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   October 9, 2014  
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[00:59:57] <sinistersnare> its interesting to think that theres a whole bunch of people who i never speak to because i dont really go on the forums.
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[01:16:55] <Dragonphase> i now officially love libGDX
[01:17:03] <Dragonphase> you've made my day
[01:17:34] <sinistersnare> Dragonphase, y
[01:17:41] <sinistersnare> what has happened
[01:18:03] <Dragonphase> let's just say I came from Slick and i discovered the simplicity that is TextureAtlas and AtlasRegion
[01:18:40] <sinistersnare> haha ok
[01:18:49] <sinistersnare> well cool
[01:19:20] <Xoppa> pics or it didnt happen
[01:20:18] <Dragonphase> i'm still learning D:
[01:20:41] <Dragonphase> i have 6 months to write a game for a uni project
[01:21:51] <jeffol> peace, until tomorra!
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[01:22:23] <Lestat> yeah I also love andengine
[01:22:27] <Lestat> *libgdx oops
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[01:30:58] <sinistersnare> Lestat, do people use andengine still?
[01:31:03] <sinistersnare> looks like last update was december
[01:32:35] <Lestat> yeah I use it all the time
[01:33:05] <Xoppa> pics or it didn't happen
[01:33:39] <Lestat> xd you got me
[01:33:42] <Lestat> just a joke
[01:34:47] <sinistersnare> hah! got you
[01:35:25] <Xoppa> pics or it didn't happen
[01:38:50] <deniska> people still use XNA…
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[01:46:59] <Tomski> people still use flash
[01:47:12] * Tomski shudders
[01:48:59] <sinistersnare> people still use Perl
[01:49:04] * sinistersnare shudders
[01:49:15] <sinistersnare> ;)
[01:49:19] <LiquidNitrogen> people still use feet
[01:49:44] * LiquidNitrogen prefers to roll
[01:49:55] <sinistersnare> my girlfriend has this concept of wheelchair day, which is basically me just carting here around all day because shes lazy,
[01:50:02] <sinistersnare> carting her around*
[01:50:08] <Tomski> sinistersnare, watch it
[01:50:15] <sinistersnare> Tomski, ;)
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[01:51:31] <LiquidNitrogen> haha
[01:51:44] <LiquidNitrogen> in a wheelchair?
[01:51:47] <sinistersnare> yep
[01:52:08] <LiquidNitrogen> does she need a wheelchair on the other days?
[01:52:11] <sinistersnare> i thinks its a good idea for when we go to Disney world, because we'd get in the front of every line :D
[01:52:15] <sinistersnare> LiquidNitrogen, nope
[01:52:18] <sinistersnare> shes just lazy
[01:52:30] <LiquidNitrogen> nice
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[01:57:57] <Lestat> lol
[02:07:16] <esvee_> 2 days of intensive coding, total rewrite of my the game FROM SCRATCH. now over 5000 lines of code, netcode and game logic work perfectly. ashley + guice = win
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[02:12:31] <mobidevelop> 5000 lines of code never work perfectly
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[02:14:40] <Lestat> thats the lines of code I have written in the whole 2014...
[02:14:49] <Lestat> probably less xd
[02:18:07] <Dragonphase> how would i go about setting my game to render at 2x scale?
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[02:22:59] <Lestat> if you using a camera (you should), set its zoom to 0.5F
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[02:27:48] <Dragonphase> alright, thanks ;) i was planning to
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[06:31:55] <cackling_ladies> congratulation to myself, I've just learned assertion.
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[08:19:25] <LiquidNitrogen> was i imagining things when i saw a noise class in libgdx?
[08:20:39] <sinistersnare> i can make noise
[08:20:47] <sinistersnare> but you probably cant hear me making it right now
[08:21:02] <LiquidNitrogen> i may be able to..
[08:21:22] <LiquidNitrogen> no that was a truck
[08:24:09] <sinistersnare> damn trucks
[08:24:11] <sinistersnare> messing with noise
[08:24:25] <LiquidNitrogen> i want perlin noise, not road noise
[08:24:36] <sinistersnare> ah well
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[08:24:46] <sinistersnare> not sure that would be something good for the main repo
[08:24:55] <LiquidNitrogen> shit out of luck i guess
[08:25:20] <LiquidNitrogen> yeah.. it looks like theres various ways to do it
[08:25:39] <LiquidNitrogen> rather than one particular standard way
[08:28:05] <LiquidNitrogen> i dont like messing with algorithms, i just like making sprites go on the screen
[08:29:55] <sinistersnare> LiquidNitrogen, im with ya
[08:30:08] <LiquidNitrogen> \m/
[08:30:51] <LiquidNitrogen> unfortunately i want my sprites to go on a large noise-induced alien planet(s) this time
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[08:52:18] <joking_> Does this website really works?
[08:52:58] <joking_> anybody here?
[08:53:10] <LiquidNitrogen> it works
[08:53:39] <joking_> thanks~
[08:53:52] <mk1> ^^
[08:54:05] <mk1> it's not a "website"
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[08:55:53] <joking_> I have a question that, when i use libgdx's AssetManager to load a png image(about 2.6MB) as texture in android, it costs nearly 1200~1500ms, is there any way to make it faster?
[08:56:29] <joking_> ok, not website, a chat room~
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[08:59:19] <joking_> I found that ,read bytes only cost about less than 100ms, but new a Gdx2DPixmap with native code cost more than 600ms
[09:05:33] <mk1> joking_: what are you trying to do?
[09:05:34] <joking_> All above is the time cost in load async step, in load sync step, it also cost about 600ms, when run the native code: Gdx.gl.glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels)
[09:05:47] <joking_> i try to load a png image
[09:06:01] <mk1> yeah, but where are you using it and how often?
[09:06:51] <joking_> enter game, switch scene~
[09:08:24] <mk1> how big is the png?
[09:08:53] <mk1> I mean actual image size
[09:08:58] <joking_> about 2.6MB
[09:09:11] <mk1> width/height
[09:11:28] <joking_> 2048 * 4096,In my game, there are a lot of images like this, so when enter game, cost so long time that many people couldn't bear this
[09:11:56] <evident> morning everybody
[09:12:23] <mk1> 2048*4096 is pretty big for mobile standards. most phones won't even be able to handle them
[09:12:50] <mk1> also you could already start the game while the asset manager is still loading
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[09:13:41] <evident> ohh yeah that's pretty big images... you also need to consider that some devices don't even support such big textures...
[09:14:09] <evident> mk1: but how can he start the game if his textures aren't loaded yet? What should he display? ;)
[09:15:07] <evident> I mean ok he could load a single loading image or so before and then load the stuff while the user sees this loading screeen... you can even show a progress bar with AssetManager
[09:15:10] <joking_> it is a texture atlas...
[09:15:17] <joking_> and i found the problem is not i/o, the main time costing is run native code part
[09:16:07] <joking_> does the native code really need this long time?
[09:16:16] <mk1> joking_: well, yeah, stuff needs to be uploaded to vram. what do you expect?
[09:17:08] <joking_> is there any way to make it faster?
[09:17:21] <evident> why do you need your images that high resolution and that big in size? Especially on mobile, your textures don't need to be pixel perfect and look better with smaller texture atlas images
[09:17:21] <mk1> load less
[09:18:16] <evident> how many of those images are you loading? how long does your whole loading process take? I mean if you provide a good load screen, waiting for 5 seconds doesn't bother people...
[09:18:32] <TEttinger> also you can have multiple pages if they aren't all needed right away
[09:18:34] <joking_> most of the big size image are texture atlas
[09:18:57] <mk1> but do you need all the atlases at once?
[09:19:13] <joking_> about 10 seconds.....so ....
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[09:20:12] <joking_> there is a image really needs high resolution, because it would be zoom out...
[09:21:18] <evident> well if you really need all that big images, you could just try to split up the atlases, load the important stuff at first and later the other...
[09:22:18] <mk1> joking_: could you upload that image please?
[09:22:39] <evident> e.g. load basic images for a load screen (Logo and progress bar)... then load the first textures needed for rendering the game menus etc... this way the user will get to the menu faster... and while the menu is shown and the user clicks the buttons, you would load the stuff needed for the games...
[09:24:12] <joking_> if i split them up to many little image, would this make i/o cost more time?
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[09:26:05] <mk1> you shouldn't worry about io
[09:26:21] <mk1> uploading to video memory takes time
[09:28:50] <joking_> i am a little confused, if a big image would cost more time, what is the benefit of texture atlas
[09:30:01] <mk1> when you render stuff to the screen each texture switch takes time
[09:30:16] <mk1> joking_: pm
[09:31:44] <joking_> i see...
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[09:34:09] <joking_> should the AssetManager's update be in render thread?
[09:35:29] <mk1> yes
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[09:38:01] <joking_> if i put that in another thread, would make something wrong?
[09:38:32] <mk1> try it out
[09:39:44] <joking_> ok~ thank you~
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[10:16:44] <jerome[fr]> Hello
[10:17:39] <mk1> hi
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[10:53:05] <cackling_ladies> there isnt a setPosition for a music object?
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[11:36:42] <cackling_ladies> has concurrently playing the same sound many times any impact on performance?
[11:37:02] <LiquidNitrogen> it just sounds awful
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[11:39:36] <cackling_ladies> then I can match a battery of phalanx or katyusha with no FPS issue? :)
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[11:43:40] <cackling_ladies> LiquidNitrogen, I just checked, a single phalanx fires 75 shots per second :D
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[11:45:26] <LiquidNitrogen> haha
[11:46:06] <mk1> cackling_ladies: sound should be loopable multishot
[11:46:11] <LiquidNitrogen> dunno about fps issues.. but its probably good to drop out most of those sounds and replace them with a single one which more accurately depicts rapid fire
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[11:46:24] <mobaxe> hi guys im creating a road for my car racing game. I draw lines like this http://paste.ubuntu.com/8525974/. But this is not efficient as you see. Any idea how can i improve this ? For example im gonna say to my loop 100 meters it will generate 100 meters road if i put 200 meters etc.
[11:46:32] <cackling_ladies> LiquidNitrogen, then it's not really authentic
[11:46:55] <LiquidNitrogen> mr mobaxe i was up untill 3am playing hill climb racing thanks to you >:|
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[11:47:22] <mobaxe> lol :D
[11:48:14] <cackling_ladies> mobaxe, you probably would want to directly draw with textures if you want to optimize that.
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[11:49:45] <cackling_ladies> are there any ways to check the amount of memory consumed by a sound object?
[11:50:01] <mobaxe> maybe :D i didnt have a look to fitting textures
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[12:33:33] <mobaxe> [twisti] hi bro i would ask to cackling_ladies but he left. Can i ask you something ?
[12:33:57] <[twisti]> sure, but i dont know if ill be able to answer
[12:34:07] <mobaxe> np
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[12:35:43] <mobaxe> you didnt use box2d i remember but if you give me any idea,would be good. I totaly want this http://www.youtube.com/watch?v=UTDCumYnlfM and i found these til now http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Bezier.html and http://www.java-gaming.org/index.php?topic=34351.0
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[12:56:45] <[twisti]> im sorry, i have no idea how to help with something like that
[12:56:56] <[twisti]> and also sorry for the late reply, had a phone call
[13:01:22] <kalle_h> mobaxe: if you look at libgdx forum I have give one code example that does exaclty this
[13:02:24] <mobaxe> nop i havent seen i was looking Diamond-square algorithm
[13:02:25] <kalle_h> mobaxe: Bezier is not the anwer. Usually that kind of hill scenery is just couple different sin waves summed up
[13:03:00] <mobaxe> and something called 1d noise
[13:03:11] <kalle_h> 1d simplex noise is good too
[13:03:23] <mobaxe> im going to have a look at yours now
[13:04:30] <mobaxe> whats your post's title
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[14:23:10] <tommy_the_dragon> What does actor z-index actually do? Because it doesn't seem to control render order.
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[14:23:26] <tommy_the_dragon> I mean I've done some googling but I can't work out what I'd actually use it for
[14:25:22] <tommy_the_dragon> Should I just use groups to control depth?
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[15:47:09] <InspiredNotion> hello
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[16:30:08] <mutilator> http://lifehacker.com/you-get-free-red-bull-or-10-if-you-bought-one-in-the-l-1644046794
[16:30:41] <dajos7> I dont drink that stuff...
[16:31:34] <InspiredNotion> oops someone lost their job
[16:31:50] <dajos7> ^^
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[17:04:59] <Phibedy> haha my mate cleaned the www folder on accident on our server and as we have set it up new we havent any backups :D
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[17:08:19] <mobidevelop> Smooth
[17:08:33] <Phibedy> yay, I removed the backups yesterday from my damn computer
[17:08:59] <dajos7> facepalm...
[17:09:01] <Phibedy> because I was going to upload the current version to bitbucket today -.-
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[17:09:53] <Phibedy> oh man, luckily we are not paid for writting that app. So we have time to write it again
[17:10:05] <mutilator> anyone know of an app that'll help schedule time automatically? i basically have a list of things that take X hours and i want it to schedule them as non-overlapping as possible
[17:10:27] <Phibedy> use android/ios spec. code
[17:10:51] <Phibedy> android has a sheduler for that purpose
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[17:33:48] <kalle_h> Some bugs can be fun https://www.dropbox.com/s/rc0euv6i2u1wsbf/ChestFountain-Screenshot-05.png?dl=0
[17:34:20] <dajos7> :-D
[17:34:21] <kalle_h> Bugged script caused chest spawn chests infinitely.
[17:34:33] <kalle_h> you can even surf with chest wave
[17:34:42] <dajos7> lol
[17:34:47] <dajos7> sounds fun
[17:35:18] <kalle_h> physX seems performant. It handled scenary pretty easily
[17:35:31] <kalle_h> Until chest count was ridiculous high like 5k
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[17:38:33] <Neomex> are there any ui libraries compatible with libgdx?
[17:38:43] <Neomex> other than scene2d
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[17:42:42] <[twisti]> lol kalle_h
[17:42:45] <[twisti]> that looks hilarious
[17:42:53] <[twisti]> should have made a video of that
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[17:46:01] <Dragonphase> I have an issue with rendering a tiledMap. Whenever my camera moves, it causes white lines. rounding the camera position fixes this but removes the smoothness i want
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[17:48:03] <Natsumi> Does anyone know any documentation for how/if it is possible to add GUI elements to window with LibGDX? I don't mean any Scene2d stuff, but the default Windows GUI you can use for example on C programs. I have not so far found anything useful
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[17:49:04] <dajos7> you can use swing and embedd a libgdx component
[17:49:28] <dajos7> ??
[17:50:06] <dajos7> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-lwjgl/src/com/badlogic/gdx/tests/lwjgl/SwingLwjglTest.java
[17:50:07] <dajos7> ??
[17:50:21] <dajos7> is that what you meant?
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[17:53:17] <Natsumi> I'll play around with it a bit
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[18:07:59] <slijt> anyone around?
[18:11:03] <jeffo> hey, wazzup
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[18:12:54] <dajos7> hi
[18:16:37] <jerome[fr]> hey
[18:17:06] <bendem> o/
[18:17:33] <Dragonphase> fancy seeing you here bendem
[18:17:42] <bendem> oh, hey Dragonphase
[18:17:48] <Dragonphase> sup
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[18:18:07] <bendem> trying out ligdx, I ploped in here just in case
[18:19:00] <Dragonphase> sweet, i just started yesterday after migrating from Slick, but i'm running into issues with white lines appearing on my map when altering my camera position
[18:21:27] <dajos7> ForeignGuyMike released some new Tutorial --> https://www.youtube.com/user/ForeignGuyMike/videos
[18:22:07] <Neomex> are there any tutorials on multiplayer game programming that go futher than connecting with server?
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[18:22:33] <ollipekka> probably not libgdx specific
[18:22:42] <Neomex> doesnt have to be
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[18:25:27] <Neomex> meh theres no other way to learning networking than the pain way :(
[18:25:37] <Neomex> @mobidevelop, maybe you know something
[18:25:43] <esvee__> networking IS pain
[18:26:01] <esvee__> read everything here: http://gafferongames.com/networking-for-game-programmers/
[18:26:17] <Neomex> thanks
[18:26:42] <esvee__> what kind of game are you making?
[18:26:51] <Neomex> realtime shooter
[18:26:53] <esvee__> ok
[18:26:54] <esvee__> so
[18:27:03] <Neomex> my biggest issue is the structure
[18:27:07] <esvee__> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
[18:27:21] <esvee__> read it every night before you go to sleep
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[18:27:43] <esvee__> also, http://www.gabrielgambetta.com/fpm1.html
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[18:28:15] <esvee__> i rewrote my netcode using ashley and google guice, works wonders, but i guess it depends heavily on the project
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[18:37:25] <Johnnnnn> Hi everyone; i'm having a problem with .mp3 files in IOS; the music plays wells; sounds are intermittent; they start and then cut off; anyone else have this problem; should I try .caf files?
[18:39:32] <jeffo> john, I'm not having any issues playing complete mp3s that loop on android, ios, and desktop
[18:40:03] <jeffo> ususing gdx.audio.Music class and loading them internally
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[18:41:26] <Johnnnnn> hmmm....i had to switch to ogg files on android to gets good performance; on IOS i went to .mp3; the sound works about 80% of the time but cuts out periodically; i'm loading through AssetManager
[18:42:00] <jeffo> hmm, idk. I haven't used AssetManager
[18:44:04] <Johnnnnn> its a 2d game with a lot of sounds, textures, etc so AssetManager allows me to use a "loading screen", doesn't seem to be an instance problem because the same sound plays and then will subsequently start to play and cuts off
[18:44:05] <jeffo> thats odd that it only works most of the time
[18:45:41] <Johnnnnn> i'm testing in on a ipad mini and i'm getting 60 fps so i thought it might be an mp3 problem
[18:46:31] <Johnnnnn> has anyone used .caf? Google searches show mixed responses
[18:46:42] <jerome[fr]> Hello, i have a little question for so basic stuff i mean, a walk animation with TextureRegion, Animation and split method, isnt another solution more lite for do that ? http://pastebin.com/PGekLz5P
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[18:47:21] <jeffo> John, my ios test device is also ipad mini. it might be your mp3 encoding
[18:48:19] <dermetfan> jerome[fr]: you can use a TextureAtlas
[18:49:02] <Johnnnnn> Hi jeff; i recorded all sound effects into Audacity and exported in .mp3 format; is there specific encoding that causes problems?
[18:50:34] <jerome[fr]> Yes i have used it in another project to pack 5 .png in 1. But for this project i have a .png with 14 textures in 1 files 16*16 (224*16 pixels) and i dont know how generate a .atlas for a .png with multi textures
[18:54:47] <jeffo> John: I'm really not sure. I've used Audacity as well using the LAME encoder.
[18:55:00] <jeffo> John: I'd try loading different audio music files and see if you get the same results
[18:55:47] <jeffo> Also, maybe try not using AssetManager, just load the file with gdx.files.internal as Music class and play it.
[18:55:58] <jeffo> It might help you pinpoint the problem
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[18:56:29] <Johnnnnn> thanx jeffo; i was hoping for an easier solution than trial and error but i guess that part of what we do :) thx for you help.
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[19:01:46] <Buoy172> hello
[19:03:17] <Buoy172> what language does one use with libgdx?
[19:03:22] <jeffo> Java
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[19:13:25] <n3o59hf> Buoy172, basically any JVM language that's compatible with Java
[19:13:34] <Buoy172> ok, thanks
[19:14:03] <n3o59hf> Have used LibGDX with Scala and Kotlin too - and there were no big issues
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[19:47:45] <Dragonphase> My TiledMap shows gaps between each tile when the camera is moving. Rounding the camera position solves the issue but removes my smooth camera transitions. What can I do to solve this?
[19:49:02] <jeffo> only do the rounding on render, keep your camera logic floating point based
[19:50:29] <Dragonphase> How? the only rendering I have for the camera is spriteBatch.setProjectionMatrix(camera.combined);
[19:52:00] <jeffo> you could have a "camera" class that maintains the camera that the projection matrix uses with whole integers, and have the movement handled separately
[19:52:42] <jeffo> movement vector has floating points, rendering vector copies movement vector's points as integers
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[19:59:19] <Dragonphase> I get where you're coming from but I don't really understand how to apply that
[19:59:32] <Dragonphase> I'm using OrthographicCamera
[20:00:15] <Dragonphase> it's in my own Camera class which handles the camera position and sets the SpriteBatch's projection matrix
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[20:07:52] <nooooooone> can anyone explain me, how clash of clans works?
[20:08:00] <nooooooone> why do people play that?
[20:08:26] <nooooooone> it's 0 fun, the more money you spend, the more you will win
[20:08:47] *** phoenixw has joined #libgdx
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[20:09:20] <nooooooone> it's too simple to be a challenge, not paying for it it becomes unplayable because it's so slow and boring and paying for it is also no option because it's insanely expensive
[20:09:45] <n3o59hf> nooooooone, well, it is challenging
[20:09:54] <nooooooone> still, 50 million people play it
[20:10:40] <nooooooone> how is it challenging? you have like 1 city, two hands full of buildings and units, if you spend a lot of money, your city is instantly at 100% everything
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[20:11:02] <Oebele> I am also amazed about those thing
[20:11:03] <Oebele> s
[20:11:27] <Oebele> in general it amazes me how much money people pay in microtransactions for complete bullshit
[20:11:29] <n3o59hf> nooooooone, I have seen a lot of players that pay for things in this game, most don't use payments "correctly"
[20:11:45] <Oebele> 'free' games are generally way more expensive than normal ones
[20:12:08] <nooooooone> yeah, I would spend myself some money on it, but it's just TOO EXPENSIVE
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[20:12:26] <n3o59hf> nooooooone, haven't spent anything and still like to play :)
[20:12:30] <n3o59hf> One thing - local community - it's one of the best ways to make people "guilty" for leaving
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[20:12:51] <n3o59hf> Other - person-person interaction (at least in "clans"
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[20:13:58] <n3o59hf> And third - good marketing - and getting critical mass
[20:14:45] <nooooooone> yeah, marketing... that's probably it
[20:14:56] <nooooooone> I've seend ads for it SO often
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[20:17:26] <loogie> i just ignore anything like that.
[20:17:42] <nooooooone> I did it too, but in the end I just couldn't ignore it
[20:17:47] <loogie> sad, cause free 2 play should not need to be an evil title. but it is.
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[20:18:21] <loogie> just means "phsycologically driven payment program"
[20:18:35] <nooooooone> it really is
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[20:30:00] <LittleMilk> hi Lecherito
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[20:30:12] <Lecherito> LOL
[20:30:18] <Lecherito> hi :D
[20:30:26] <cobolfoo> hi lecherito
[20:30:28] <drpalmetto> anybody successfully using UIActivityViewController on iOS 8?
[20:30:30] <Lecherito> Hey cobol!
[20:30:34] <LittleMilk> >:)
[20:30:41] <Lecherito> is that you tomski xD
[20:30:51] <LittleMilk> How dare you
[20:30:56] <LittleMilk> I am little milk
[20:30:59] <Lecherito> cobolfoo: the skin editor 2 gud
[20:31:15] <Lecherito> Using cow as world size?
[20:31:23] <LittleMilk> Yea, you?
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[20:32:52] <cobolfoo> Lecherito: playing with spriter lately
[20:33:06] <Lecherito> Who me?
[20:33:07] <Lecherito> Spriter?
[20:33:08] <LittleMilk> you should be banned
[20:33:17] <Lecherito> You can do it
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[20:38:08] <cobolfoo> Lecherito, skeleton animation for sprites, it is like a dumbed-down version of Spine
[20:38:57] <Lecherito> xD
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[20:43:47] <workerbee> how can i set my tiledmap fullscreen? how should i calculate it?
[20:44:00] <workerbee> i have a 50x50 map
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[20:46:53] <Dragonphase> I still can't solve this issue with my camera movement causing tilemap gaps... "rendering vectors have movement vector's points as integer" - how do i achieve this. i'm using OrthographicCamera.
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[20:48:14] <Dragonphase> it's driving me crazy... i just want a smooth camera without the tilemap gaps on movement
[20:50:04] <dermetfan> Dragonphase: sounds like texture bleeding http://pastebin.com/AjUbCVSa
[20:50:20] <mobidevelop> workerbee: make your camera 50x50 and use a unit scale
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[20:51:13] <dermetfan> e.g. using new FitViewport(50 * tileWidth, 50 * tileHeight)
[20:51:27] <dermetfan> *FillViewport
[20:51:35] <Dragonphase> dermetfan, this isn't the case when using whole integers when setting the camera's position
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[20:51:53] <Dragonphase> the issue is when i do that, it's no longer smooth,
[20:52:12] <mobidevelop> Of course it isn't
[20:52:14] <dermetfan> Dragonphase: still sounds like texture bleeding. integer camera positions mean integer texture coordinates -> no bleeding
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[21:07:30] <slijt> anyone around?
[21:08:37] <dermetfan> the funny thing is how nobody answers "hi", "someone here" etc because they are waiting for the actual question, leaving the person thinking nobody is here
[21:09:09] <slijt> rofl this is true
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[21:09:43] <slijt> I'll cut to the chase then
[21:10:00] <slijt> has anyone experienced gl contex loss on android?
[21:10:01] <mobidevelop> I'm usually avoiding having to answer questions
[21:10:27] <slijt> we are currently being a bit baffled, when a user that has an xperia z2 tries to run our game
[21:10:29] <dermetfan> you don't seem to answer greetings either
[21:10:31] <slijt> the textures are all messed up
[21:10:49] <Xoppa> slijt remove the static variables
[21:11:07] <slijt> Xoppa, will this solve it?
[21:11:11] <Xoppa> yes
[21:11:23] <slijt> static variables for the asset manager ,or any static variable?
[21:11:38] <slijt> since we have static variables as strings etc
[21:12:02] <slijt> like public static final TEXTURE_1_PATH
[21:12:04] <slijt> for example
[21:12:11] <Xoppa> any static variable that isn't really static
[21:12:26] <Xoppa> euhm final
[21:12:34] <slijt> ah
[21:12:36] <slijt> hmm
[21:13:29] <slijt> so basically, it should be enough if we stop using the asset manager statically?
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[21:13:55] <slijt> right now we are handling loading like "ResourceManager.LoadTexture(......)"
[21:14:13] <slijt> im just not sure how we should load assets then
[21:14:17] <slijt> when we have multiple screens
[21:14:31] <Xoppa> pass your game instance to the screen
[21:14:39] <slijt> because right now our asset manager is a private static asset
[21:14:48] <Xoppa> yeah don't do that
[21:14:58] <slijt> ahh
[21:15:03] <slijt> alright
[21:15:13] <slijt> will definitely give this a shot
[21:15:19] <slijt> thanks a lot for the feedback
[21:15:32] <slijt> it was strange as hell because it works fine on most devices
[21:16:23] <TheUnkn0wn0ne> slijt: It's the beauty of Android fragmentation.
[21:16:42] <slijt> btw by game instance, you actually mean pass the resource manager right?
[21:16:55] <TheUnkn0wn0ne> Although iOS land isn't safe from fragmentation anymore.
[21:16:56] <slijt> aka when creating screen, pass the resource manager to it
[21:17:03] <slijt> ah
[21:17:25] <slijt> good to know this, since we are porting it to ios once it has been finished for android and is running good
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[21:28:42] <slijt> I have another problem as well
[21:29:22] <slijt> for some reason, when we switch screens, the game restarts for the user
[21:29:25] <slijt> on android that is
[21:29:34] <slijt> this doesn't happend for others
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[21:37:02] <slijt> anyone got an idea?
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[21:38:54] <Xoppa> sure, here you go http://orteil.dashnet.org/gamegen
[21:39:09] <Xoppa> ow, sorry
[21:39:33] <slijt> rofl are u teasing me? :p
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[21:40:58] <Xoppa> slijt, without seeing the code it's hard to say anything. you're probably doing something in the screen swithcing code that makes the game restart
[21:41:31] <slijt> yeah, but it's strange since this doesn't happend for others
[21:41:51] <slijt> totaly get it's a difficult question without anything to look at
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[21:42:21] <slijt> just wanted to throw the ball up and see if anyone had seen similar problems before
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[21:49:03] <Jibazan> hi, how should i go about making cutscenes for a 3d game? playing certain animations, having written dialoque, having certain camera angle?
[21:49:33] <Jibazan> ( i know how to do those things separately )
[21:50:35] <slijt> scripting
[21:50:53] <slijt> add event triggers that triggers scripts that are designed to do certain things
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[22:03:53] <Dragonphase> Any way I can stop gaps appearing on my TiledMap when positioning a Camera with floating point values? I'm using this for my Camera - http://pastie.org/private/mjhrdrm3lhybdjrtfaswoq
[22:04:26] <Dragonphase> Where target is a point infront of the player, and velocity is the player's velocity
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[22:08:39] <mobidevelop> Fix your tilesheet
[22:09:46] <Dragonphase> by adding padding?
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[22:13:42] <mobidevelop> And duplication of edge pixels into the padding
[22:14:00] <Dragonphase> 0 experience with padding i'm afraid
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[22:18:56] <jeffo> dragon, have you tried having a vector2 that moves, then setting the camera to the rounded version of that vector2's coordinates?
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[22:22:21] <Dragonphase> jeffo, setting the camera's position?
[22:23:33] <jeffo> yes. The camera is using a position.x and position.y, right? Instead of manipulating those directly with the velocity, manipulate a different vector. Then set the camera's x and y to the rounded version of that vector.
[22:24:07] <Dragonphase> I've tried that, it works but the camera no longer transitions smoothly
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[22:24:27] <kalle_h_> Hello
[22:24:38] <Dragonphase> i.e. it no longer has an "easing" effect
[22:24:38] <jeffo> What's not smooth about it? It should be exactly the same, except pixel precise and not causing bleeding.
[22:24:49] <kalle_h_> Testing new filmgrain https://www.dropbox.com/s/9az7pha85xz9bee/FilmGrainNew.png?dl=0
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[22:25:27] <jeffo> Dragon, it should still ease, if you DON'T round the vector2 that gets manipulated by the speed. Just feed the camera the rounded coordinates of that one.
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[22:33:50] <Dragonphase> nope, nothing seems to work
[22:33:51] <Xoppa> mobidevelop, could you run the tests for gwt? I'm getting an error, on the jsonreader for uiskin, while it did run a few days ago. looking at the commits there are some changes done today by nates on json.
[22:35:09] <mobidevelop> I'm at work at the moment Xoppa
[22:35:27] <mobidevelop> But Nate usually breaks gwt so not surprised
[22:35:45] <Xoppa> ow, ofcourse the time difference :D, perhaps you can check later today
[22:36:14] <mobidevelop> Sure
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[22:36:36] <Xoppa> thanks
[22:36:42] <mobidevelop> Will it not compile?
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[22:36:59] <mobidevelop> Or is it a runtime crash?
[22:37:10] <mobaxe> kalle_h are you there ?
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[22:38:13] <Xoppa> its a runtime exception, let me check what happens if i revert the commit locally
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[22:40:39] <Xoppa> mobidevelop, yep reverting the commit stops the exception from occuring, i'll comment on the commit. i'm afraid that i'm not fluent enough with gwt to actually solve this
[22:41:01] <mobidevelop> That Nate
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[22:43:27] <mobidevelop> Xoppa, probably takes a dump on line 893
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[22:44:41] <Xoppa> ow, you mean that the emulated class is assignable from collection, mobidevelop?
[22:45:16] <Xoppa> isn't
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[22:49:52] <Dragonphase> aight, fixed by adding padding, seems a pain to do that but eh, nothing more I can do I guess
[22:50:02] <Dragonphase> thanks for the help
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[23:41:41] <jeffo> Dragonphase: I'm glad you got it fixed, sorry my feedback didn't work
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[23:43:49] <Dragonphase> it's okay jeffo, i appreciate it :)
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[23:46:55] <isdera> hey. how do I find out what version of Libgdx my project is using? I think its 0.98 but im not sure
[23:47:31] <Xoppa> isdera, com.badlogic.gdx.Version.VERSION
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[23:49:32] <hextileX> I think about to have two libgdx projects together in one libgdx module. They work together, use some same code, but also their own code. Do you think this is wise? Or should I use only one libgdx project for both similar projects?
[23:49:34] <isdera> what do you mean 'go to'.. where?
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[23:54:30] <stefzekiller__> Could someone help me with this alignment problem ? http://i.stack.imgur.com/t3V81.png
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[23:56:03] <stefzekiller__> Is it normal that the text of the label isn't centered on y ?
[23:57:10] <hextileX> are you using scene2d ui skin?
[23:57:52] <stefzekiller__> yes
[23:59:00] <hextileX> maybe your split is incorrect
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   October 9, 2014  
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