cameras, set their position and direction in 3D space, draw 3d models and 2D textures using the various batches and whatever
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[23:43:18] <JBSI> And with parse I can directly upload my files? How does user authentication work with parse?
[23:43:46] <jeffol> just like any other login... register username, password, get token, use token for authentication
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[23:44:15] <jeffol> if you can make your file text you can send it the data in a POST
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[23:44:30] <JBSI> What I was trying to ask was how do they authenticate. Google, Facebook, or do my users need to create a parse account?
[23:44:49] <jeffol> your users create a parse account but you can link to the other accounts
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[23:49:40] <Xoppa> yay! after over two year since the ¨new 3d api¨, someone (vurpo) said on irc that it is just fine. My life is complete now :D
[23:50:28] <deniska> :)
[23:50:28] <vurpo> :D
[23:50:37] <jeffol> Xoppa: this was a practical joke we staged.
[23:51:04] <Xoppa> i knew it was too good to be true
[23:51:23] <vurpo> keeping in mind that I've never done 3d game things in anything else than libgdx (except unity, but unity's cheating)
[23:52:21] <vurpo> but my current WIP is a mario kart-like racing thing using Decals for the ground and billboarded sprites, and I've been having a blast making it (at least the graphical parts)
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[23:53:23] <deniska> hm
[23:53:38] <Xoppa> i probably should move that to the core some time
[23:53:38] <deniska> I should try 3d some day
[23:56:51] <vurpo> apparently this is something new?
[23:57:06] <vurpo> but I guess I get it
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[23:58:22] <vurpo> I make my billboarded sprites modelinstances that are quads, and add them to a modelcache