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[00:05:52] <shadowrunner> any of you guys use Intelij? Id like to know how to remove a commit from the git history
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[00:08:25] <mobidevelop> Got and InelliJ have little to do with each other
[00:08:28] <mobidevelop> Git
[00:08:31] <jerome[fr]> shadowrunner, I use AndroidStudio, i mean its the same that Intelij, but im new, but for git, you can open a command windows, go on project folder and enter "git log" for see all commit with SHA key
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[00:09:11] <shadowrunner> mobidevelop, id like to know a way to clear git log from the intelij IDEA
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[00:10:06] <Lestat> Eclipse > Intelij
[00:10:26] <shadowrunner> jerome[fr], id like to do that from the IDE
[00:10:51] <shadowrunner> After the first time I used Intelij I never used Eclipse again :)
[00:11:45] <jerome[fr]> Okey, Im new on AndroidStudio and I use git command directly, but if you dont find in VCS -> Git, I dont know if its possible
[00:11:48] <mobidevelop> View > Tool Windows > Log
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[00:13:14] <shadowrunner> mobidevelop, I wanna know how to clear a specific revision (or commit) I made
[00:13:57] <dermetfan> shadowrunner: git revert <commit>
[00:13:58] <mobidevelop> , beats me, I don't use source control integration in any ide
[00:15:47] <shadowrunner> hey dermetfan thanks, but I wanna do that from Intelij IDEA
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[00:16:37] <dermetfan> sorry, no idea (no pun intended)
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[00:24:30] <mobidevelop> Source control doesn't belong in the IDE
[00:24:36] <shadowrunner> yeah
[00:25:26] <shadowrunner> I think I will just use it normally trought the command line
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[00:30:36] <esvee> heya
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[00:31:30] <esvee> i'm having trouble coming up with a good design solution for my UI (using scene2d.ui)
[00:32:09] <esvee> anything i came up with seems too tightly coupled
[00:32:32] <esvee> any good examples floating around maybe? :|
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[00:47:54] <Lestat> Eclipse 4.4.1 is giving me problems, gonna try a fresh install and if it doesnt work, Im gonna... yeah... I will ...
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[00:48:01] <Lestat> use intelij
[00:48:05] <Lestat> D:
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[00:52:51] * dermetfan prays eclipse won't work
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[00:55:10] <Lestat> I dont even remember why I didnt like intelij xd
[00:55:16] <Lestat> it has all eclipse has right?
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[00:57:38] <dermetfan> at least I didn't miss anything yet
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[01:19:23] <nick-is-me> err game demo video
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[01:19:42] <nick-is-me> should be release the 3rd week of nov
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[01:34:15] <Lestat> nice
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[01:43:03] <nick-is-me> its getting there
[01:43:16] <nick-is-me> i stil have to find the best place for hidden pornography
[01:43:38] <Lestat> under the bed
[01:43:46] <Lestat> they never look there
[01:43:51] <nick-is-me> no, i'm talking about in the game
[01:44:12] <nick-is-me> wait, thats a good idea
[01:44:15] <Lestat> oh, sorry I dont have experience hiding pornografy in games
[01:44:31] <nick-is-me> yea thats how i heard people make the big money
[01:45:49] <Lestat> nah
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[01:45:54] <Lestat> 1.- you clone a game
[01:45:59] <Lestat> 2.-you add in app purchases
[01:46:02] <Lestat> 3.- profit
[01:46:15] <Lestat> teachings from my sensei king
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[01:47:29] <nick-is-me> nice
[01:47:32] <nick-is-me> i'll take it
[01:47:46] <nick-is-me> we will not have in-app purchases for the first release
[01:48:07] <Lestat> then you will make the little money
[01:48:23] <nick-is-me> i dont plan on making money until 2015
[01:48:32] <nick-is-me> i wont to build up the user base
[01:48:36] <nick-is-me> * want
[01:49:15] <Lestat> nice
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[01:50:10] <nick-is-me> if you didnt notice is basically follows the clash of clans aka tower defence type game
[01:50:25] <nick-is-me> they seem to be making the most money right now
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[01:56:55] <Lestat> even tough I see that name like 5 times a day, never played that game xd
[01:57:16] <nick-is-me> Lestat: you not missing anything
[01:57:26] <nick-is-me> unless you are 10 -13
[01:57:41] <Lestat> lol
[01:57:57] <Lestat> still I should play it tp learn what they do right
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[02:24:15] <Lestat> Eclipse running fine now, so I guess im still in this boat
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[03:23:28] <dannybit> #join ruby
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[03:33:42] <nick-is-me> dead room tonight
[03:34:18] <cackling_grandma> I see dead people
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[03:51:34] <nick-is-me> i see cackling ladies
[03:51:38] <nick-is-me> in my sleep
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[04:03:28] <TEttinger> Name a certain country. Change one letter in its name to a new letter and rearrange the result to name another country's capital. Then change one letter in that and rearrange the result to name another country. What geographical names are these?
[04:04:11] <nick-is-me> ninjas?
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[04:25:22] <gnome-of-lawn> How can I make it so my buttons register touches when a finger is moved over them in android?
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[04:41:46] <warmwaffles> is the nightly builds fucked?
[04:42:08] <warmwaffles> Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Unable to read file for extraction: lwjgl64.dll
[04:42:58] <gnome-of-lawn> How can I make it so my buttons register touches when a finger is moved over them in android?
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[04:55:59] <mobidevelop> Only for you warmwaffles
[04:56:13] <warmwaffles> yea, just bumped to 1.4.2
[04:56:19] <warmwaffles> fixed the issue
[04:56:51] <gnome-of-lawn> (gnome-of-lawn) How can I make it so my buttons register touches when a finger is moved over them in android?
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[05:01:50] <gnome-of-lawn> How can I make it so my buttons register touches when a drag event is moved over them?
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[05:02:37] <Nesskick> Hi
[05:02:56] <Nesskick> any advice to add ads to my libgdx game?
[05:03:31] <warmwaffles> ya dont
[05:03:44] <gnome-of-lawn> NO ADS!!!
[05:08:00] <Nesskick> :C
[05:09:07] <gnome-of-lawn> Dont add ads, they are very annoying to block.
[05:09:19] <gnome-of-lawn> :P
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[05:09:52] <gnome-of-lawn> How can I make it so my buttons register touches when a drag event is moved over them?
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[05:19:17] <Lestat> Nesskick, the dark side calls you
[05:22:42] <Nesskick> thanks, airpush better than admob
[05:22:43] <Nesskick> ?
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[05:24:13] <jjkhrazze> hi guys :D dumb question here :D
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[05:24:58] <jjkhrazze> is there a way I can put a banner ad in only one screen of my game, instead of in all of them?
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[05:31:12] <dauntless26> How do I check if an internal file exists? File.exists isn't working.
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[05:40:06] <Lestat> jjkhrazze, how do you implement your banner ads
[05:41:03] <dermetfan> dauntless26: you mean FileHandle#exists()?
[05:41:16] <jjkhrazze> Lestat: the way there is in the wiki
[05:41:37] <Lestat> Gdx.files.internal("path/file").exists();
[05:41:51] <Lestat> beat me dermetfan
[05:41:55] <Lestat> beated*
[05:42:08] <mobidevelop> ymmv on desktop
[05:42:38] <dauntless26> Thanks
[05:43:16] <Lestat> if you're doing it like my tutorial (Airpush), then just do ar.showAds(false); in the screens you dont want to show bvanner ads
[05:43:33] <jjkhrazze> can you link to you tutorial
[05:44:07] <jjkhrazze> thanks ma
[05:44:07] <Lestat> lol I just linked it 4 minutes before you joined the chat
[05:44:09] <jjkhrazze> man*
[05:47:11] <jjkhrazze> so there's no way of doing it with admob/whatever it is called now?
[05:48:00] <Lestat> I havent used admob, but it must be possible
[05:48:16] <Lestat> well I did, but now it changed and I dont use it anymore
[05:48:31] <jjkhrazze> maybe i'll use airpush, how do I know if a device supports it?
[05:48:42] <jjkhrazze> I really want it to be available in a lot of devices
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[05:50:07] <Lestat> well, checking the admob tutorial in the wiki, its the same... just do myRequestHandler.showAds(false);
[05:50:25] <jjkhrazze> k, will do that then :D
[05:50:45] <Lestat> I'm guessing you use Game + Screens. So you are sending your game to your screens, then do game.myRequestHandler.showAds(true);
[05:50:55] <Lestat> false*
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[05:57:49] <dauntless26> Lol didn't know what extension to give my game files so I chose .wtf lol
[06:00:01] <Lestat> thats licensed, prepare to be sued
[06:00:18] <dauntless26> Really?
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[06:00:59] <TEttinger> no
[06:01:01] <dauntless26> Ha seems blizzard owns it
[06:01:08] <Lestat> xd
[06:01:20] <TEttinger> there are multiples of most formats
[06:01:38] <TEttinger> if it isn't trademarked like gif you're fine
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[06:01:58] <dauntless26> Ok. What do you guys suggest naming game files?
[06:02:09] <TEttinger> .save ?
[06:02:24] <TEttinger> is this just json or xml saved data?
[06:02:54] <dauntless26> Neither. My own concoction
[06:02:58] <Lestat> the dot first, so its ninja
[06:03:00] <Lestat> .ninja
[06:03:28] <dauntless26> Its procedurally generated map data
[06:03:53] <TEttinger> .mapgen
[06:04:15] <TEttinger> use something that at least makes sense
[06:04:20] <dauntless26> Seems so obvious. Lol
[06:04:37] <dauntless26> Too easy for a savvy player to mess with
[06:05:00] <TEttinger> if it isn't json or xml, it may be harder. is it a binary or text format?
[06:05:19] <dauntless26> Text
[06:05:28] <ollipekka> so when Vector.Zero & similar are going to leave the api?
[06:05:34] <TEttinger> using kryo to save binary data would be very challenging to mess with
[06:05:49] <dauntless26> Ah ok. I'll look into that thanks
[06:06:04] <TEttinger> kryo is a serialization lib that's quite fast
[06:07:18] <dauntless26> It looks pretty cool
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[06:10:01] <Lestat> I think the more obvious and easy you're to hack, the least people want to hack you, so you're safe
[06:10:23] <Lestat> "tocheatjusteditme.wtf"
[06:11:09] <dauntless26> Lol
[06:12:55] <dauntless26> Oh cool
[06:14:59] <Lestat> it seems kryo 3.0.0 is not in maven centrakl yet
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[06:20:01] <TEttinger> kryo seems easier than protostuff since you don't need to write .proto schemas for the data
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[06:43:52] <ollipekka> i want to use protostuff over websocket at some point
[06:55:59] <Lestat> I will give it a try to kryo
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[07:26:33] <dheeraj> hi all.. we are using libgdx 0.9.8.. we are getting the following crash on IOS while creating a framebuffer
[07:26:48] <dheeraj> if (!defaultFramebufferHandleInitialized) {
[07:26:49] <dheeraj> defaultFramebufferHandleInitialized = true;
[07:26:49] <dheeraj> if (Gdx.app.getType() == ApplicationType.iOS) {
[07:26:50] <dheeraj> IntBuffer intbuf = ByteBuffer.allocateDirect(16 * Integer.SIZE / 8).order(ByteOrder.nativeOrder()).asIntBuffer();
[07:26:52] <dheeraj> gl.glGetIntegerv(GL20.GL_FRAMEBUFFER_BINDING, intbuf);
[07:26:54] <dheeraj> defaultFramebufferHandle = intbuf.get();
[07:26:56] <dheeraj> }
[07:26:58] <dheeraj> else {
[07:27:00] <dheeraj> defaultFramebufferHandle = 0;
[07:27:02] <dheeraj> }
[07:27:04] <dheeraj> }
[07:27:10] <dheeraj> buffer underflow exception at intbuf.get()
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[07:36:02] <TEttinger> ...why are you using 0.9.8?
[07:36:15] <TEttinger> we're up to 1.4.1
[07:39:07] <dheeraj> we have actually customised a lot of the code from 0.9.8.. so the company doesn't want to upgrade now
[07:39:24] <dheeraj> and sorry for the code paste.. I wasnt aware
[07:40:15] <Lestat> I dont think you will get support for a very old version of the library o.o
[07:40:27] <Lestat> what did you customize?
[07:41:21] <TEttinger> I very rarely see that kind of direct OpenGL stuff in libgdx these days
[07:41:36] <dheeraj> the thing is we customised so as to suit all our games.. so that new games dont have to redo stuff
[07:41:52] <TEttinger> I know people do it, but since 1.0.0, shaders are guaranteed supported
[07:42:11] <cobolfoo> robovm also got better :)
[07:42:18] <Tomski> robovm wasn't around in 0.9.8
[07:42:36] <Tomski> Not in libgdx land
[07:43:00] <TEttinger> so you're using the xamarin backend, dheeraj?
[07:43:11] <dheeraj> yes
[07:45:50] <TEttinger> good luck, I gotta get some sleep
[07:46:00] <dheeraj> :D okay
[07:47:52] <Lestat> maybe thats not the best path for your comapny. Eventually you will have to upgrade
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[07:50:12] <cobolfoo> dheeraj: You are using libgdx Frambuffer.build() function ?
[07:51:16] <dheeraj> yes
[07:51:39] <cobolfoo> I am not familiar with xamarin, but does it support GL 2.0 stuff ?
[07:51:52] <dheeraj> yes it does
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[08:38:01] <dauntless26> Well, I've come to the realization that I'm a heck of a programmer but I can't come up with games worth a damn.
[08:41:57] <Lestat> join the club
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[08:43:41] <dauntless26> And I don't even enjoy the process of coming up with game ideas. I just want someone to tell me, hey go program this feature, and then I get paid.
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[08:48:08] <Lestat> I dont enjoy the process of firing up my ide, but once its fired, im very productive xd
[08:48:27] <noooooooone> I use vi to code
[08:48:40] <noooooooone> it's far more productive
[08:48:46] <dauntless26> Lol I leave mine running all the time
[08:51:26] <dauntless26> I just need to find someone who has the ideas and either lacks programming skills or needs help in that department.
[08:51:39] <dauntless26> Then we'll be rolling in the millions!
[08:52:43] <mk1> well, getting paid is kind of a problem here. I could very well tell you what you could program for me
[08:55:39] <dauntless26> Depends on the project. If there's potential ill do it.
[08:56:37] <mk1> well, it's not a money printing machine
[08:57:08] <dauntless26> Damn there go my dreams and hopes
[08:57:49] <mk1> basically 4x strategy in space
[08:59:49] <dauntless26> Looks pretty
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[09:02:50] <dauntless26> What's it about?
[09:03:41] <mk1> well, basically colonizing planets, building a working economy and battle other factions
[09:05:06] <dauntless26> And that's the main game screen?
[09:07:16] <mk1> uhm no
[09:07:22] <mk1> ah sry, yes
[09:07:38] <dauntless26> Lol
[09:07:54] <dauntless26> It looks really good
[09:08:20] <mk1> that's a little older
[09:08:36] <dauntless26> My internet is shit. Slower than dial up
[09:08:42] <cobolfoo> like the placeholder art
[09:08:45] <dauntless26> Can't view videos
[09:08:48] <mk1> ok
[09:09:02] <mk1> placeholder art? c&c buildings?
[09:09:16] <cobolfoo> yeah
[09:09:53] <cobolfoo> the blue buttons, I saw them somewhere else?
[09:11:31] <mk1> well, if you did, they're original art by me
[09:11:45] <mk1> although they should be replaced when I can pay an actual artist
[09:12:38] <mk1> the whole ui needs a design overhaul. I'm more the graphics programmer, doing shaders and stuff. and well, gameplay of course
[09:14:49] <Lestat> the concept is good
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[09:16:11] <mk1> thx
[09:17:39] <dauntless26> Yeah how can I help?
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[09:18:58] <mk1> brb
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[09:26:50] <mk1> alright
[09:26:55] <mk1> dauntless26: pm
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[09:31:37] <Delmadan> is it possible to modify individual vertices of a sprite or texture?
[09:32:44] <cackling_grandma> anyone got "2 years of experience in swift"? There's a job ad for it in my area.
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[09:45:23] <ollipekka> Delmadan: sprite doesn't really have vertices until its drawn onto a batch
[09:45:43] <ollipekka> Delmadan: if you want to modify vertices, fork spritebatch
[09:46:11] <Delmadan> ollipekka, ah ok, cheers
[09:52:22] <mk1> maybe propose to make the vertex buffer public. you can then access the last four vertices and modify them
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[09:53:50] <ollipekka> mk1: i'd still fork it. Manipulating the vertices directly is going to cause more trouble than good since you need to know the inner workings of SpriteBatch
[09:54:14] <ollipekka> with forking it, you are being explicit that you are taking care of everything else as well.
[09:54:45] <mk1> yeah, you're probably right
[09:56:06] <Delmadan> so it's no easy task, in other words :P
[09:56:20] <Delmadan> would it be easier if it was just a texture?
[09:56:31] <mk1> it's easy
[09:56:57] <mk1> the question is: do you want to modify the actual coordinates or just render another part of the texture
[09:58:59] <ollipekka> Delmadan: how exactly do you want to modify the vertices
[10:02:09] <Delmadan> just want to change the coordinates to add juiciness
[10:02:23] <Delmadan> if that makes sense?
[10:03:21] <mk1> nope, makes no sense. what's juiciness?
[10:04:22] <ollipekka> i'd make JuicySpriteBatch with funciton setJuiciness(float juiceAmount) and then use juiceAmount to adjust each vertex on sprite.draw(batch) call.
[10:04:49] <mk1> whatever. what's the effect you want to achieve?
[10:21:53] <Tomski> Delmadan, yes
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[10:26:14] <LiquidNitrogen> any experts on making noise based textures?
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[10:27:42] <LiquidNitrogen> im making a basic marble-like texture, but im having trouble working out how to set parameters for it, such that i can scale the general size of the features
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[10:28:36] <LiquidNitrogen> all i can do is make the texture more turbulent, or repeat more often
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[10:31:25] <bobabongi> i'm no expert at all but i'm curious
[10:31:34] <bobabongi> what noise function are you using ?
[10:31:58] <bobabongi> and could you post a render of your actual texture ?
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[10:46:34] <bobabongi> where do the lines come from in the first place ?
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[10:51:45] <Deejay_> Guten morgen alle
[10:51:55] <Deejay_> I'm seeing a bit of lag when playing Sounds in an HTML5 version of a LibGDX game. Is this normal/expected?
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[11:00:17] <sinistersnare> actually scratch that i need to sleep. 5am...
[11:00:22] <sinistersnare> I WILL ANNOY YOU ALL TOMORROW.
[11:04:32] <ramn> sinistersnare: you think rust is promising
[11:04:39] <ramn> for game development?
[11:05:21] <cackling_grandma> sinistersnare, wait, you didnt even get into college. How did you end up giving talks?
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[11:08:50] <sinistersnare> ramn, totally
[11:09:04] <sinistersnare> cackling_grandma, who said i didnt get into college? I just think its not my best use of time
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[11:09:10] <sinistersnare> I could be changing the world!
[11:09:42] <sinistersnare> Rust has some reallly good ideas for game dev stuff
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[11:15:17] <cackling_grandma> if it's not as easy as gamemaker and as robust as C, I see no difference.
[11:15:40] <sinistersnare> cackling_grandma, then why are you using java :) and why is it not as robust as C (ok it isnt, but why not?)
[11:15:50] <sinistersnare> and libgdx is neither
[11:16:07] <sinistersnare> and actually i had to use gamemaker once and i thought it was hell
[11:16:09] <cackling_grandma> no difference... to libgdx :)
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[11:16:34] <cackling_grandma> porting to libgdx was already hell
[11:16:43] <sinistersnare> from GM? lawl
[11:16:48] <cackling_grandma> I'm not going to chase after theological advantage. Give me my paycheck now.
[11:16:51] <cackling_grandma> no, from pure java.
[11:16:55] <sinistersnare> oh god
[11:16:59] <sinistersnare> i know someone who did that
[11:17:07] <sinistersnare> they arent my friend anymore... (jk)
[11:17:10] <sinistersnare> weird kid
[11:17:50] <cackling_grandma> I think I just coined a new term.
[11:18:04] <cackling_grandma> totally meant theorical there, but I think it fit :)
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[11:18:33] <cackling_grandma> theoretical, even
[11:18:44] <sinistersnare> theorical sounds scary
[11:18:54] <sinistersnare> I HAVE A THEORICAL ADVANTAGE
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[11:19:13] <cackling_grandma> no no no, theological advantage
[11:19:22] <sinistersnare> ah pulling the religious card
[11:19:27] <sinistersnare> :P
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[11:20:48] <Opetion> x)
[11:21:11] <sinistersnare> ok actuallly time to sleep. goodbye, i will argue about my theorical superiority tomorrow.
[11:21:23] <sinistersnare> ...today? no because it will be past midnight probably
[11:21:24] <sinistersnare> bye
[11:21:32] * sinistersnare peaces out
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[12:01:47] <HunterD> hi! :)
[12:02:18] <HunterD> is 2048 x 2048 too big size for a texture atlas? what is a good size that is supported by most devices?
[12:05:38] <[twisti]> 2kx2k is great
[12:06:03] <[twisti]> last time i checked it was supported by almost anything still out there
[12:07:17] <Tomski> 10k
[12:07:50] <HunterD> thank you. I will use 2kx2k
[12:08:57] <[twisti]> i think support even for 4kx4k has a sharp drop
[12:09:33] <[twisti]> likely because there are almost no devices out there whose native resolution doesnt fit into 2kx2k
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[12:13:02] <[twisti]> nm, looks like that isnt the case anymore
[12:13:27] <[twisti]> turn off all but android smartphones, and search for MAX_TEXTURE_SIZE
[12:13:41] <[twisti]> 98.3% support 4kx4k
[12:14:38] <cackling_grandma> according to that stats, there's a chromebook for every 16 PCs
[12:15:01] <cackling_grandma> that cant be true, right?
[12:15:28] <[twisti]> i have no idea
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[12:16:24] <Tomski> Of the data they sample from
[12:18:16] <cackling_grandma> being from a backwater country, I've never ever seen a chromebook
[12:18:36] <Tomski> I wonder if chromecast counts
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[12:34:53] <tommy_the_dragon> Hi all
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[12:36:56] <tommy_the_dragon> I have a sprite in my game that's behaving funny. There are some animations, with different size texture regions. I am changing the texture region in the sprite using setRegion, then setting the size using sprite.setSize(region.getRegionWidth(), region.getRegionHeight())
[12:38:20] <tommy_the_dragon> It looks like every cycle of an animation the sprite is stretching widthways
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[12:39:51] <tommy_the_dragon> oh, maybe I found it
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[12:40:40] <[twisti]> rubber duck debugging++
[12:41:34] <tommy_the_dragon> lol yeah
[12:43:15] <n3o59hf_atlas> Hello! What's the best way to use FreeTypeFontGenerator on Android with Scene2d skin? My usual problem is that after context loss everything seems to work ok except fonts (black rectangles are shown instead of characters)
[12:44:15] <dajos7> Rob is debugging the rubber duck, the rubber duck is debugged by Rob and now repeat! FAST!
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[13:10:23] <evident> hi everybody
[13:11:47] <n3o59hf_atlas> hello, evident
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[13:18:51] <HunterD> when having as restriction to use only POT textures does this mean the texture must have both sides equal and power of two size or the texture can be a rectangle with POT sides?
[13:19:56] <ollipekka> the texture file must be power of two, but can contain transparent pixels
[13:20:37] <HunterD> texture must be square or can be also rectanble?
[13:20:51] <Green_Snake> it doesnt have to be POT, but its much more efficient to have it so
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[13:21:02] <HunterD> rectangle*
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[13:21:45] <ollipekka> Green_Snake: some esp. older devices had that requirement
[13:21:56] <ollipekka> HunterD: i thought it could be 512x128
[13:21:59] <Green_Snake> ah, ok, did not know
[13:22:06] <ollipekka> just not 511x127
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[13:22:19] <HunterD> I see
[13:22:20] <HunterD> thank you
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[13:33:05] <duff> hello guys, Im trying to update a project of mine that I used to develop at ADT+eclipe on windows. Now I use android-studio on ubuntu
[13:33:16] <duff> anyone know what files I need to change to make the import ?
[13:34:34] <Tomski> How are you trying to import?
[13:34:41] <Tomski> Is it a project managed by Gradle?
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[13:37:00] <duff> yes
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[13:39:59] <Tomski> Then you can just File > Import > your project's root build.gradle file
[13:40:39] <duff> Yes but there some files that cant be read because they have different paths
[13:40:50] <duff> But I donno what files are those
[13:41:18] <Tomski> What are the errors?
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[13:46:59] <duff> just a sec tomski
[13:47:03] <duff> im getting them for you
[13:50:47] <duff> Tomski, its version error
[13:50:47] <duff> Error:(8, 18) You must use a newer version of the Android Gradle plugin. The minimum supported version is 0.12.0 and the recommended version is 0.12.2
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[13:52:10] <Tomski> You'll need to update your build.gradle file so that is compatible with the version of android studio you are running
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[13:54:53] <duff> Tomski, ok thanks, Im trying to
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[14:17:23] <json222> what would cause " btnAttack.addListener(new ClickListener() {" to get fired 5 times on one click?
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[14:18:06] <mk1> adding the same listener multiple times
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[14:23:04] <n3o59hf_atlas> Maybe somebody have some pointers on how to make Scene2d labels draw fonts with outline?
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[14:26:51] <[twisti]> by having a font with an outline
[14:28:15] <n3o59hf_atlas> Then next question would be how to make font with outline using FreeTypeFontGenerator :)
[14:28:40] <Tomski> There is a PR for it
[14:28:48] <Tomski> Might be worth checking that out
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[14:29:05] <[twisti]> in the meantime you might also be able to find fonts that come with an outline as part of the font
[14:34:09] <n3o59hf_atlas> Can outlined fonts contain more than one color for use in LibGDX?
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[14:34:51] <n3o59hf_atlas> Sorry for strange questions - haven't done much with fonts
[14:36:48] <n3o59hf_atlas> it seems that OpenType specification don't allow this - so I think that outlined fonts will not work as expected...
[14:39:27] <n3o59hf_atlas> I saw PR but it seems to change native code so no easy way to try it out
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[14:44:01] <evident> hi guys... can anybody tell me if it's possible to use box2d light without using all other parts of box2d (the physics simulation, moving the objects with forces, or settings linear acceleration etc)?
[14:44:38] <evident> I mean basically have the objects defined as bodies with a shape, but moving them manually, and in each step update their position and rotation, and use this state to calculate the lights?
[14:46:19] <evident> brb
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[14:53:02] <[twisti]> evident: i seem to have heard before that thats possible
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[15:34:56] <evident> [twisti]: ok thx I'll just give it a try I guess... ;)
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[15:59:48] <mobaxe> Does a box2d body (edgeshape ) use too much system memory ? Do i need to deactivate them or destroy them ?
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[16:24:55] <evident> hi guys... can i change it somehow so that an ExtendViewport will not center when it extends the viewport? but that it fits the viewport in a corner and then extends to keep the aspect ratio?
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[16:27:16] <evident> basically, I want (0,0) to always stay in the bottom left corner... but when extending, it is being centered
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[16:28:18] <mk1> write your own viewport
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[16:30:58] <evident> mk1: yeah that's one way... but just found a solution... sceneStage.getViewport().setWorldSize(SCENE_WIDTH, SCENE_WIDTH * (float)height/(float)width);
[16:31:20] <evident> just calculated the new world size necessary to keep the aspect ratio, this way it works fine :)
[16:31:45] <jeffo> \o/
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[16:42:44] <slijt> yo, anyone here experienced with the assetmanager?
[16:42:53] <slijt> when removing entities, should I use clear or unload?
[16:42:58] <slijt> i don't get the difference
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[16:45:04] <mobidevelop> Clear unloads everything, unload only unloads one thing.
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[16:46:13] <slijt> ah, I have a working theory that if you clear the entire cache and in the next line of code load new assets, could it result in the application crashing?
[16:46:46] <slijt> thinking that it clears at the same time that it loads new stuff (if asset manager is asynchrone?)
[16:47:12] <slijt> we have a weird bug on a galaxy s3 where if you switch scenes enough many times it eventually closes the app
[16:48:00] <slijt> during switch we clear all resources then load new ones?
[16:48:20] <slijt> is this bad or not?
[16:48:34] <slijt> or has anyone else experienced similar
[16:51:35] <mobidevelop> I don't see why it would be problematic
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[16:52:15] <slijt> alright
[16:52:31] <slijt> we can't figure out what is happening at all..
[16:52:42] <slijt> it doesn't give a crash report
[16:52:48] <slijt> only shuts the game down
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[16:53:27] <mobidevelop> That's usually an out of memory situation
[16:54:18] <slijt> thats what I figured too
[16:54:55] <slijt> but since we clear the cache every time we switch screens, it don't make sense
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[16:58:54] <slijt> do you think it might restart because we are clearing resources on destroy of the other screen?
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[17:47:33] <jerome[fr]> hi
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[17:50:01] <evident> hi
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[18:15:35] <ravenlord> i have a couple of TextButtons with the same listener, can I easily disable touchdown on the children so that I can do something like if(event.getTarget.equals(button1))
[18:17:00] <ravenlord> because now getTarget() returns the Label for example
[18:18:47] <ravenlord> I know that i can get the children and iterate through them, but I was wondering if there was an "accepted" way to do this
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[18:20:27] <ravenlord> it would be nice to have setTouchable's Touchable have an ActorOnly too
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[18:25:37] <kalle_h> hello
[18:26:50] <kalle_h> Testinfg
[18:26:53] <kalle_h> *
[18:27:04] <bendem> that looks neat
[18:27:19] <kalle_h> *Testing with more stable alpha test shadows where penumbra area is exturuded
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[18:28:08] <kalle_h> so there is hard test. if alpha > 0.5 then cast shadows. But soft part is if alpha >0 but < 0.5 then output stipled pattern
[18:29:11] <agobit> looks nice
[18:29:33] <kalle_h> But which one looks better?
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[18:34:32] <ollipekka> kalle_h: i like the high contrast one
[18:34:42] <ollipekka> soft penumbra
[18:35:00] <ollipekka> how come the contrast jumps so drastically
[18:35:02] <ravenlord> yupp soft penumbra here too
[18:36:03] <ollipekka> it'd be hard to say if i'd notice the difference if hte other had such drastic contrast increase
[18:37:12] <kalle_h> ollipekka: ravenlord: soft penumbra just makes grass blades shadow more thicker
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[18:38:06] <ravenlord> kalle_h: yes, but it creates the illusion of detail
[18:38:59] <kalle_h> yeah, basically normal soft shadows destroy the fine detail of grass blades but with this technique I can increase the shadowness of those objects
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[18:44:54] <Ashiren> ohai
[18:45:16] <slijt> does anyone where use zipalign?
[18:47:09] <agobit> I like the second one more. it has more saturation
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[18:50:27] <slijt> anyone know how to calculate memory used in my game on android?
[18:53:16] <kalle_h> Only jvm + gpu dirver will know
[18:53:23] <kalle_h> *driver
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[18:53:41] <kalle_h> +some native side allocations
[18:54:08] <pawegio> ActivityManager
[18:54:18] <pawegio> getMemoryInfo()
[18:55:35] <pawegio> and you need to follow "Interfacing with platform specific code"
[18:55:40] <slijt> isn't that really not recomended?
[18:56:27] <pawegio> not recommended is using Runtime class as I remember
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[19:07:32] <slijt> our game crashes on android for users on galaxy s3, we get no crash report, it's like the application runs out of memory
[19:07:40] <slijt> even though we clear the assets, any thoughts?
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[19:34:53] <Deejay_> slijt Have you got an S3 you can connect to a debugger?
[19:35:10] <slijt> unfortionately no
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[19:40:33] <Deejay_> Anyone here got in-depth experience with the GWT Gradle plugin?
[19:41:10] <Deejay_> Like, for instance, how to stop it creating symbol maps? I don't want that stuff for a production build!
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[19:43:44] <Deejay_> I was kinda hoping to be able to upload direct from Gradle to S3 for the compiled GWT resources, and not bother with any .war nonsense except for debugging
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[19:46:20] <mobidevelop> gradlew html:dist should be a production build Deejay_
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[19:47:01] <Deejay_> @mobidevelop Haha, that message arrived about 10 milliseconds after I'd done a hard reset on the branch I was experimenting on :)
[19:47:45] <dajos77> someone knoe how to let a drawn line glow? (effect)
[19:48:02] <Deejay_> @mobidevelop Trying to work out which is the easier route - having a HTML project that knows about .wars when it doesn't need to except for running locally, or separating out the war stuff into a separate subproject and fighting the status quo
[19:48:10] <dajos77> unsharpen effect?
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[19:49:18] <mobidevelop> Deejay_: the html backend never depends on .war files
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[19:52:41] <Deejay_> @mobidevelop Ah, I might have been misled by the WEB-INF directories that kept popping up, but then I wasn't doing "dist"
[19:53:16] <mobidevelop> Ah, you can safely ignore that directory
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[19:54:08] <Deejay_> I am new to Gradle - I have left the North Korea of Maven, and am left a nervous wreck by the chaotic freedom of Gradle
[19:54:19] <mobidevelop> Lol
[19:54:21] <Deejay_> I liked being told exactly how things should work!
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[19:55:03] <Deejay_> So, just did gradle dist in the html project, and still end up with a WEB-INF directory full of symbol maps
[19:56:33] <Deejay_> I was hoping to massage the build process to only build things I need
[19:57:40] <mobidevelop> Like I said, just ignore the folder :)
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[20:00:33] <Deejay_> @mobidevelop Yeah, I can hack together the S3 upload bit to only upload the contents of /build/gwt/out/html
[20:01:49] <Deejay_> Any idea how logo.png and soundmanager*.js get in there?
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[20:02:03] <jeffo> OMIGOSH IOS IAP CODE FIXED YAY
[20:02:16] <Deejay_> I'm guessing it's pulling stuff in from somewhere else, but can't see where
[20:04:03] <mobidevelop> Deejay_: all you have to do is modify the dist task to not copy WEB-INF
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[20:05:36] <Deejay_> mobidevelop Thanks, I see that bit now. Any ideas about logo.png and the sound manager shizzle?
[20:06:00] <mobidevelop> Comes from the webapp directory I think
[20:06:02] <Deejay_> If it's going to merge together the *actual* GWT compilation output and some other stuff, it'd be handy if I could make it *my* markup
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[20:06:41] <Deejay_> mobidevelop I'm not so sure - there's .swfs in build/gwt/out/html that aren't in webapp
[20:07:43]
<ravenlord> hmm, I bumped into a small problem and I have no idea how to fix it: http://pastebin.com/0qSw87aQ this function when called in the clicklistener, it works ok, however when called just after creating the buttons and I want to mark the first as selected, then it will enlarge the button
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[20:08:04] <Deejay_> mobidevelop Thanks for your help so far by the way - I'd gotten to understand the Maven setup and got it all working nicely, and am now bamboozled by the new world order :)
[20:08:52] <mobidevelop> Deejay_: that stuff comes from the backend resourced
[20:09:01] <ravenlord> any ideas why?
[20:09:04] <mobidevelop> Resources
[20:09:07] <Deejay_> mobidevelop Ah, so there's nothing I can do about that then?
[20:09:15] <Deejay_> mobidevelop Other than ignore it/filter it out :)
[20:09:28] <Deejay_> ravenlord Just a hunch - is it something to do with layout invalidation?
[20:09:55] <ravenlord> Deejay_: invalidation how? it's just created
[20:10:05] <mobidevelop> You'd have to ignore it, why would you delete the swfs?
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[20:10:35] <mobidevelop> Or any of the soubdmanager stuff that gets in there?
[20:10:47] <Deejay_> ravenlord If you call it just after creating the buttons but before the stage/table has been drawn and had its size validated, the buttons won't know how big their parents are
[20:11:20] <Deejay_> mobidevelop I'm confused - do we need the soundmanager*.js files that are in web app *and* the ones output by the GWT compile?
[20:11:29] <Deejay_> mobidevelop Seems like there's some duplication
[20:11:42] <mobidevelop> Yes you do
[20:11:49] <Deejay_> mobidevelop Aaaaaaaah
[20:11:57] <ravenlord> Deejay_: ok, that makes sense
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[20:12:24] <Deejay_> mobidevelop Cheers for your help, I need to wander off for a bit
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[20:17:23] <dermetfan> Is it me or did the button behavior change? Since some time before 1.4.1 buttons grow on click
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[20:24:57] <davebaol> dermetfan: IIRC the only changed their color to red while pressed
[20:25:06] <davebaol> is it different now?
[20:25:22] <davebaol> they*
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[20:31:07] <mobidevelop> dermetfan: there were changes
[20:31:41] <dermetfan> redownloaded the test skin and its like expected. Maybe there were changes in the skin file as well and my old file caused that, could investigate if I wasn't too lazy
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[20:37:23] <ravenlord> so if I want to set my marking before drawing the layout, the layout won't be valid so it'll be wrong, if i set it in render() after stage.draw() then there is a noticeable flicker
[20:37:30] <ravenlord> any ideas how to fix this?
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[20:48:55] <munumnu> is it possible to get DisplayModes for all available displays? Gdx.graphics.getDesktopDisplayMode() only returns one
[20:54:15] <evident> for rendering 2D polygons, is there a good way to use a ShapeRenderer() in my Actor's draw() methods? How would I best do this? Or is there a better way with better performance, that allows me to render colored rectangles, circles, triangles, polygons etc?
[20:55:21] <evident> and what's the best way for perfomance when using a ShapeRenderer? Where would I start it, where end it?
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[20:56:33] <ravenlord> hmm, it seems i can call stage.draw
[20:56:43] <ravenlord> to fix this
[20:57:06] <kojjootti2> evident: pass the ShapeRenderer instance in actor initializion?
[20:57:29] <tom992> hi , how i make touchpad with no circle shape but with rect , any suggestions , ty :)
[20:57:43] <evident> kojjootti2: and then in the Screen's render method I would begin the renderer, then call stage.draw() and then end() the shaperenderer?
[20:57:54] <evident> so I don't have to begin and end it all the time...
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[20:58:24] <kojjootti2> i guess you have to end batch.draw before using ShapeRenderer
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[20:59:06] <kojjootti2> i think there were short text in the wiki about this. wait a minute.
[20:59:22] <evident> so within actor's draw() I always have to end the spritebatch first, then start the shaperenderer, draw, end shaperenderer and start batch again?
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[21:00:52] <evident> hmm ok... but this way the performance would suffer, right?
[21:01:10] <evident> since the batch and shaperenderer are always started and ended?
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[21:02:36] <kojjootti2> evident: well... to me it seems premature optimization
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[21:04:03] <evident> hmm
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[21:05:02] <RealZogger> hi, is there a gdx-pay jar pre-built or do I need to build it myself from the nightly?
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[21:05:42] <RealZogger> or wherever
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[21:06:13] <evident> RealZogger: I think you just need to add the dependency information in your gradle settings
[21:06:36] <RealZogger> hmm, I tried adding: compile "com.badlogicgames.gdx:gdx-pay:$gdxVersion" to core
[21:06:48] <RealZogger> > Could not find com.badlogicgames.gdx:gdx-pay:1.4.1.
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[21:07:33] <RealZogger> maybethat's not the right package name
[21:07:38] <dermetfan> latest gdx-pay is 1.3.2-SNAPSHOT
[21:08:01] <RealZogger> thanks
[21:08:12] <evident> right
[21:08:45] <RealZogger> that did it
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[21:11:15] <evident> wait, shouldn't setDebugAll(false) on a Stage prevent the drawDebug() methods in the actors to be called?
[21:11:50] <dermetfan> did you call setDebugAll(..) after building the stage hierarchy?
[21:12:06] <evident> right after instantiating the scene
[21:12:41] <dermetfan> i mean that it will only affect actors that are on the stage when it is called, not those added afterwards
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[21:14:21] <evident> hmm that doesn't work either... I tried calling it after creating the stage and adding some actors, but I still get the drawDebug() calls
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[21:22:33] <tom992> anybody have idea how create joystick with rect bounds instead of circle
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[22:05:54] <snk`> hi guys, what happened to the IsometricTiledMapRenderer? after the last nigltly update, the rendering of my map is not working anymore...
[22:06:01] <snk`> white screen
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[22:09:02] <kalle_h_> hello
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[22:18:59] <RealZogger> now I've looked at it a bit more ... gdx-pay doesn't seem to have a way of getting the current prices of SKUs? is this just not implemented yet?
[22:19:34] <RealZogger> or am I blind?
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[22:22:12] <RealZogger> I notice it stores the inventory when you call purchaseRestore but doesn't seem to have an accessor in the interface
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[22:51:32] <solarC> Hello, i have a problem with fonts
[22:51:48] <solarC> I try to implement my custom font, but its not working
[22:51:49] <solarC> its not drawing
[22:52:02] <solarC> but if i set it to 15px arial(the default font)
[22:52:06] <solarC> it works perfectly
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[22:54:27] <sinistersnare> solarC, then youre not doing them correctly :) are you using hiero?
[22:54:38] <solarC> im using BMFont
[22:54:40] <sinistersnare> and generating the ttf and png correctly?
[22:54:47] <solarC> it seems so
[22:55:02] <solarC> i use a .fnt file
[22:55:07] <solarC> not a true type font
[22:55:10] <sinistersnare> ah yes sorry, dont have eclise open
[22:55:15] <sinistersnare> lemme see
[22:55:23] <solarC> k
[22:55:44] <solarC> ill take a screenshot
[22:57:14] <sinistersnare> solarC, usually a pastebin is better than a screenshot of code
[22:57:42] <solarC> watever, i couldve done both
[22:57:44] <solarC> but
[22:57:46] <solarC> whats wrong?
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[22:57:54] <solarC> its not drawing my font
[22:58:01] <sinistersnare> youre not telling it to draw your font
[22:58:05] <sinistersnare> new BitmapFont(false)
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[22:58:08] <sinistersnare> draws the default arial font
[22:58:17] <sinistersnare> you need to give it a FileHandle
[22:58:18] <solarC> ya, but when i try my font
[22:58:27] <solarC> Gdx.files.internal("myfont.fnt")
[22:58:34] <solarC> and then comma false
[22:58:37] <solarC> it dosnt draw
[22:58:43] <solarC> arial draws poerfectly
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[22:59:26] <solarC> i put in the image file also
[22:59:28] <solarC> still dosnt draw
[22:59:46] <sinistersnare> show code
[23:00:30] <solarC> k in a sec
[23:00:32] <snk`> hi guys, what happened to the IsometricTiledMapRenderer? after the last nigltly update, the rendering of my map is not working anymore...
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[23:01:18] <sinistersnare> snk`, are you sure if was the latest nightly?
[23:01:24] <sinistersnare> or something `since last time you updated`
[23:01:54] <sinistersnare> because last time an Isometric*Renderer was updated was months ago
[23:02:06] <snk`> with last nigltly i mean 2014/10/12
[23:02:25] <sinistersnare> what were you using before the last nightly
[23:02:39] <snk`> yep i saw, after this update i cant render my map
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[23:03:24] <snk`> i was using a nigltly downloaded in may
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[23:03:36] <sinistersnare> alright, thats a large surface area to look into
[23:03:46] <sinistersnare> not just last update, like last 3 updates
[23:04:01] <mobidevelop> The tests still render iso maps correctly
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[23:05:16] <snk`> ok now i try the test code
[23:05:45] <DarkNarayan> anyone have any idea of google play optimization?
[23:07:01] <sinistersnare> DarkNarayan, like what?
[23:07:33] <DarkNarayan> i published a game about 15 days ago
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[23:07:40] <DarkNarayan> btw this is my first game
[23:07:54] <DarkNarayan> game is sucks
[23:08:05] <DarkNarayan> but no one downloading it
[23:08:17] <DarkNarayan> just 10
[23:08:19] <sinistersnare> then advertise it
[23:08:23] <DarkNarayan> they are my friends :)
[23:08:32] <nick-chillen> how much does it cost to advertise and where?
[23:08:33] <sinistersnare> there is no secret, but hard work
[23:08:42] <sinistersnare> nick-chillen, no ieda, money aint my game
[23:08:55] <kalle_h_> If "game is sucks" don't waste your time to trying to promoting it but start to make next game
[23:09:02] <RealZogger> at cost per install you pay a minimum of 50c / install
[23:09:26] <nick-chillen> wow
[23:09:31] <DarkNarayan> kalle_h_: i just want to learn how people find my app
[23:09:42] <nick-chillen> that seems pretty high
[23:09:46] <DarkNarayan> without ads
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[23:10:11] <sinistersnare> DarkNarayan, show it to people who write about aps
[23:10:15] <sinistersnare> apps* if they like it, they write about it
[23:10:19] <sinistersnare> there people see your app
[23:10:19] <RealZogger> luck mostly I think
[23:10:28] <sinistersnare> the more popular it is, the more likely it is google will spotlight it
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[23:10:44] <RealZogger> having a good game, social features to encourage sharing
[23:10:50] <kalle_h_> There is no secret. Good game draw attention from market(store will promote it), players(they will promote it to their friends), bloggers, youtubers, fan forums, etc
[23:10:50] <nick-chillen> i wrote floppy ebola
[23:10:52] <nick-chillen> its a hit
[23:10:55] <nick-chillen> in west africa
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[23:11:15] <DarkNarayan> hmm
[23:11:41] <kalle_h_> but if you have just an average game nothing will happen
[23:12:24] <DarkNarayan> this is my copetitor
[23:12:25] <DarkNarayan> There is no secret. Good game draw attention from market(store will promote it), players(they will promote it to their friends), bloggers, youtubers, fan forums, etc
[23:12:28] <nick-chillen> well you should try and hide porn in your game
[23:12:36] <kalle_h_> you can spend your time or money but it does not help if app does not fly by it self
[23:12:36] <nick-chillen> then leak it to gamer sites
[23:12:43] <nick-chillen> that will get your downloads up
[23:12:56] <DarkNarayan> it has 10 - 50 k downloads
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[23:13:48] <kalle_h_> its better invested time for game developer to focus on games than promoting
[23:14:43] <sinistersnare> yep, make good games.
[23:14:59] <DarkNarayan> hmm i just thinking lets say i made excellent game
[23:15:13] <DarkNarayan> and no one downloading it again
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[23:15:29] <sinistersnare> email journalists
[23:15:33] <DarkNarayan> i think im confused :D
[23:15:36] <sinistersnare> you need to do leg work
[23:15:40] <sinistersnare> if you want to be popular
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[23:15:57] <sinistersnare> i mean, flappy bird guy hired bots to raise his popularity
[23:16:02] <sinistersnare> it doesnt just 'happen' IMO
[23:17:10] <kalle_h_> DarkNarayan: you can make dev bog to popular forum like TouchArcade and wish that ppl are interested.
[23:17:47] <DarkNarayan> hmm
[23:17:57] <kalle_h_> This was how minigore1 topped the charts with 0$ promo budget. After you get to charts its get a lot easier
[23:18:24]
<snk`> @mobidevelop @+sinistersnare i tryed with this code http://pastebin.com/TasQLgG8 with a simple isometric map (a square 20x20 only 1 type of tile) and still not working
[23:18:42] <DarkNarayan> ok i see
[23:19:09] <DarkNarayan> i need to do something to get higher downloads :)
[23:19:25] <kalle_h_> With great game you can also directly contact to google/apple and get front page featuring. This can get millions dowloads for free apps and tens/hundred of thousands for premium apps(not likely anymore)
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[23:20:05] <DarkNarayan> and last question
[23:20:10] <kalle_h_> Getting your game on front page is better than any other source of promotion
[23:20:14] <DarkNarayan> ios market and google play
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[23:20:21] <DarkNarayan> which one for indie people
[23:20:34] <kalle_h_> both
[23:20:59] <DarkNarayan> ok
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[23:21:09] <DarkNarayan> because i dont have a mac
[23:21:48] <kalle_h_> Best tactic for indie is propably make a lot of small and bit niche games and hope that at least one gets viral
[23:22:08] <kalle_h_> and when you get one hit its easier after that
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[23:22:21] <DarkNarayan> you totally right
[23:22:57] <solarC> heres my font code
[23:23:06] <solarC> @+sinistersnare
[23:23:49] <sinistersnare> i think they need to be in the same folder
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[23:24:23] <nick-chillen> where is a good place to get beta testers?
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[23:24:30] <sinistersnare> nick-chillen, IRC :D
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[23:24:33] <sinistersnare> friends
[23:24:39] <sinistersnare> random people on the internet you trust for some reason
[23:24:48] <nick-chillen> gotcha
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[23:26:21] <mutilator> beep boop
[23:28:11] <DarkNarayan> <sinistersnare> <kalle_h_> thank you :)
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[23:30:49] <sinistersnare> if anyone needs me, ill be back in ~30 minutes. need to mail something :/
[23:30:59] <solarC> hello?
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[23:31:26] <sinistersnare> solarC, i replied to yuo
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[23:31:40] <sinistersnare> "i think they need to be in the same folder" (your texture and fnt file)
[23:31:42] <sinistersnare> i gtg for a little
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[23:36:15] <solarC> they are in the same folder
[23:36:18] <solarC> etc
[23:36:37] <solarC> sorry it ssaid imgs
[23:36:38] <solarC> my bad
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[23:43:55] <awernick> I am having trouble with the latest libgdx and the assets folder, could somebody help me?
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[23:49:52] <awernick> anyone?
[23:52:35] <snk`> ok i can confirm that from libgdx-1.2.0.zip IsometricTiledMapRenderer stopped working as expected!!!
[23:52:38] <DarkNarayan> <awernick>: whats your problem?
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[23:55:41] <Xoppa> snk`, define "as expected"
[23:56:37] <snk`> sorry, the right term is "the rendering is not working"
[23:56:41] <snk`> blank screen
[23:56:52] <snk`> with libgdx 1.2.0 no problems
[23:57:03] <snk`> after this version blank screen
[23:57:24] <Xoppa> I'm sure that any changes related to rendering are actually tested for actual rendering
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[23:57:57] <awernick2> I'm having trouble with the assets folder in my libgdx project. Even though my desktop can see and read the file, the android and ios builds do not. My assets are under the android module but I still get ENOENT.
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[23:58:17] <awernick2> I am running it on Android Studio 0.8.9
[23:58:43] <snk`> my code is very simple and clean, the map is 20x20
[23:58:53] <Xoppa> snk`, colors are normalized (range 0-1)
[23:59:19] <snk`> magenta color
[23:59:39] <mobidevelop> Are you actually using gl3?
[23:59:41] <Xoppa> every color component
[23:59:44] <snk`> yes
[23:59:46] <snk`> gl3
[23:59:58] <mobidevelop> I don't think libgdx actually works with gl3