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[00:34:36] <Tann_> I'm trying to do mp3 file analysis (amplitude/pitch)
[00:34:51] <Tann_> I've done a whole ton of googling and I've found this:
[00:34:52] <Tann_> http://www.badlogicgames.com/wordpress/?p=2269
[00:35:24] <Tann_> It's >2 yrs old and I can't find any of these in the current extensions
[00:35:39] <Tann_> Has anyone done any audio analysis in LibGDX?
[00:36:42] <mobidevelop> gdx-audio is gone
[00:36:51] <Tann_> Dangit
[00:37:22] <Tann_> Is there a replacement?
[00:37:27] <mobidevelop> Nope
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[00:40:21] <Tann_> I've never done much importing external libraries or anything, I kinda assume they would stop libgdx from working properly or something.
[00:40:37] <Tann_> What are my alternatives? Decoding mp3 files myself looks like it would be... tricky.
[00:43:36] <Xoppa> here's an old copy, it might work after updating https://github.com/xoppa/libgdx/tree/audio/extensions/gdx-audio
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[00:44:22] <Tann_> Cheers.
[00:44:37] <Tann_> This'll be no fun, I don't know what I'm doing and it might not even work if I do it properly : P
[00:46:09] <Psyfire> theoretically the code should work (as it used to work), your primary issues are likely to be support and any merge-conflicts with the updated libGdx.
[00:46:50] <Psyfire> and possibly some android compatibility (that's always fun :P )
[00:46:58] <Tann_> Haha
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[01:56:40] <Tann_> Psyfire: I have no idea what I'm doing, can you point me in the right direction regarding including the gdx audio extension?
[01:56:57] <Tann_> I have it downloaded but I can't find where the rest of the extensions are in my project.
[01:57:09] <Tann_> I don't know where to put the files or anything
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[02:04:54] <double> HI all, I've been trying to update gradle to use 1.4.1 and I'm getting this enigmatic error on gradle sync: Error:(46, 0) Cause: org/codehaus/groovy/runtime/typehandling/ShortTypeHandling -- any ideas?
[02:07:21] <Tomski> double, whats on the line?
[02:08:57] <double> Not clear what line that refers to or in what file. The gradle file line 46 is: apply plugin: "android"
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[02:09:19] <Tomski> Try changing it to, apply plugin: "com.android.application"
[02:10:00] <double> still failed with the same line number
[02:10:47] <emersonmx> why gdx-setup uses the version 1.3.1?
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[02:11:16] <Tomski> double, what version of the android plugin are you using?
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[02:12:11] <Tomski> emersonmx, it doesn't?
[02:12:47] <Cethos> double: Could you give us a pastebin?
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[02:12:55] <Tomski> It always points to the latest stable release
[02:13:19] <Tomski> Unless you are using an old version of course :)
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[02:13:43] <emersonmx> Tomski: I think the latest version is 1.4.1, no?
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[02:13:49] <Tomski> Yup
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[02:15:01] <emersonmx> strange, I downloaded the setup now, but it is still using version 1.3.1.
[02:15:08] <Tomski> Where from?
[02:15:16] <emersonmx> official website
[02:15:17] <double> Tomski et al, here's the pastebin: http://pastebin.com/nNsjZUPP
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[02:16:14] <Cethos> Tomski: BTW, I thought about letting gdx-setup get all the current versions from a config file that lies on a server (or maybe just from http://libgdx.badlogicgames.com/versions.html). Would that be a bad idea?
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[02:16:35] <Tomski> Those are defined by the setup
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[02:18:09] <Tomski> double, what IDE? What wrapper version?
[02:18:28] <Cethos> My fault, didn't realize there are no extension versions defined. :)
[02:19:21] <Tomski> Cethos, its also kind of nice having old versions, in case you want to run something that at the time was known to be compatible
[02:20:19] <Cethos> Yup, that makes sense.
[02:20:55] <double> ide is intellij, and gradle 1.11 ( I assume that's what you mean by wrapper)
[02:21:04] <Tomski> Yea, bump it up to 2.1
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[02:22:57] <double> Tomski: great, thanks, didn't think of that.
[02:23:03] <double> clearly
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[02:24:59] <emersonmx> I think the problem is the cache of my isp... aw fuuuuuu!!
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[02:33:00] <Lestat> le good old setup did that
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[02:51:59] <ASneakyFox> is there a way to limit libgdx's framerate to an arbitary number, instead of rendering as much/fast as it can? (without using Thread.sleep() in the render thread)
[02:53:35] <Tomski> ASneakyFox, you can set target frame rate in the ApplicationConfiguration
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[02:56:43] <ASneakyFox> Tomski: thats exactly what i was looking for, thanks!
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[03:51:17] <aegamesi> So has anyone here tried out the new api level (21? whatever 5.0 is) for Android? How is it?
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[03:56:58] <nexsoftware> Nope
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[05:51:51] <Psyfire> The horror of my old code! D:
[05:52:09] <Psyfire> .../** Selection type: [-1] none [0] entire scene obj [1] point [2] midpoint [3] Edge [4] label */ public int getType() { return type; }
[05:52:53] <Psyfire> Thankfully I discovered enums somewhere along the way :P
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[06:10:21] <TEttinger> Psyfire: but ints (non-negative ones anyway) are useful as indices into arrays, if you store stuff like that
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[06:15:34] <nick-sleepn> TEttinger: http://youtu.be/1suR4jBSZ8k we are pretty close to releasing
[06:15:52] <TEttinger> yay
[06:16:05] <nick-sleepn> we are releasing in the 3rd week of nov
[06:16:14] <nick-sleepn> i'm pretty damn happy
[06:16:54] <nick-sleepn> bed time
[06:16:56] <nick-sleepn> later guys
[06:17:51] <TEttinger> really getting better quickly, nick-sleepn!
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[06:43:12] <Psyfire> TEttinger you can get the index of an enum, though I normally wouldn't suggest using enums to store objects into arrays at a specific index.
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[09:03:15] <Delmadan> I spent hours working on an effect and I dont think it looks good after all. Why is life so difficult, guys?
[09:03:58] <LunarPathway> because if it wasn't difficult, you might lose interest
[09:04:36] <Delmadan> wow. so deep
[09:04:43] <Delmadan> LunarPathway is a jedi
[09:04:46] <Delmadan> :P
[09:06:25] <LunarPathway> just an apprentice, I'm afraid.
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[09:11:37] <Delmadan> ah, a young padawan
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[09:12:48] <LunarPathway> yep
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[09:58:10] <evident> morning everybody
[09:59:30] <TEttinger> morning dr. nick
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[10:19:09] <mobaxe> hey
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[10:22:08] <mobaxe> im still trying to do this damn 2d terrain.What i want to do is http://i.stack.imgur.com/uG572.jpg . And i have got this http://postimg.org/image/d18qu9199/
[10:23:15] <mobaxe> I couldn't repeat texture and more important than repeating is fitting my texture to my polygons(x,y,width,height)
[10:23:23] <mobaxe> anybody help me ?
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[10:31:58] <mk1> mobaxe: for fitting you prolly just need to scale your polygons
[10:32:09] <mk1> repeating texture must be done with a shader
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[10:36:33] <manh> hi guy
[10:36:58] <manh> i have some problems with game center binding on ios 8
[10:37:52] <mobaxe> how can i do because there are no width and height for polygons.All i have is vertices
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[10:38:20] <manh> game center binding work well on ios 6 and 7 but fail on ios 8
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[10:38:37] <hissing_girl> ladies, I have an issue
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[10:38:58] <hissing_girl> what's the use of the color tint we pass to spritebatch?
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[10:39:12] <mk1> mobaxe: just multiply the vertices' positions with some factor
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[10:41:15] <mobaxe> sorry for this silly question but is there an example ? cuz you can see im newbie mk1
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[10:41:59] <mk1> code? otherwise I can't help you
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[10:42:26] <mobaxe> sure
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[10:44:05] <mobaxe> mk1: http://paste.ubuntu.com/8599481/
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[10:46:31] <mk1> uhm, I have never used PolygonBatch
[10:46:48] <mk1> but from the looks of it you currently don't have any texture coordinates
[10:47:18] <mobaxe> ye i left blank x,y,width,height
[10:47:19] <mk1> in line 22/23 you can multiply mTmp.x and y respectively with some factor
[10:48:15] <mobaxe> you mean with factor anything or a variable ?
[10:48:54] <mk1> anything
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[10:49:01] <mk1> hopefully you find a factor that matches
[10:49:02] <mobaxe> ok let me try
[10:49:37] <hissing_girl> mk1, even you dont know? :(
[10:50:02] <mk1> don't know what?
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[10:53:50] <hissing_girl> what's the use of the color tint we pass to spritebatch? <- this
[10:54:16] <mk1> it tints the sprite, hence the name
[10:54:37] <mk1> basically the color of the sprite's texture is multiplied with the given color
[10:54:58] <mk1> if you have a white sprite and use setColor(Color.BLUE) the sprite is rendered blue
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[10:55:34] <mk1> in shade terms it just modifies the color attribute of the vertex and it's the shader's decision what to do with it.
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[10:56:00] <mk1> I have a shader that only changes parts of the sprite to display the team the unit belongs to
[10:56:01] <LunarPathway> is there an alpha value for that tinting so you can get less or more blue?
[10:56:28] <mk1> well, multiplying with white doesn't change the sprite
[10:56:50] <mk1> hence if you use a new Color(0.9f, 0.9f, 1.f, 1.f) it's slightly blue
[10:57:00] <mk1> i.e. reducing red and green channel
[10:57:30] <LunarPathway> ahh, ok
[10:57:54] <hissing_girl> mk1, I mean actual application
[10:58:18] <mk1> hissing_girl: I just told you
[10:58:37] <LunarPathway> maybe she means example code?
[10:58:59] <mk1> http://i.imgur.com/O2qwjPG.png here's an example
[10:59:41] <mobaxe> mk1: what would you recommend me instead polygonbatch ?
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[11:00:04] <mk1> mobaxe: I don't know. I'd create the whole mesh manually
[11:00:17] <mk1> I don't even know how you generate your terrain data
[11:00:41] <mk1> hissing_girl: there's not much code I can show you. basically it's just Sprite.setColor(whatever);
[11:00:57] <hissing_girl> mk1, in which situations I would want to use it :)
[11:01:08] <hissing_girl> oh wait nvm you just linked.
[11:01:12] <mk1> ;)
[11:01:37] <hissing_girl> I have a shader with hsv tint
[11:01:50] <hissing_girl> any idea how I translate the default color tint into that?
[11:02:01] <mk1> show me the shader
[11:02:10] <mk1> I'm using that for my nebula rendering
[11:03:30] <mk1> http://i.imgur.com/sjotRV2.png
[11:03:43] <hissing_girl> http://pastebin.com/RT8sQ24H
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[11:03:59] <mk1> holy shit
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[11:04:41] <hissing_girl> I have bleach if you need.
[11:04:54] <hissing_girl> apply directly to forehead.
[11:05:09] <mk1> this is bad. really bad
[11:05:28] <hissing_girl> yeah i know
[11:05:34] <mk1> I hope you don't actually need all the textures
[11:06:10] <hissing_girl> I'm hugging them
[11:07:10] <mk1> basically it's all there. v_lum, v_sat, v_alpha
[11:07:26] <mk1> in the vertex shader you need to fill those floats with values from your color
[11:07:46] <mk1> v_lum = a_color.r; v_sat = a_color.g; v_alpha = a_color.a;
[11:07:49] <mk1> something like that
[11:10:23] <hissing_girl> yeah you're talking about introducing a new varying. I can do that too.
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[11:10:36] <hissing_girl> I was thinking if it's possible to premeat it with what I already have.
[11:11:15] <hissing_girl> reintroduce as v_hue would be more fitting.
[11:11:24] <hissing_girl> but I dont really know how tinting with hue actually work...
[11:13:00] <hissing_girl> I mean the rgb model really doesnt mess well with hsv model
[11:13:33] <hissing_girl> unless it's a mutiplier across the board, in which case it's just lum
[11:14:11] <mk1> there're a lot of examples, just do a google search (or bing if you prefer that, but who does?)
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[11:17:34] <hissing_girl> I dont really get RGB <-> HSV transformation, lest alone mixing them, that's the problem.
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[11:17:56] <mk1> you don't mix them. you can just convert between them
[11:18:25] <mk1> doing that in a shader is a difficult task. most implementations do some branching somewhere which is really bad performancewise
[11:18:34] <hissing_girl> I dont even know what'd look like if a leaf is tinted red, combined with a bit white wash & semigrayscale.
[11:18:34] <mk1> (as ist the texture selection in your paste)
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[11:19:52] <mk1> hissing_girl: http://pastebin.com/b5hiXxTN I'm using these functions to convert between hsl and rgb
[11:20:04] <mk1> doesn't use branching
[11:22:13] <hissing_girl> so I convert to hsv , do my transformation then converting back?
[11:23:01] <hissing_girl> not sure if it's less calculation intensive tho. the methods you showed look really math-heavy :)
[11:25:36] <dauntless26> Every frame i make my code find the one millionth prime number.
[11:26:00] <dauntless26> I'm pretty sure that's what you call math heavy
[11:26:26] <dauntless26> Still runs at sixty frames per second
[11:26:30] <hissing_girl> and then the computer cheated and cache the number without your knowledge :)
[11:26:51] <mk1> yeah, you shouldn't worry, it's not very math heavy
[11:27:07] <mk1> but yes, that's the way to do it. convert to hsv, apply, transform back
[11:27:12] <dauntless26> Fucking cheating computer
[11:27:31] <mk1> you COULD save your sprites in hsv format so you only need to apply your values in hsv and transform to rgb
[11:28:18] <hissing_girl> so I convert to hsv both the original color, the tint color, and the other stuff I already have
[11:28:19] <dauntless26> Yeah but don't worry about that until you start having performance issues. Or get really bored.
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[11:28:42] <hissing_girl> then the tinting would work regardless of the sequence order if I'm not mistaken?
[11:29:00] <hissing_girl> it doesnt matter if I do originalColor*individualTint*spriteBatchTint?
[11:29:12] <mk1> the tint color should be hsv already. what's the point if you convert both?
[11:29:15] <hissing_girl> or originalColor*spriteBatchTint*individualTint
[11:29:34] <mk1> multiplication is commutative, yes
[11:29:45] <hissing_girl> there's also a tint from default spritebatch
[11:30:06] <hissing_girl> which's, I guess, used by other operations like particles or font.
[11:30:36] <hissing_girl> I only work with individual tint, that's why you see lum & sat there.
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[11:31:23] <mobaxe> mk1: i tried this pBatch.draw(pRegions.get(i), 0, 0.1f, 10, 7.5f); and i get this http://postimg.org/image/yzc23cirn/ if i can calculate polygon width and height programatically, i think it will be ok
[11:31:59] <mk1> from the looks of it I guess the height should be 10 as well
[11:32:50] <mobaxe> yes it fits now silly iam :G
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[11:35:24] <mobaxe> i guess texture is repeating, but it must be scaled down
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[11:39:06] <hissing_girl> why's there a 5-digit limit in the particle editor?
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[12:27:55] <InspiredNotion> Hey Guys/gals
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[12:28:45] <InspiredNotion> just updated a project to 1.4.1 and it seems to have messed up the slider from scene2d.. has it been changed at all in 1.4.1
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[12:29:00] <mk1> messed up how
[12:29:18] <InspiredNotion> when you try and set a value on the slider it just back to the default
[12:29:50] <InspiredNotion> i have checked all my code over and over and compared against the test and it looks to be good.. but not functioning..
[12:30:35] <LunarPathway> are you setting it in the change event?
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[12:31:18] <InspiredNotion> setting the value.. yep.. i see in the logcat it goes to 50 then 2 lines latter its back to five
[12:31:55] <InspiredNotion> have no code from what i can see making it jump back.. gonne reset to 1.3.1 to see if it fixes it
[12:32:07] <LunarPathway> setting the value of the slider in its change event may result in a reciprocal cycle, since setting it is itself a change...
[12:33:04] <InspiredNotion> i am setting a float value from the slider output, it changes its self back to default value.. maybe this is wrong but was working
[12:34:56] <InspiredNotion> yeah it works now on 1.3.1.. seems to be a bug
[12:35:38] <InspiredNotion> except resetting to 1.3.1 has thrown a sound issue on the desktop build.. will try to resolve that though
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[12:37:54] <InspiredNotion> where should i post the bug?
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[12:39:52] <jerome[fr]> hi
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[12:57:50] <adamzxd> Hey guys, I have a quick question. I'm making a 2D roguelike game using libgdx and am implementing layer rendering (if that's the correct term for rendering things that are in front of other things etc) and I made a Renderer class which will be given as a parameter with every update call of every object (player, monster, tile, projectile) and each game tick, the object will add its TextureRegion to the renderer's arrayList.
[12:58:20] <adamzxd> When every object that needs to be drawn is done, the Renderer will sort all the items in the queue by Y coordinate and then draw them like that
[12:58:24] <adamzxd> Is this a good idea?
[12:58:41] <adamzxd> I have a feeling that having a few hundred TextureRegions inside an arraylist is a bad idea but I'm not sure
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[13:09:04] <Evil[1]> little question, is java 8 okay, or do I have to use java 7?
[13:10:20] <adamzxd> You might not be able to use some of its features because of android compatibility or something
[13:10:37] <adamzxd> but it should work I'd guess
[13:14:47] <Evil[1]> okay, thanks.
[13:19:22] <TEttinger> Evil[1]: for android it's java 6
[13:19:39] <TEttinger> for desktop you can do java 8 if people have it installed
[13:20:00] <Evil[1]> meh... haven't done Android stuff in a long time.
[13:20:08] <Evil[1]> still on six? what a shame.
[13:20:28] <TEttinger> packr works well to bundle java for end users, but the java builds it uses are at java 7 last I checked
[13:20:59] <TEttinger> that's https://github.com/libgdx/packr btw
[13:21:01] <Evil[1]> hmmm. so using JDK 7 would be fine, I think.
[13:21:05] <TEttinger> yep
[13:21:23] <TEttinger> you can use one of these builds https://github.com/alexkasko/openjdk-unofficial-builds
[13:21:37] <Opetion> Added support for Java 7 language features like multi-catch, try-with-resources, and the diamond operator. These features require version 19 or higher of the Build Tools. Try-with-resources requires minSdkVersion 19
[13:22:15] <TEttinger> assuming the target device supports that OS version
[13:24:04] <Evil[1]> thanks for the info.
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[13:28:14] <kalle_h> hello
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[13:39:47] <mobaxe> hello
[13:40:01] <adamzxd> hey :)
[13:40:59] <mobaxe> sup kalle_h
[13:42:54] <kalle_h> Early access starting this week.
[13:43:14] <kalle_h> https://twitter.com/minigore/status/523162047228674048
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[13:45:47] <mobaxe> looks awesome
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[13:52:01] <mobaxe> hey my texture stretches.How can i disable this ?
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[13:56:43] <mk1> trolol
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[13:56:52] <mk1> my car doesn't work. how can I fix it?
[13:57:56] <mobaxe> hey i looked everywhere i couldnt find thats why im writing here
[13:58:43] <mk1> yeah, but we can't help you this way
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[13:58:55] <mk1> since when does it stretch, what did you do? code?
[14:00:47] <mobaxe> i was looking for polygonregion's textureregion's and texture's scaling methods
[14:01:53] <mobaxe> http://badlogicgames.com/forum/viewtopic.php?f=11&t=14092
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[14:02:07] <mobaxe> i think same thing happens to me
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[14:18:50] <mk1> well, yeah, you need uv coordinates
[14:19:20] <mobaxe> to what
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[14:21:27] <mk1> do you know what uv coordinates are?
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[14:22:12] <mobaxe> yup i was drawing with this pBatch.draw(texture, x, y, width, height, u, v, u2, v2);
[14:22:20] <mobaxe> it was repeating but it returns a rectangle not polygon
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[14:24:12] <mk1> okay, mobaxe, you've got PolygonRegions, right?
[14:24:34] <mobaxe> yep
[14:24:59] <mk1> polyRegion.getTextureCoords() returns a list of all uv coordinates
[14:25:29] <mk1> basically you need to copy the floats from polyRegion.getVertices() to polyRegion.getTextureCoords();
[14:25:47] <mk1> multiply all of them with a constant factor to set the scaling of the texture
[14:26:07] <mk1> usually this factor is less than 1
[14:26:28] <mobaxe> ok ty appreciate :)
[14:26:30] <mk1> but it depends on the scaling of your world. you'll have to try a few times
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[14:34:53] <mk1> mobaxe: pic if it works, please
[14:35:18] <mobaxe> sure
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[15:14:50] <ravenlord1> hi
[15:17:21] <mk1> hi
[15:18:11] <ravenlord1> looks like Imagebutton has a small bug
[15:18:37] <ravenlord1> anyway, i wanted to ask if you have an idea how to set the checkedcolor for a button
[15:18:56] <ravenlord1> using the same dravable
[15:18:59] <ravenlord1> drawable
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[15:27:19] <bompo> Anybody knows a way how to draw a sprite with rounded corners without altering the source texture in gimp?
[15:28:40] <bompo> I could use a mesh but I would prefer a spritebatch only solution
[15:29:00] <mk1> ravenlord: make it a tinteddrawable
[15:29:36] <mk1> bompo: not possible. spritebatch is just a rect.
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[15:32:18] <Neomex> how do i make default shader support transparency?
[15:32:34] <mk1> Neomex: default supports transparency
[15:32:57] <Neomex> why would it display wrong then?
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[15:33:10] <mk1> because you haven't set blend mode
[15:33:28] <mk1> batch.enableBlending();
[15:33:42] <Neomex> thanks
[15:34:30] <Neomex> though im draawing through defaultShader
[15:35:30] <ravenlord> mk1: how does a tinteddrawable help me color a texture?
[15:35:31] <Neomex> how do i set blending for ShaderProgram ?
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[15:38:20] <ravenlord> mk1: how do i convert my TextureRegionDrawable to a TintedDrawable
[15:38:26] <mk1> Neomex: there's no blending for a shader program. it's either on or off
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[15:38:51] <Neomex> how do you set it on?
[15:38:51] <mk1> ravenlord: a tinted drawable is the original drawable multiplied with a color
[15:38:58] <ravenlord> mk1 ah
[15:39:03] <mk1> you can set it in your skin.json file
[15:39:27] <mk1> Neomex: I just told you. batch.enableBlending()
[15:39:27] <ravenlord> can't i do it programatically
[15:39:35] <ravenlord> i don't like json files
[15:39:43] <mk1> ravenlord: you certainly can. I don't know how though
[15:39:51] <ravenlord> they are unwieldy to use for me
[15:40:06] <ravenlord> i rather write code
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[15:41:20] <Neomex> mk1, i still must be doing something wrong, this is how it looks like: http://i.imgur.com/sJRsk7M.png
[15:41:59] <mk1> Neomex: code?
[15:42:00] <Neomex> im using shaderprogram for drawing not spritebatch
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[15:42:57] <mk1> ravenlord: Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
[15:43:25] <mk1> upps, that was for Neomex
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[15:44:05] <mobaxe> Neomex: do you use repeating texture in your polygon ? :D
[15:44:12] <kalle_h> Neomex: blending is still in fixed function pipeline. It's not part of shader
[15:44:33] <Neomex> mk1, didnt do anything
[15:44:47] <Neomex> mobaxe, yes, but here it is wrapped correctly
[15:45:14] <mk1> ravenlord: Skin.TintedDrawable t = new Skin.TintedDrawable(); t.name = "theNameOfTheDrawableYouWantToColor"; t.color = Color.BLUE; skin.add("yourName", t);
[15:45:22] <mk1> Neomex: still need your code
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[15:45:40] <Neomex> mk1, http://pastebin.com/1Vdt3MYQ
[15:45:54] <mobaxe> I'm exactly trying to do that.Can i have a look your wrapping code ? :D
[15:46:20] <mk1> Neomex: I can't see my code line anywhere in your code
[15:47:00] <Neomex> it looks same with it
[15:47:13] <ravenlord> mk1: yea i did something like that, saved the texture in the skin (.add) and then style.up = skin.newDrawable(..)
[15:47:16] <ravenlord> works
[15:47:18] <ravenlord> thanks
[15:47:19] <mk1> post original code, otherwise I can't help you
[15:48:56] <Neomex> you want the whole thing? it is a bit to go through
[15:49:54] <Neomex> http://pastebin.com/xA22AhZ0
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[15:50:02] <Neomex> heres main thing
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[15:50:56] <mk1> Neomex: blend func should be set right before rendering
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[15:51:05] <Neomex> every frame?
[15:51:06] <mk1> also, set this: Gdx.gl.glEnable(GL20.GL_BLEND);
[15:51:09] <mk1> yeah
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[15:51:33] <mk1> it's just a state. the ui for example could reset it and in the next frame you loose blending
[15:51:55] <Neomex> ah i see
[15:52:00] <Neomex> glEnable fixed it
[15:58:22] <workerbee> In a tiledmap world with 10 entities that all can receive input events, what is the best way to listen to this events?
[15:58:39] <workerbee> Should each entity extends the inputprocessor or should i just check x,y coordinates in the world and then get the instance from the entity and fire the event?
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[16:01:17] <mk1> workerbee: check xy coordinates
[16:01:50] <mk1> especially if it's tiled. you can calculate the tile, check if there is any entity and then execute the event function
[16:02:09] <mk1> +it's scalable
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[16:10:37] <workerbee> will do :)
[16:10:39] <workerbee> thanks
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[16:21:53] <mobaxe> mk1: still stretching ill spend more time researching
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[16:34:14] <mk1> mobaxe: code?
[16:37:21] <mobaxe> i removed but i get textcoordinates and made some math and multiplied with texture height & width.
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[16:40:49] <mobaxe> btw i deactive bodies instead destroy. does it has low cpu or gpu usage ? mk1
[16:41:06] <mobaxe> or should i destroy it
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[16:43:15] <evident> mobaxe: well do you still need the bodies? if not, then y not destroy them?
[16:43:54] <mobaxe> i don't need ok i'll destroy
[16:44:03] <evident> :)
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[16:44:46] <evident> Usually I only keep them and set them as deactive when I am pooling the objects... reseting them will deactivate them and when I need them again, I can add them again :)
[16:44:54] <evident> or better say reactivate
[16:45:51] <mobaxe> i guess i wont need them anymore
[16:46:09] <Scellow> Hey guys, i have few issue trying to deserialize a JSON object https://gist.github.com/anonymous/88c6147af852708fc64e it seems confusing , is anyways already did it with an Array ?
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[16:46:27] <Scellow> *anyone
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[16:49:05] <Huu> hello, i'm a beginer of game deveploper. I have serveral questions, but who can I ask for?
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[16:49:51] <ravenlord> Huu: don't ask to ask, just ask
[16:49:53] <Opetion> Huu you should probably ask just right away if anyone knows the answer they will answer
[16:50:14] <jeffol> you should probably just google what you want to accomplish
[16:50:20] <Huu> ok, i've got it
[16:50:22] <jeffol> game development 101 etc
[16:51:37] <Scellow> Huu: http://www.reddit.com/r/gamedev/new/ it's a good place to talk about gamedev related stuff or/and to find ressources
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[16:51:51] <Huu> which book should I read first? Or go directly to libgdx wiki?
[16:52:16] <jeffol> Huu: You will need to know Java.
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[16:52:45] <Huu> Ya, I know Java quite well
[16:52:45] <jeffol> I would recommend how to get started with java and or eclipse if you haven't used either before
[16:52:48] <jeffol> Oh good!
[16:53:13] <jeffol> If you know Java quite well, then you should jump into the libgdx wikis and youtube videos etc
[16:53:35] <Scellow> jeffol, i never recomand eclipse to people :p IntelliJ <3
[16:53:58] <jeffol> Scellow: :) works for me!
[16:54:07] <Huu> i'm using eclipse, and feeling so comfortable
[16:54:08] <Opetion> IntelliJ <3
[16:54:35] <brewcode> Scellow, why do you prefer IntelliJ
[16:54:35] <brewcode> ?
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[16:55:16] <Huu> But when I move to libgdx wiki, some concepts I don't understand at all
[16:55:23] <ramn> such as?
[16:55:28] <Huu> render
[16:55:37] <Scellow> brewcode, mainly for it's UI and refactor
[16:55:58] <Scellow> Being able to use terminal, run multiple app at the same time etc
[16:56:14] <ramn> the framework calls render in its main loop
[16:56:30] <ramn> there you get the chance to update your game objects, and draw stuff on the screen
[16:57:08] <Huu> in general, graphic 's quite hard for me
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[16:57:39] <Huu> OpenGL
[16:57:59] <Huu> Sprite
[16:58:01] <ramn> You don't really need to know it to make simple games
[16:58:11] <Ashiren> eeyup
[16:58:12] <ramn> (OpenGL that is)
[16:58:26] <Ashiren> simply draw(texture, position) suffices
[16:58:33] <Ashiren> no need to know opengl and whatnot
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[16:58:52] <Huu> that sounds good
[16:59:38] <Huu> and how about mutil-threading?
[17:00:15] <ramn> which platforms are you targeting?
[17:00:17] <Huu> the audio and graphic - thread are indepentdent?
[17:00:27] <Huu> android - iOs
[17:00:58] <ramn> have you run into a thread-related problem?
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[17:01:28] <Opetion> wth, was banned for flood o.O
[17:01:56] <Huu> ya, when I draw a image on new thread, a problem ocurs
[17:02:10] <ramn> can you draw it on the main thread?
[17:02:36] <ramn> I don't think you should to drawing on different threads
[17:02:53] <mk1> you're not allowed to draw in another thread
[17:03:02] <mk1> the opengl context is bound to the main thread
[17:03:26] <ramn> have you tried doing everything on the main thread?
[17:03:30] <Opetion> https://github.com/libgdx/libgdx/wiki/Threading -> what mk1 said :)
[17:03:34] <Huu> I can, but I think it will improve performance lol
[17:03:51] <mk1> added easteregg: http://i.imgur.com/5RRXCAY.png who knows him?
[17:04:35] <Opetion> prince of persia or something?
[17:04:37] <ramn> Huu: then put other stuff on background threads, like ai stuff or whatnot
[17:05:17] <ramn> but first try without threads
[17:05:33] <Huu> and how about audio and graphic. Are they independent?
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[17:06:02] <ramn> in what way?
[17:06:12] <mk1> yeah, PoP
[17:06:28] <Opetion> :)
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[17:06:34] <mk1> ramn: you can do all the calculations for movement and whatnot in another thread, but all openGL calls need to be in the main thread
[17:06:42] <mk1> that includes all draw calls
[17:06:44] <Huu> I mean if we have a background music
[17:06:56] <ryoga_ag> hi everybody :)
[17:07:01] <mk1> audio runs on a separate thread depending on the implementation
[17:07:05] <Huu> I want it play it all the time
[17:07:34] <Opetion> as a beginner game dev aren't you already too much worried about optimization? :P
[17:07:35] <Huu> ok
[17:07:38] <mobaxe> gn all
[17:07:41] <mobaxe> good night
[17:07:48] <ryoga_ag> sorry for my bad english, i'm italian
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[17:08:50] <ryoga_ag> i recently started learning libgdx, and i've finished the kilobolt tutorial to make a flappy bird clone
[17:09:06] <mk1> so far your English is pretty good
[17:09:13] <brewcode> hehe
[17:09:15] <ryoga_ag> thanks
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[17:09:56] <ryoga_ag> than i did something on my own, following what i learned on the tutorial for flappy bird i developed a game of a ball bouncing in a box XD
[17:10:24] <ryoga_ag> now i'm asking myself what to try next
[17:10:31] <ryoga_ag> i want to try box2d
[17:10:51] <mk1> do a tetris clone including a menu screen
[17:11:12] <ryoga_ag> that would be fun
[17:11:23] <Huu> sorry but another quetion, how can I protect my source code from decoding? I know file *.apk and *.jar are easy to decode source as well as resoucres
[17:11:31] <ryoga_ag> i also tought to do a arkanoid clone to learn something about box2d
[17:11:32] <mk1> programming isn't hard. what's difficult is to design an architecture that supports your game and tetris is a good start
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[17:12:19] <mk1> well, you can do that, but it might be a little more difficult
[17:12:41] <ryoga_ag> the tetrix game is a good idea i think i will try that and than i'll go on arkanoid
[17:13:09] <mk1> most important thing. always have the documentation opened up. you can avoid asking a lot of questions if you just dig around a little
[17:13:11] <ramn> Huu: that is tricky yes, there are various ways of obfuscating the bytecode though. google for it!
[17:13:14] <ryoga_ag> is there something i can look at to get in the right direction for this project?
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[17:14:16] <ramn> ryoga_ag: make a first attempt, scrap it and make a second attempt
[17:14:48] <ramn> the second will be better
[17:14:51] <ramn> :)
[17:14:54] <ryoga_ag> eheh
[17:15:22] <Huu> ramn: thank you very much, you make my day!
[17:15:27] <ryoga_ag> thanks for the advice
[17:15:51] <mk1> ryoga_ag: I guess it's best to aim high but not to high. If you keep making small stuff you won't fail and fail is good because you learn from your mistakes
[17:15:53] <ramn> ryoga_ag: there are many tetris clones, certainly quite a few build with libgdx that are on github or elsewhere
[17:16:05] <mk1> on the other hand starting with an mmo will just get you frustrated
[17:16:15] <ramn> ryoga_ag: but it is probably more valuable that you try yourself first, before you look at other code
[17:17:27] <ryoga_ag> yes i get it :)
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[17:17:59] <ramn> ryoga_ag: are you familiar with the concept "code kata"?
[17:18:08] <ryoga_ag> thank i'll follow your advice and try tetris when i'm done i'll try something with box2d
[17:18:24] <ryoga_ag> no i'm not, what is it?
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[17:18:47] <ramn> ryoga_ag: a coding exercise you do over and over, improving each time
[17:19:00] <evident> I'd definitely suggest starting with something small, just to get familiar with how everything works... working with Actors, scene2d etc... Stages, Viewports etc...
[17:19:03] <ramn> you can do that with a simple game
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[17:19:22] <evident> you"ll learn a lot there that helps making later games much faster
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[17:21:32] <ryoga_ag> ok thanks i googled code kata i'll read about it
[17:21:49] <ryoga_ag> you were all very helpful
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[17:22:25] <evident> does anybody know that feeling when you just want to continue working on that great new game project you've just started, but can't because you have other jobs to do? Like writing a Master's thesis? :D This is what I am feeling right now :D
[17:22:41] <ryoga_ag> i'm doing this all by myself and having someone with more experience giving you indication on wich direction is the best is a big help :)
[17:22:45] <evident> and it's killing me :D
[17:23:37] <ryoga_ag> thank you all, now i must go create my new project :D
[17:24:08] <ryoga_ag> i will be back for sure with more questions XD
[17:24:15] <ryoga_ag> bye!
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[17:24:39] <evident> have fun and good luck :)
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[17:25:38] <Opetion> ahah evident close to your situation :( I work during the day and after work I started this year my Master's degree
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[17:26:12] <evident> yeah :) And of course there are also other jobs... Not enough time to do everything :)
[17:26:25] <evident> luckily my thesis deals with libgdx as well :D
[17:26:49] <Opetion> lucky you :P for when is it due?
[17:27:16] <evident> no specific date yet... but planning for february or march :)
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[17:27:47] <Opetion> what is it about, if we may know
[17:27:53] <Opetion> :)
[17:28:38] <Opetion> +/- 1 year from now I must be mad looking for something to do for my thesis
[17:29:00] <evident> image based lighting :) SSDO etc :)
[17:29:38] <evident> but I definitely should focus working on it more... :)
[17:29:48] <Opetion> cool :D
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[17:31:51] <Opetion> best of luck with your thesis x)
[17:32:28] <Huu> hey guys, I have a question, I only found the assert folder in desktop and android project. What about iOs project? and why doesn't libgdx make a base folder "assert" in core-project, and anything else will share this folder?
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[17:34:26] <evident> thanks a lot :)
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[17:34:54] <evident> Huu: it's historically grown... :)
[17:35:45] <Huu> more detail, please evident
[17:35:49] <evident> For Android projects, the assets needed to be in the Android project itself. At least it was that way when still using Eclipse and ant... therefore in old projects, you'd always have to generate an android project as well even if you are not targeting Android
[17:36:18] <evident> I am not completely sure if it still needs to be when using gradle, but I guess so, otherwise it would have been changed...
[17:36:48] <evident> but basically you only need the asset folder in android... for desktop launching, you just have to set the working directory to the asset folder in the android project
[17:37:19] <evident> I think this still makes it very easy... only backdraw is that the folder is in the android project and not in the core...
[17:37:30] <evident> but this seems to be inevitabl
[17:37:32] <evident> +e
[17:38:03] <evident> and the same for ios
[17:38:05] <Huu> how about iOS-project? I can use this resource by?
[17:38:33] <evident> yes when you create your launch configuration for the ios project, you specify that location as well
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[17:40:48] <brewcode> just wonderin, did some of you buy the monotouch license?
[17:41:20] <Huu> so I probably use this assert (android) in iOS just like it's in iOS folde?r
[17:43:18] <evident> ohh it seems you dont have to specify the location of the android asset folder yourself...
[17:43:41] <evident> just create the run configuration with Gradle, set to ios project and the task, e.g. launchIPhoneSimulator
[17:44:22] <evident> so it must be already set in the build script to use that folder...
[17:44:36] <evident> just for desktop you need to set the working directory to the android asset folder
[17:45:11] <evident> https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA
[17:45:49] <evident> and right, you just put all your assets into the android project asset folder and it will work fine :)
[17:48:03] <Huu> lol, anyway thank you for your enthusiastic helping
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[17:57:00] <evident> don't know why I am so chatty today...
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[17:57:14] <evident> ok I know... it's procatinating... ;)
[17:57:32] <kjempff> I got this problem on iPhone5 that somehow the whole game is squeezed, screenshot: http://tinypic.com/view.php?pic=534tqc&s=8#.VEUrMvmSzCc ... runs on ipads and it used to run fine on iphone last time I tested it. Anyone had the same issue ? I am growing grey hair over this, as it was going to be just the last test before sending it to review
[17:57:45] <Opetion> :P
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[17:59:04] <evident> have you made any changes on the viewports etc?
[18:00:23] <kjempff> nop only minor changes and one major change .. switching to a newer robovm
[18:02:43] <bompo> to answer my own question from 15:27:30, one can use a custom spritebatch shader with an additional texture mask which creates the rounded corners
[18:03:34] <evident> hmmm then my spider senses suggest it might have to do with that robovm update... but why, I cannot say... not that deep into the ios stuff
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[18:06:54] <kjempff> looking at it, its like width and heigh are reversed, but not the orientation
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[18:36:46] <Scellow> It looks awesome http://overlap2d.com/
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[18:48:12] <evident> Scellow: yeah it sure does :) Hoping to try it out soon! This might make some stuff muuuch faster :D
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[18:54:17] <evident> who wrote this? One of the faces we know from around here?
[18:55:18] <Tomski> dont think so
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[19:46:08] <daranus> Ahoy there!
[19:46:17] <jeffol> howdy!
[19:47:58] <daranus> last ditch effort to gather some clues for the day, anyone ever used packr to build for mac ?
[19:48:17] <irbrad> hey hey
[19:55:28] <daranus> it seems to find the jar, launch an application, and the last thing it logs in the console is jre\lib\server\libjvm.dylib
[19:56:02] <daranus> tried 2 different openJDK builds but the exact same result for both builds
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[20:02:12] <kjempff> daranus I use jwrapper, it.. sort of works for windows/linus/mac, although I havent gotten to signing a mac dmg yet
[20:07:56] <kjempff> JWrapper require some reading and time to get working, and it is kindda bugged and there are not really any support so don't expect help when you run into problems or find a bug - tip: use offline builds, the online are not working well
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[20:08:56] <musy> hello
[20:09:37] <daranus> "Your app splash screen shows a prominent JW logo "
[20:09:39] <daranus> No thanks :D
[20:10:10] <musy> does anyone know how to load a file from a stream instead of a FileHandle ?
[20:11:07] <mobidevelop> Meaning get an input stream from a file handle?
[20:11:11] <kjempff> its not that bad, you can show your own splash with jwrapper logo below it... or pay to have it removed hehe, but then you might aswell pay the insanely overpriced (but likely better working) excelsior
[20:11:49] <daranus> for windows I've already got it working which will most likely be 90%+ of the steam userbase
[20:12:16] <daranus> So I doubt I will put that much into something for a minority
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[20:15:15] <kjempff> well the only real packers for multiple platforms I have found are excelsior and jwrapper .. maybe you are just better off to offer the rest a executable jar and tough luck to those who don't know how to run one
[20:15:48] <daranus> yeah :/ I'm afraid so
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[20:25:47] <Guest11225> where can I find the most recent and complete libgdx tutorial?
[20:26:16] <musy> mobidevelop: no no, Gdx.audio.newSound takes a file handle as input
[20:26:31] <mobidevelop> Right
[20:26:37] <musy> mobidevelop: but I'd like to use an input stream instead
[20:26:44] <mobidevelop> You can't
[20:27:44] <musy> argh...
[20:27:57] <mobidevelop> Well, you could if you make a FileHandle implementation that takes an existing stream and passes it through via the read() method
[20:28:32] <musy> I should use another sound library, the libgdx one is efficient but too limited
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[20:40:32] <Lecherito> Wazzuuup
[20:41:10] <daranus> yyyyyyyussss
[20:41:22] <daranus> trying out an older java build actually worked!
[20:41:43] <daranus> big ups to mr codedisaster!
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[20:43:14] <daranus> dinnertime! cya fellas!
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[20:57:15] <kalle_h> hello
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[21:02:15] <workerbee> hi
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[21:18:37] <indiepig> hihi
[21:19:15] <indiepig> I was wondering if anybody here uses packr and if there is a good minification profile out there tuned for libgdx
[21:22:55] <indiepig> the 50 meg overhead isn't awful for a desktop game, but if there's an easy way to shave that down that'd be cool
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[21:33:29] <kjempff> anyone got a working build.gradle for the latest libgdx/robovm?
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[21:34:15] <Tomski> The one the setup generates
[21:34:51] <kjempff> yeah I am trying not to redo the complete setup once again
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[21:35:23] <Tomski> Which build script are you talking about?
[21:35:30] <Tomski> ios/build.gradle or the root build.gradle?
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[21:35:58] <Tomski> And how old is your current version of that script?
[21:35:59] <kjempff> root build.gradle
[21:36:37] <kjempff> rombovm 0.0.13 and gdx 1.2
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[21:37:06] <Tomski> For 1.4.1, use robovm 1.0.0-alpha-04
[21:37:14] <Tomski> For both robovm, and the gradle plugin
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[21:37:47] <Tomski> You'll also need to change the gradle plugin to: "org.robovm:robovm-gradle-plugin"
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[21:44:07] <kjempff> thanks, that last part did the trick .. although I may need the newest possible robovm version
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[21:45:47] <kjempff> I am having me some ios8 landscape mode uhm "fun"
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[21:46:17] <Tomski> 04 is pretty new
[21:46:32] <Tomski> Were there any changes since then regarding your issue?
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[21:47:39] <Tomski> 1.0.0-SNAPSHOT will get you the snapshots anyway
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[21:50:42] <Lecherito> snapshot all the things
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[21:50:56] <Tomski> OI
[21:50:59] <Tomski> Back to your cave
[21:51:02] <Lecherito> :
[21:51:03] <Lecherito> :(
[21:51:29] <kalle_h> Cool looking animation http://vimeo.com/105788896
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[21:52:50] <kjempff> possibly this will fix it.. will know in a few hours: http://stackoverflow.com/questions/26289852/libgdx-ios-robovm-landscape-orientation-not-fullscreen
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[21:53:24] <Tomski> kjeldahl, ah
[21:53:32] <kalle_h> Does anyone have AMD gpu?
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[21:53:40] <Ashiren> radeon?
[21:53:47] <Tomski> kjeldahl, are you trying to run iphone6/6 plus?
[21:53:51] <Tomski> kjempff, *
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[21:54:23] <kalle_h> Ashiren: what you got
[21:54:36] <Nodragem> Hi every body! Is there someone who know how works TiledDrawable? When I used it, it does draw something which do the size I want... however, it is like it draw random pixels from my TextureRegion
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[21:55:12] <Ashiren> radeon 7770
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[21:56:08] <kjempff> @Tomski all of them.. I "just" needed one last test on an iphone5 before submitting for review .. and then I noticed that all ios8 were messed up
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[21:56:41] <kjempff> is there something special about iphone6 I should consider ? (offcourse there is, its apple)'
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[21:57:39] <Scrittl> I have a bug (it occurs just on another pc. So I dont have much info yet.). A simple 2d game with extended actors on a stage. And one actor is flickering sometimes ("3 out of 5 game starts"). Has anyone experienced something like that before?
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[21:59:12] <kjeldahl> @Tomski: Sorry no, not working on anything like that ATM.
[21:59:21] <kjeldahl> ;-)
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[21:59:47] <Tomski> kjempff, Gotcha, just the launch images
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[21:59:57] <mutilator> beep boop
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[22:04:59] <[twisti]> kalle_h: did you see the kickstarter for human resources ? do you think any of that is really ingame footage ? doesnt seem real
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[22:05:18] <kalle_h> haven't seen. Must look
[22:05:32] <[twisti]> https://www.kickstarter.com/projects/659943965/human-resources-an-apocalyptic-rts-game
[22:05:55] <Tomski> Thatas the one from planetary annihilation guys, right?
[22:06:13] <[twisti]> yeah :(
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[22:06:22] <mutilator> weird art
[22:06:29] <[twisti]> i was really excited about it until i saw the backlash they got for PA
[22:06:32] <mutilator> like borderlands meets.. something
[22:06:40] <[twisti]> i didnt like PA but i thought i was just being weird
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[22:08:47] <kalle_h> planetary annihilation kickstarter video was all bogus
[22:08:57] <kalle_h> so I don't belive that is in game footage
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[22:09:38] <[twisti]> :(
[22:09:49] <Tomski> I dont think they say it is
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[22:10:07] <mutilator> it says gameplay visualization
[22:10:43] <Tomski> Code for not actual gameplay
[22:10:49] <mutilator> ya
[22:10:57] <kalle_h> if your game would look like that there would be big ass text with blinking neon font: "IN GAME FOOTAGE"
[22:10:59] <Tomski> They talk about how difficult its going to be to create that
[22:11:01] <mutilator> human resources doesnt though
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[22:11:26] <Tomski> I havent seen the PA kickstarter
[22:11:33] <mutilator> it doesnt seem realizstic so iplanetary annihilation
[22:11:50] <Tomski> Was there a big deal about it not being as described?
[22:11:59] <mutilator> no idea
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[22:12:03] <mutilator> yea the human resources footage is def not in game
[22:12:04] <mutilator> heh
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[22:13:02] <kalle_h> I didn't see any "non game play footage" text there
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[22:13:47] <kalle_h> and when you add stuff like game ui and try to make it look like you could actually play it like that its just big turn off for me
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[22:13:53] <Tomski> Yeah
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[22:14:27] <kalle_h> I am glad that they seem to fail with that kickstarter
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[22:14:36] <kalle_h> ppl are wiser that they thought
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[22:16:13] <kalle_h> with some engine you can crank up the settings and use game as offline renderer. I like that kind of aproach becasue all those features are actually there and its just super sampled for smoother video experience
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[22:26:55] <mutilator> http://nationalreport.net/banksy-arrested-identity-revealed/
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[22:44:44] <Scellow> "Funding Canceled Funding for this project was canceled by the project creator 5 minutes ago." lol !!
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[22:45:45] <Scellow> The creator canceled it 40min after you talk about it :p
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[23:06:38] <lxknvlk> how do i call a method that is inside AndroidLauncher from my core project?
[23:07:02] <Xoppa> https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code
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[23:14:25] <lxknvlk> Xoppa, thannk
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[23:32:21] <abs25> is there something to improve performance of shapeRenderer?
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[23:35:18] <mutilator> Tomski?
[23:35:29] <mutilator> wanna +b brewco?
[23:35:33] <mutilator> :P
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[23:35:54] <mutilator> or Xoppa?
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[23:36:16] <mutilator> heh
[23:36:22] <mutilator> coo
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[23:36:50] <mutilator> lmao
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[23:37:16] <Xoppa> ... ipv6
[23:37:18] <mutilator> 2404:e800:ee00:113: his prefix
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[23:38:56] <Xoppa> mutilator you know the command?
[23:40:17] <mutilator> mode #libgdx +b *!*@2404:e800:ee00:113:*
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[23:41:23] <Xoppa> thanks!
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[23:42:36] <mutilator> so.. lets say you're taking a picture for someone
[23:42:43] <mutilator> lets just assume we have a .jpg on a pc
[23:42:56] <mutilator> what might be the easiest way to send that to someone else
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[23:43:29] <mutilator> as a business, you have a picture to send to a customer, you want to send it to their phone or whatever mobile device they happen to have
[23:43:34] <mutilator> just email?
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[23:44:11] <Xoppa> yes email
[23:44:33] <Xoppa> i've seen a few companies link to dropbox
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[23:44:45] <mutilator> so lets say now you have a proprietary img format
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[23:44:54] <mutilator> that they'll need your app to view
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[23:45:07] <mutilator> still think an email would be the best route
[23:45:12] <mutilator> or some sort of login
[23:45:38] <mutilator> maybe just some.. access code?
[23:45:42] <Xoppa> add a watermark
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[23:46:09] <mutilator> ?
[23:46:25] <Xoppa> ow, sorry, read it wrong
[23:46:53] <Tomski> gg [twisti], mutilator
[23:47:23] <Xoppa> if they need your app, can't you just provide it using the app
[23:47:31] <mutilator> sure
[23:47:46] <mutilator> i'm wondering what delivery mechanism might be standard for that sort of thing though
[23:47:52] <mutilator> i'm leaning toward an access code
[23:48:12] <mutilator> so they open the app
[23:48:15] <mutilator> and type in.. abc123
[23:48:19] <mutilator> and it grabs their thing
[23:48:43] <Xoppa> most platforms allow you to have custom "protocols" (not sure the naming) something like mutilator://www.url.com/to.the/image.ext
[23:49:00] <mutilator> oh?
[23:49:14] <mutilator> didnt realize
[23:49:20] <Tomski> Aye
[23:49:24] <mutilator> that would be interesting
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[23:50:10] <Xoppa> http://msdn.microsoft.com/en-us/library/ie/aa767914(v=vs.85).aspx
[23:52:06] <mutilator> so i'm thinking about this for thermal imaging, basically imagine you have a person or a house or something you get thermal imaged
[23:52:23] <mutilator> while the person is there with you they could type the access code and get their images directly on their device
[23:52:41] <mutilator> which they could then change palettes, temp scales, and check spot temps of the image if they want
[23:52:52] <mutilator> something to immediately give a person access to that stuff
[23:53:06] <mutilator> rather than.. like.. print outs or a cd or some crappy 1990's way
[23:53:32] <mutilator> QR CODE!!!!!!
[23:53:38] <mutilator> lol
[23:54:19] <Xoppa> http://stackoverflow.com/questions/11421048/android-ios-custom-uri-protocol-handling
[23:54:30] <Xoppa> yeah qr sounds like a good option
[23:55:39] <mutilator> that was mostly in jest, are qr codes ever really used?
[23:55:51] <mutilator> i can think of one occasion i used one...
[23:56:43] <mutilator> at the school i used to work for one of the principals was on this kick where she could 'have a qr code for every student' and i've mocked qr codes ever since
[23:57:05] <Xoppa> qr is just an alternative to typing an url. if te url is short then i dont think a qr is of much value, but for longer urls it might
[23:57:49] <mutilator> yea
[23:58:22] <mutilator> i'm thinking more like a time sensitive 6 # pin code or something
[23:58:40] <mutilator> they either get it while you're speaking with them or they dont
[23:59:36] <Xoppa> sounds reasonable
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   October 20, 2014  
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