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   October 22, 2014  
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[00:00:10] <Tann_> I don't know how to access the class
[00:00:14] <Tann_> Have to do some googling
[00:00:41] <kalle_h_> break point before you call it
[00:00:48] <Tann_> Ooh
[00:00:52] <Tann_> step through!
[00:00:53] <Tann_> clever
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[00:01:04] <kalle_h_> then just continue line by line
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[00:01:26] <kalle_h_> Debugging is precious skill. Use it every day
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[00:02:35] <Tann_> Oh wait
[00:02:45] <Tann_> it works fine from eclipse anyway
[00:03:52] <Tann_> Can you do that sort of debugging with a .jar file?
[00:04:19] <maximtwo_> Tann_, are you using the desktop:dist task?
[00:04:25] <Tann_> yeah
[00:04:26] <kalle_h_> I guess. You propalby have to add sources to your project
[00:04:38] <maximtwo_> have you tried running it from command prompt instead of eclipse?
[00:04:41] <Tann_> yeah
[00:04:43] <Tann_> no errors
[00:04:54] <kalle_h_> but source code access is best thing in opensource projects so use that
[00:05:14] <maximtwo_> Tann_, open the jar in winrar or 7zip and look for the sound files
[00:05:19] <Tann_> it runs fine just doesn't play the audio (before I put the while loops in, now it just crashes)
[00:05:22] <Tann_> The sound files are in there
[00:06:10] <Tann_> And I've triple-checked that it's capitalised correctly
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[00:08:53] <Delmadan> What do you guys think http://giphy.com/gifs/5xaOcLxFGbm04htx7y0
[00:09:15] <maximtwo_> that looks awesome Delmadan
[00:09:19] <Tann_> Looks grat!
[00:09:28] <Delmadan> cheers big ears :D
[00:09:43] <Delmadan> how about the scaling on the scope though?
[00:09:44] <Delmadan> too much?
[00:10:00] <maximtwo_> i think it adds a cool effect
[00:10:13] <maximtwo_> might need to be toned down just a smidge though
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[00:10:22] <Delmadan> yeah I think you're right
[00:11:50] <maximtwo_> Tann_, this is just a shot in the dark buy did you somehow mute the libgdx app with the windows sound mixer thingie?
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[00:12:08] <Tann_> No : ( thanks for trying but
[00:12:12] <Tann_> Sound works on the desktop.jar
[00:12:28] <Tann_> plus it never sets the music to be "isPlaying()"
[00:12:42] <maximtwo_> oh i thought the desktop.jar wasn't playing sound
[00:12:49] <maximtwo_> i guess i'm lost
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[00:13:29] <Lecherito> maximtwo_: https://dl.dropboxusercontent.com/u/74953508/Screenshots/2014-10-21%2023_26_59.png the manager is growing!
[00:13:55] <maximtwo_> Lecherito is that windows 8?
[00:14:01] <Lecherito> yup
[00:14:04] <maximtwo_> we're not friends anymore
[00:14:28] <Lecherito> were we friends?
[00:14:35] <Lecherito> :D
[00:14:36] <maximtwo_> ouch
[00:14:41] <Lecherito> xDDD
[00:15:04] <Lecherito> i prefer win7
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[00:15:09] <Lecherito> but im lazy to format
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[00:15:29] <maximtwo_> Lecherito, when am i going to able to play?
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[00:15:39] <maximtwo_> screenshots hurt my feelings
[00:15:44] <Lecherito> well, you can play it already
[00:15:56] <Lecherito> but there aren't good maps yet
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[00:17:20] <Tann_> Narrowed the issue a bit. The file plays as an MP3 but I kinda need it as a wav for now.
[00:17:37] <maximtwo_> i've had better luck with .ogg
[00:17:42] <maximtwo_> and i've had issues with .wav
[00:17:51] <Tann_> I guess it may be something to do with birates or some crap. I'll just play them as Sound instead of Music for now.
[00:17:53] <Lecherito> if you really want to test it out, tell me and i'll give you links
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[00:17:57] <maximtwo_> in my experience i would avoid .wav
[00:18:08] <Tann_> I'm using wav because I'm analysing the waveforms
[00:18:12] <maximtwo_> oh
[00:18:19] <Tann_> And mp3/ogg are going to be tricky to do that with I imagine! : D
[00:18:24] <maximtwo_> haha yeah
[00:18:30] <maximtwo_> i don't know much about audio stuff
[00:18:35] <Tann_> Yeah me neither haha
[00:19:04] <Tann_> But wavs are cool for that, they're just a bunch of numbers corresponding to wave height
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[00:32:06] <Scellow> Delmadan: WOW! looks awesome nice job ! i love the arts
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[00:34:30] <TEttinger> nice, Delmadan
[00:35:35] <TEttinger> my art collection for my current project is growing, slowly but surely
[00:35:36] <TEttinger> http://tommyettinger.github.io/home/PixVoxel/samsara/
[00:39:06] <Delmadan> TEttinger, that looks so cool
[00:39:12] <Delmadan> I love the exploding :D
[00:39:53] <TEttinger> thanks, Delmadan! the explosions are procedural and change a voxel model frame by frame as a preprocessing step, that was some fun code
[00:40:04] <Cethos> @TEttinger Looks great. Any project info?
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[00:40:58] <TEttinger> Cethos: science-fiction/high-fantasy tactical RPG, an emphasis on unique classes and unusual species
[00:42:04] <TEttinger> grid-based, movement is important, some unusual mechanics (retro-FF-style damage cap, except one class can reduce or increase it to take less or deal more damage)
[00:43:22] <Cethos> @TEttinger: Sounds good. Can you already estimate the release date?
[00:44:03] <TEttinger> oh no way. I've been doing the art for about... 3 weeks? a month? and there's still a lot left to do
[00:44:53] <TEttinger> I've had this setting in the works for years, but I took a long break working on other things
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[00:47:58] <Cethos> But I want it now. Hurry up. Why are you answering my stupid questions instead of finishing that game? }:o
[00:48:25] <TEttinger> some key inspirations are star wars (which, of course, is the biggest science fiction fantasy mix out there), the online collection of short stories called Fine Structure, a bit of D&D's Eberron setting, games like Bravely Default (for the classes), Disgaea (properties of the terrain), and Jeanne D'Arc (for the movement mechanics)
[00:49:33] <Cethos> Joking aside, is there any possibility to get notified directly when it's done? (twitter or something)
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[00:51:19] <TEttinger> I'm guessing, since my previous attempt at a game using this type of graphics took a month before I desperately wanted to work on something in a more pleasant language, this will take another month for graphics, a month of sorta preliminary demo coding to set up the game mechanics I want, and then a long period of adding content
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[00:51:36] <TEttinger> I have a twitter I rarely update, but will when I start releasing
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[00:52:06] <TEttinger> https://twitter.com/TommyEttinger
[00:52:34] <Cethos> Nice, it's good to see people are still taking great pains to make good games, especially after checking the latest apps on Google Play. I'm really looking forward to playing it.
[00:52:53] <TEttinger> great!
[00:53:03] <TEttinger> that's encouraging, really. thanks
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[00:53:11] <Cethos> Perfect, thank you. Following you.
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[01:55:48] <jeffol> hey all, i have a json string that looks like this "[{object...},{object...}]", it is an array of objects. I use JsonValue and JsonReader to read it, .isArray returns true, but iterating over the array using for (JsonValue entry = jsonValue.child; entry != null; entry = entry.next) only brings one entry with null values
[01:55:50] <jeffol> any clues?
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[02:12:49] <jeffol> nevermind, it is working fine apparently. not sure what was wrong
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[02:34:07] <ASneakyFox> all my games are made with cc0 assets i find online, if you make your own assets and your own code you could spend months on one small game that ends up getting no attention
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[02:48:37] <LiquidNitrogen> interesting point
[02:51:59] <LiquidNitrogen> although some people spend months walking from one place to another, making funny noises and getting no attention. so it depends on your intention
[02:52:51] <nexsoftware> I try to get as little attention as possible
[02:53:11] <mutilator> my key is farting tractors
[02:53:29] <nexsoftware> Heh
[02:53:51] <mutilator> cause spending lots of time on a game never works
[02:53:56] <LiquidNitrogen> o.O what has your key been eating?
[02:53:59] <nexsoftware> Who doesn't love farting tractors?
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[02:54:08] <mutilator> nexsoftware: RIGHT!
[02:54:35] <LiquidNitrogen> keys which fart tractors are a lot more funny
[02:54:48] <mutilator> i claim that idea as my own
[02:54:54] <mutilator> everyone sees my claim
[02:55:00] <LiquidNitrogen> yup
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[02:55:23] <mutilator> heh
[02:55:37] <LiquidNitrogen> go nuts
[02:58:27] <mutilator> hmm
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[03:02:45] <LiquidNitrogen> https://www.kickstarter.com/projects/142464853/hendo-hoverboards-worlds-first-real-hoverboard
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[03:06:18] <LiquidNitrogen> hah, theyve raised 56% of their goal in 1 day
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[03:32:05] <AndreLopes> Sharing a scientific project with libgdx : http://www.java-gaming.org/topics/sharing-genetic-algorithm-libgdx-based-on-jeff-heaton-s-book/34642/view.html
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[03:34:52] <nexsoftware> O.o
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[03:45:53] <halcyon__> hey guys a friend and i are writing a multiplayer rts in libgdx and using p2p lockstep for our networking model, which requires determinism
[03:46:27] <halcyon__> is `strictfp` viable for this in libgdx? like will it automaticall cascade to all things i use, or does it need to be, like, recompiled or something?
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[03:49:51] <mutilator> ha andre
[03:49:53] <mutilator> o he left
[03:51:10] <mutilator> i once had a pre-interview programming task that was a variation of travelling salesman, i told em sorry maybe next time
[03:53:49] <nexsoftware> I don't even know what a traveling salesman is in this context
[03:55:17] <mutilator> hit each poi in shortest distance
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[03:58:36] <mutilator> http://pastebin.com/raw.php?i=dVxwySR2
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[04:04:59] <Sadale> mutilator, I hate problems like this :(
[04:05:14] <mutilator> it was a little extensive for a pre-interview question
[04:07:12] <Sadale> mutilator, Well, that's gone too far.
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[04:13:34] <dermetfan> so I check IRC and see my partner posted one of our projects here and nobody understands it. What can I say? I don't either, I just make the UI. :D
[04:13:55] <mutilator> wut?
[04:14:05] <cackling_ladies> TEttinger, http://www.gamasutra.com/view/news/228325/Highbudget_Kickstarters_struggle_as_Uber_ends_Human_Resources_campaign.php
[04:16:38] <mobidevelop> dermetfan: you are someone's best german friend, that has to feel good.
[04:18:37] <dermetfan> I'd guess I'm his only german friend too
[04:19:20] <mobidevelop> Lol
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[04:29:17] <TEttinger> cackling_ladies: is this meant for me?
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[04:31:12] <cackling_ladies> TEttinger, news I think you may be interested in, yes.
[04:32:22] <TEttinger> well I do know the current designer of planetary annihilation, the guy who was hired to replace the lead designer when he moved to that just-failed game
[04:33:54] <XTremEive> Hi there!
[04:34:01] <TEttinger> hey XTremEive
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[04:35:09] <XTremEive> Quick question is there any indiedev? I mean usually... (Might be a little early... Or late right now)
[04:35:26] <TEttinger> yes, most people here are indie devs
[04:35:51] <mutilator> except me
[04:35:56] <mutilator> i make AAA titles
[04:35:57] <XTremEive> All using libgdx I assume.
[04:37:38] <mutilator> yea titles like, AAAH
[04:37:46] <mutilator> and AAArdvark
[04:37:51] <mutilator> and AAAirplanes
[04:39:34] <mutilator> did you have a question or just want to jive with the hip cats?
[04:43:17] <mutilator> guess it's time for bed then
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[05:12:29] <halcyon__> no answer about strictfp and libgdx?
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[06:15:44] <nems808> has anyone seen this error when deploying to Android?
[06:15:45] <nems808> Fatal signal 11 (SIGSEGV) at 0x7a5cfa80 (code=2), thread 27356 (Thread-94976)
[06:15:58] <nems808> works fine on Desktop
[06:16:51] <nems808> It seems like the game crashes when I try to make a ChainShape. If I take that line out it doesn't crash
[06:24:02] <aegamesi> oh, nems808, I'm sorry. You're (probably) in for a hell of a debugging time
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[06:27:02] <halcyon__> if you delete a git branch is it gone 4evr
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[06:27:19] <halcyon__> oops wrong chan
[06:28:21] <nems808> Damn it but why????
[06:28:42] <nems808> where do I start from?
[06:29:09] <nems808> luckily I haven't written that much code before noticing that this doesn't work on android
[06:29:36] <nems808> but I have no idea what I am doing wrong
[06:29:47] <Tomski> nems808, whats the line that causes it?
[06:29:51] <Tomski> And when is it being called
[06:30:39] <nems808> it happens when I create a ChainShape with box2d
[06:31:14] <nems808> in onCreate
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[06:31:39] <Tomski> Pastebin :)
[06:34:09] <nems808> line 595 which is inside of a method that is called in the constructor
[06:34:10] <nems808> http://pastebin.com/YdTMeKdF
[06:34:39] <nems808> maybe that is the problem? maybe I shouldn't create it the body in the constructor?
[06:38:45] <nems808> Just to repeat, if I take the line 595, where I create a chain body the code works on Android
[06:39:10] <Tomski> What happens in the constructor for Terrain?
[06:40:40] <nems808> http://pastebin.com/TEeHpPTq
[06:42:21] <Tomski> Dispose shape after createFixture
[06:43:49] <nems808> when I do this it crashes even on Desktop
[06:44:40] <Tomski> Does it work correctly on desktop?
[06:44:44] <Tomski> Or does it just not crash
[06:44:56] <nems808> yeah, everything works fine on desktop
[06:45:07] <Tomski> Thats surprising
[06:45:37] <nems808> on Android it crashes and I was lucky that I was printing something out just before the line where i create the chain body
[06:45:59] <nems808> so I saw in logcat that Android version actually gets to that line
[06:47:01] <nems808> and then I just tried a version without creating the chain body and everything worked fine on Android except now I don't have the terrain that i need :)
[06:47:43] <Tomski> is it the segfault on desktop when you dispose of the shape after?
[06:49:11] <nems808> so if I try to dispose of the shape and run it on desktop it crashes with this error
[06:49:16] <nems808> java(68154,0x11dcba000) malloc: *** error for object 0x7fdb82fb4b80: pointer being freed was not allocated
[06:49:16] <Tomski> I dont know how you are getting a valid terrain considering you are deleting the shape before hand
[06:49:16] <nems808> *** set a breakpoint in malloc_error_break to debug
[06:50:13] <nems808> where am I deleting it?
[06:50:42] <Tomski> before you create the terrain body
[06:51:16] <nems808> I don't, it gets stored in an array and I delete it later
[06:51:50] <Tomski> Not in the pastebin you shared
[06:52:09] <nems808> can you tell me what line that is, please ?
[06:52:15] <Tomski> 16
[06:52:57] <nems808> how the hell did that get there!!!!
[06:53:06] <nems808> thank you!!!
[06:53:07] <nems808> omg
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[07:03:55] <TEttinger> if we had a karma bot I'd ++ you Tomski
[07:07:37] <Tomski> TEttinger, no talk of bots! You'll scare mobidevelop away
[07:09:15] <TEttinger> but bots can gather the worst moments of a chat for permanent record! or alternatively, the epic word wrangling of this guy https://www.refheap.com/92132
[07:10:45] <TEttinger> relevant: They don't hang out on weird game programming chats so they still retain a mostly normal human psychology instead of accruing progressive personality derangements that will slowly turn them into programmers.
[07:13:36] <cackling_ladies> TEttinger, it's more like so they still think they're human.
[07:13:57] <TEttinger> is this the real life?
[07:14:09] <Tomski> are you a bot?
[07:14:15] <TEttinger> is this just fantasy?
[07:14:17] <cackling_ladies> Imagine what the bot think if they read our chat. "Wait, these description, this sounds like me. What am I? NOOOOOOO!!!!"
[07:19:16] <cackling_ladies> then this will happen http://www.youtube.com/watch?v=W7VLGGa3LUM
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[09:41:06] <evident> morning everybody
[09:41:19] <mk1> good evening
[09:43:17] <LunarPathway> good afternoon!
[09:44:29] <Apokaliptor> hey
[09:44:54] <Tomski> ahoy
[09:51:25] <mobaxe> yay
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[11:01:30] <zhiayang> hello
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[11:02:06] <zhiayang> i've a bit of an issue
[11:02:25] <zhiayang> i'm trying to create something where the player is always in the centre of the screen, with the TileMap scrolling below it
[11:02:46] <zhiayang> how should I go about doing this? most of what i've found on google is quite vague
[11:02:50] <titoasty> hi
[11:03:04] <titoasty> Tomski: hi, just updated the PR, you were right
[11:03:23] <mobaxe> hey what is the best way for gradient background in side scrolling game ?
[11:03:31] <Tomski> titoasty, cool beans, can you squish those commits?
[11:03:33] <zhiayang> (as an aside and probably related issue, the player doesn't render if I call the OrthogonalTiledMapRenderer.render(), before or after
[11:03:59] <titoasty> Tomski: don't have write access
[11:04:17] <Tomski> It wasnt merged
[11:04:28] <Tomski> you can squish and push to your fork
[11:04:33] <Tomski> That will update the PR
[11:04:39] <titoasty> already done :)
[11:04:54] <Tomski> Still 7 commits
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[11:07:05] <Tomski> zhiayang, have your camera centered on the players position
[11:07:17] <zhiayang> okay
[11:08:19] <zhiayang> yea, now the other problem is that I get a large white square instead of my player
[11:08:29] <zhiayang> (which doens't happen if I don't call the world renderer)
[11:09:58] <Tomski> Pastebin the relevant code
[11:10:24] <zhiayang> http://pastebin.com/3DbVEUDa
[11:10:56] <zhiayang> i have a couple of abstractions notably over the Render() function, but it all goes back to the render() of Screen
[11:11:38] <Tomski> What is worldRenderer?
[11:11:45] <Tomski> The OrthoRenderer?
[11:12:03] <zhiayang> yes
[11:12:10] <zhiayang> public val worldRenderer: OrthogonalTiledMapRenderer
[11:12:56] <Tomski> Does it own its own spritebatch?
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[11:14:22] <zhiayang> Tomski: no, it's all the game's spritebatch
[11:14:24] <Tomski> zhiayang, when you use .render() of a BatchTiledMapRenderer it calls batch.begin()
[11:14:31] <Tomski> It will also flush
[11:14:50] <zhiayang> wait hang on, the OTMR has its own spritebatch?
[11:14:54] <Tomski> It can do
[11:14:55] <titoasty> Tomski: I'm on it, sorry first time squashing...
[11:15:04] <zhiayang> can I disable that?
[11:15:08] <Tomski> Unless you pass one in the constructor
[11:15:21] <zhiayang> ah yes, i can do that
[11:15:31] <Tomski> titoasty, take your time :)
[11:15:51] <zhiayang> dammit, why does it call batch.begin
[11:16:09] <Tomski> Its self contained
[11:16:11] <zhiayang> renderTileLayer does not right?
[11:16:23] <Tomski> It doesnt
[11:16:27] <zhiayang> ah. thanks!
[11:16:29] <zhiayang> works now
[11:16:38] <zhiayang> btw are you in anyway related to 'tomska'
[11:16:51] <Tomski> Nope
[11:17:09] <Tomski> We are both English
[11:17:13] <Tomski> thats probably as close as it gets
[11:18:12] <zhiayang> well.
[11:18:15] <zhiayang> \o/
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[11:25:06] <TEttinger> zhiayang, your hostmask is in singapore, are you there as well? I don't think we've had any users join from there before. cackling_ladies is close-by-ish in Vietnam
[11:25:15] <zhiayang> TEttinger: i am!
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[11:25:25] <cackling_ladies> ni hao-lah
[11:25:39] <zhiayang> \o
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[11:26:21] <TEttinger> IRC is so amazing in its global nature. and there's always someone from a Nordic country given a large enough channel
[11:26:51] <TEttinger> kalle_h is in Finland, I think?
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[11:46:04] <zhiayang> oh as an aside
[11:46:21] <zhiayang> is there a reason why class Game needs a create() method instead of using a constructor?
[11:47:14] <cackling_ladies> android support IIRC
[11:47:27] <cackling_ladies> more like mobile support
[11:47:41] <zhiayang> ugh
[11:47:51] <zhiayang> oh because opengl loses context when minimised right
[11:47:52] <zhiayang> ugh
[11:48:16] <zhiayang> well at least the rest aren't null
[11:48:25] <zhiayang> s/null/like that/
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[11:50:19] <Tomski> titoasty, which havent you tested btw?
[11:50:59] <titoasty> Tomski: ios, android, gwt (and mock)
[11:51:11] <Tomski> But desktop works?
[11:51:15] <titoasty> yep
[11:51:16] <Tomski> kk
[11:51:36] <titoasty> I'm messing with git for the moment, I merged too many commits, sorry I'm on it
[11:52:00] <zhiayang> also, is there a way to stop fonts appearing like http://imgur.com/N80tnpP
[11:52:03] <Tomski> titoasty, I've done it a lot :P
[11:52:36] <Tomski> like what exactly zhiayang ?
[11:52:44] <zhiayang> it's not sharp
[11:52:51] <zhiayang> blurry, and not the antialiasing kind of blurry
[11:52:58] <zhiayang> upscaled textures kind of blurry
[11:54:28] <zhiayang> LWJGLApplicationConfiguration.overrideDensity might be what i'm looking for, is there some better documentation on this field?
[11:54:57] <mk1> zhiayang: setUseIntegerPosition for the font
[11:55:15] <mk1> it forces the text to be aligned to a pixel
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[11:55:42] <zhiayang> that's not it
[11:55:58] <zhiayang> i think what i'm trying to say is that fonts/assets look bad on hidpi desktops
[11:56:05] <Ange_blond> Strange... the shaders #ifdef var instruction is not good in Andriod, have to use #if defined(var).
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[12:14:10] <zhiayang> huh
[12:14:16] <zhiayang> i can't get crisp fonts even with freetpe
[12:15:36] <titoasty> ok, git is stronger than me
[12:16:20] <Opetion> the joys of git when there are lots of merges :P
[12:17:02] <titoasty> me now with git : http://i0.kym-cdn.com/photos/images/facebook/000/234/765/b7e.jpg
[12:17:38] <titoasty> giving up until git master gives me food
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[12:18:39] <Opetion> using git on the command line or through the ide?
[12:18:56] <titoasty> command line
[12:19:52] <titoasty> I was trying to squash commits, that I did fine, but inside it added other commits from origin libgdx repository
[12:20:05] <titoasty> https://github.com/libgdx/libgdx/pull/2485
[12:20:14] <titoasty> my first time doing that with git, I'm happy
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[12:20:47] <Opetion> oh well, i don't think you will enjoy the glorious intellij git commits where it says it can't commit because the following files have changed: (empty list)
[12:20:52] <Opetion> or something like that :P
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[12:22:30] <Opetion> everyone is doing cool stuff except me
[12:22:54] <Tomski> titoasty, heh
[12:23:09] <titoasty> Tomski: yeah I know...
[12:24:03] <Opetion> being 2 ifs is just some coding convention? i was checking your commit
[12:24:44] <titoasty> Opetion: I just CP the code above, to keep libgdx conventions
[12:25:13] <Opetion> oh ok i never really checked much of libgdx code :)
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[12:27:36] <zhiayang> any help for highdpi/retina support?
[12:29:26] <titoasty> Tomski: I thought git was as easy as svn but I seriously need to practice before. woof
[12:29:46] <zhiayang> (nothing on google is helping)
[12:29:56] <Tomski> titoasty, just testing on platforms then ill commit your changes
[12:30:33] <titoasty> you saw all that new commits inside the PR ? I don't even understand how I did it. very sorry
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[12:31:27] <Tomski> Yeah just history diffs
[12:33:18] <titoasty> I have some stuffs I'd like to share later, when I'll master git, like simulated 3d sound using only volume and pan
[12:33:42] <titoasty> (would work on every platform so)
[12:35:48] <Ange_blond> Please, how can I put my shaders in my "core" project without having to copy/pasting them in the android/assets ? the classpath file reader does not fidn them when they are in the sources
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[12:37:55] <zhiayang> sharp fonts are impossible
[12:38:00] <zhiayang> how does minecraft do it
[12:38:11] <titoasty> Tomski: thanks for your help
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[12:39:13] <TEttinger> zhiayang: are you using bitmap-style fonts, as in, the style is obvious large pixels and not subtle curves?
[12:39:24] <zhiayang> TEttinger: yes
[12:39:41] <TEttinger> I do the same, and I made a bit of progress, but nothing great
[12:39:48] <zhiayang> argh
[12:40:01] <TEttinger> basically I just resize at integer multiples
[12:40:15] <TEttinger> I base the multiple on the DPI
[12:40:42] <TEttinger> the other way is having many many fonts for different DPIs
[12:40:50] <TEttinger> or, freetype
[12:41:09] <zhiayang> aha, mostly it's just choosing a proper size
[12:41:15] <TEttinger> yes
[12:41:15] <zhiayang> even damned arial fails at 12
[12:41:30] <TEttinger> oh, I use actual bitmap fonts, hang on
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[12:45:09] <Christiaan> How many of you guys have amade a tower defense game?
[12:45:16] <TEttinger> https://github.com/tommyettinger/home/blob/gh-pages/Fonts/MonologyUI.png https://github.com/tommyettinger/home/blob/gh-pages/Fonts/MonologyUI.fnt
[12:45:35] <zhiayang> TEttinger: interesting
[12:45:50] <TEttinger> I also made the font myself, for the record
[12:46:44] <TEttinger> http://fontstruct.com/fontstructions/show/monology
[12:47:41] <zhiayang> mmm
[12:47:42] <zhiayang> neat
[12:47:56] <TEttinger> fontstruct is a very fun program, and free
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[12:51:16] <Opetion> nice program, going to check it at home :)
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[13:08:09] <mobaxe> hey can i draw a gradient color with Gdx.gl.glClearColor ?
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[13:10:07] <mk1> no
[13:10:20] <mk1> because a gradient is not a color, duh
[13:10:35] <mobaxe> linear or something you get what i mean :D
[13:10:45] <mk1> I know what you mean
[13:11:14] <mobaxe> light blue to blue for examlpe
[13:11:39] <mk1> if you need this as background I'd write a small helper class
[13:11:44] <mk1> just gimme a second
[13:12:06] <mobaxe> yup i need bg.ok waitin
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[13:15:46] <mk1> uhm, default shader anyone?
[13:16:43] <TEttinger> mk1: you need it?
[13:16:54] <TEttinger> it's in SpriteBatch IIRC
[13:17:08] <duff> Hey guys, can anyone give me a hand with some info about AnimationAPI ?
[13:20:17] <dermetfan> just ask your question
[13:21:56] <mk1> yeah, never mind :)
[13:22:16] <duff> Im doing a turn based battle, and Im trying to animate each character when it attacks
[13:22:41] <TEttinger> I have the same
[13:22:42] <duff> but I set the loop false, and when I attack it animates once, and never animates again when I ask it.
[13:23:06] <dermetfan> animation.setPlayMode(PlayMode.LOOP);
[13:23:18] <TEttinger> I think it shouldn't loop, dermetfan
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[13:23:29] <mobaxe> mk1: ^_^
[13:23:32] <duff> It cant loop
[13:23:32] <TEttinger> the issue may be how you're getting the keyframe
[13:23:58] <TEttinger> can you pastebin some code to http://pastebin.com or your pastebin of choice?
[13:24:32] <mk1> mobaxe: taking a while, pm you when it's done
[13:24:37] <duff> Just gimme a min, im at work. going to open my git
[13:25:00] <mobaxe> ok dude
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[13:31:56] <duff> TEttinger, http://pastebin.com/Z0ns9wKR
[13:32:04] <TEttinger> thanks duff
[13:32:34] <duff> TEttinger, attack method its a button, that everytime is pressed it calls the animation (im trying another animation frame, but is not working)
[13:33:17] <dermetfan> duff: you do reset frameTime right?
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[13:34:30] <duff> I guess not
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[13:35:56] <duff> how do I reset the frametime
[13:36:10] <dermetfan> frameTime = 0 in the attack method
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[13:36:50] <TEttinger> dermetfan wins
[13:37:01] <dermetfan> :P
[13:37:01] <TEttinger> I was checking how I did it, that is the method I use
[13:37:02] <duff> is that it ?
[13:37:26] <TEttinger> yeah, right before you start the animation reset frameTime to 0
[13:38:03] <duff> well thanks dumb of me
[13:38:08] <duff> to never realize that
[13:38:28] <zhiayang> what in gods name is going on
[13:38:45] <duff> Can you guys guide me on another issue related to that
[13:39:35] <duff> there is anyway to make the animation and while the animaton is playing wait to execute the method ?
[13:39:38] <duff> I mean
[13:40:11] <duff> I attack, animation plays, animation finish, formula is execute to do the damage ?
[13:40:14] <duff> is this order?
[13:40:46] <zhiayang> why is thils null
[13:40:49] <zhiayang> null null null
[13:40:53] <zhiayang> this is kotlin for god's sake
[13:41:08] <TEttinger> zhiayang, welcome to programming!
[13:41:22] <TEttinger> nothing works here
[13:41:22] <mobidevelop> O.o
[13:41:29] <dermetfan> you can use Timer.schedule(new Timer.Task() { override run() }, animation.getAnimationDuration());
[13:41:33] <zhiayang> i don't even know why
[13:41:43] <zhiayang> public open class Player(override val game: PewGame, spriteSheet: String)
[13:41:47] <zhiayang> ^ game.
[13:41:53] <zhiayang> game is not null, but this.game is null!
[13:41:58] <TEttinger> don't use Timer...
[13:42:10] <zhiayang> best part is that they're the same thing
[13:42:16] <dermetfan> :( way nawht
[13:42:30] <TEttinger> dermetfan: it slows down stuff quite a bit
[13:42:39] <mobidevelop> O.o
[13:42:41] <TEttinger> it uses threads to handle stuff and is quite heavy
[13:43:08] <mobidevelop> It uses exactly one thread
[13:43:58] <dermetfan> looking at the source it doesn't seem *that* heavy
[13:44:42] <TEttinger> I used Timer a lot, switched to a different approach someone recommended in here based on just grabbing the current millis at the start of the "Timing" and storing it, using the difference between the stored value and the current millis in the later frame to do interpolated movement.
[13:44:52] <TEttinger> much smoother translations
[13:45:38] <TEttinger> it's hard to tell exactly why I had so much trouble with Timer other than I was using it a lot
[13:46:22] <duff> So, I shouldnt use Timer?
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[13:46:48] <dermetfan> for smooth translations you would have to set the timer to the exact frame duration of the next frame which you can't know, so of course they'll be sloppy. Timer isn't meant for that
[13:46:48] <TEttinger> just be willing to switch it out if it ends up not performing well, it's fine in moderation
[13:47:07] <dermetfan> duff: I vote for it :P
[13:47:17] <mobidevelop> Use Timer always
[13:48:04] <duff> thanks
[13:48:31] <duff> Im going to try that approach
[13:48:32] <mk1> okay, done, mobaxe
[13:48:39] <duff> thanks for the time guys. really helpfull
[13:49:20] <zhiayang> to the stack
[13:49:59] <mobaxe> mk1: ok what now
[13:50:05] <mk1> pm
[13:50:50] <TEttinger> zhiayang, what's the override mean?
[13:51:40] <zhiayang> TEttinger: the parent class Player implements a trait MovingEntity, which implements another trait Entity, which has a field 'game'
[13:51:55] <zhiayang> traits can't have state, so you need to override the field in child classes
[13:52:23] <TEttinger> and that "this.game" is null within Player?
[13:52:48] <zhiayang> yes
[13:52:57] <zhiayang> it's hard to explain so i'll just ask on SO
[13:53:00] <mobidevelop> Use Java
[13:53:04] <zhiayang> mobidevelop: go away
[13:53:14] <mobidevelop> Wow
[13:53:48] <TEttinger> much defiant
[13:53:57] <TEttinger> very rebel
[13:54:41] <dermetfan> which language is that even
[13:54:50] <TEttinger> kotlin is uh, a scala-alike
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[13:56:41] <TEttinger> well it does work with libgdx, someone made a game already https://play.google.com/store/apps/details?id=truefool.android
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[13:57:37] <dermetfan> I was considering learning it but nah not yet
[13:58:15] <Apokaliptor> Kajos: https://www.youtube.com/watch?v=CgVICGmx0v8 is this your game?
[13:59:32] <zhiayang> TEttinger: ooh, good to know
[14:00:16] <TEttinger> someone game that game 1 star for having ads that cover half the screen, lol
[14:00:20] <TEttinger> *gave that
[14:00:43] <mutilator> i'm still annoyed by mom reviews
[14:00:50] <mutilator> "game didnt keep my kid busy long enough"
[14:00:56] <mutilator> "kid got bored too quickly"
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[14:01:49] <TEttinger> kid keeps asking for the new smash brothers game... and a 3ds
[14:01:53] <mutilator> ofcourse with 1 star
[14:02:56] <Apokaliptor> mutilator: show me the link of your game
[14:04:07] <mobaxe> guys im using 2 stages and 1 spritebatch and 1 polygonsprite batch.they have too much cpu or gpu usage ?
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[14:09:39] <Scellow> advice n°1: If you use github and you plan to format your HDD make sure you have push your commit .... :(
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[14:10:19] <mobaxe> :(
[14:10:24] <cobolfoo> advice n2: Make sure you have commited your change before pushing :)
[14:11:17] <dermetfan> advice n3: backup your hard drive using SCM
[14:11:58] <TEttinger> advice n4: always brush your teeth before bed
[14:12:04] <mobaxe> advice n5: never format till your pc burns :D
[14:12:40] <Opetion> advice n6: leave till alone! whoever he is
[14:12:54] <mobaxe> haha :D
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[14:13:34] <cobolfoo> If we fail at making games we could start a comedy club
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[14:14:08] <Opetion> yeah, i probably shouldn't quit my day job.
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[14:31:41] <cobolfoo> http://arstechnica.com/gadgets/2014/10/hands-on-with-the-nexus-6-and-nexus-9-googles-shot-at-premium-flagships/
[14:31:48] <cobolfoo> might buy one to replace my nexus 7 (2012) :)
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[14:34:29] <dermetfan> ugh, $400
[14:34:44] <cobolfoo> The nexus 9 is at 250$ here
[14:34:44] <doev> $400 ?
[14:36:02] <mobaxe> nexus 6 will be 800 usd here
[14:36:04] <mobaxe> i guess
[14:36:11] <mobaxe> too much taxes
[14:36:20] <mobidevelop> $479 for the Nexus 9 that maybe has enough storage
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[14:38:34] <dermetfan> apparently ~€649 here... I won't pay twice as much as for my computer lol
[14:38:54] <dermetfan> (the nexus 6)
[14:41:16] <cobolfoo> Which word you will use to describe a bullet that go through several persons ?
[14:41:29] <cobolfoo> I need this for my game and I am unable to find a good word
[14:41:38] <Tomski> collateral
[14:41:44] <dermetfan> tunneling
[14:42:05] <TEttinger> piercing, through-and-through
[14:42:23] <TEttinger> skewer shot is what Jeanne D'Arc calls it
[14:42:32] <TEttinger> but that's with a bow
[14:43:42] <cobolfoo> ok
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[14:44:32] <doev> why are there so many forks of libgdx?
[14:45:13] <mobaxe> dudes i was trying to draw a polygon which has repeating texture. But my 10x10 texture stretches all the polygon.I'm trying to change coordinates of textures but im doing something wrong.Here is a paste http://paste.ubuntu.com/8627410/ and http://postimg.org/image/3kclrpor7/
[14:45:39] <cobolfoo> traversing is a good word ?
[14:46:50] <mobaxe> especially dermetfan if im not mistake i saw you were dealing with polygons. Have you seen something like this ?
[14:49:49] <dermetfan> the loop looks a bit weird to me, what are you doing with the coordinates?
[14:50:08] <mobaxe> im trying to scale
[14:50:12] <mobaxe> down
[14:51:16] <mobaxe> here http://postimg.org/image/fd97pyy2r/ without these coordinates it looks like this.
[14:51:27] <mobaxe> i guess its repeating but its stretching
[14:52:25] <mobaxe> also
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[14:54:22] <dermetfan> wait a bit, trying to test this
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[14:57:28] <mobaxe> ok here is my related code if you need it http://paste.ubuntu.com/8627515/
[14:59:55] <mobidevelop> doev: because people are weird
[15:01:13] <doev> mobidevelop, there is no need to fork it (only if you wanna contribute), right? I can't belive that there are so much contributers.
[15:01:30] <mobidevelop> That is correct
[15:01:44] <mobidevelop> There are not nearly as many contributors as there are forks
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[15:03:52] <Opetion> i don't actually use much github, but already happened to me once i forked some project and didn't notice only found out last week
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[15:04:12] <Lestat> I have more spoons than forks in my house too
[15:04:18] <mobidevelop> Me too
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[15:04:37] <mobidevelop> But sporks really win out
[15:04:53] <Lestat> nice, you living in the future
[15:04:53] <Opetion> xD
[15:06:21] <mobidevelop> I saw this camping utensil once that was a spork, with a serrated edge on one side as a knife.
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[15:06:39] <mobidevelop> It was sort of scary
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[15:08:47] <Lestat> too hard to invent new things, just combine already existing things x
[15:08:49] <Lestat> xd
[15:10:21] <mobidevelop> Lol yep
[15:10:21] <Opetion> even easier is to rebrand
[15:12:05] <Opetion> i'll just grab libgdx and call it J2Games :P
[15:14:29] <Kajos> Apokaliptor: no, that's not my game, although the name is quite similar; i dont count this to have actual tiny voxels xD
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[15:17:53] <mobidevelop> Those are large voxels
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[15:22:13] <[[derek]]> My gwt build keeps failing, here is the rror
[15:22:28] <[[derek]]> error, any help would be much appericated. http://pastebin.com/N6ffXHKA
[15:23:08] <[[derek]]> here is my build.gradle
[15:23:10] <[[derek]]> http://pastebin.com/jdDneQBR
[15:24:05] <mobidevelop> Why do you have gwt servlet in there?
[15:25:05] <[[derek]]> I was told it included org.json:json:20090211 so I thought if I included it the error would go away, but alas it did not
[15:25:24] <mobidevelop> org.json is not compatible with gwt
[15:25:41] <[[derek]]> I didn't use any json
[15:25:42] <mobidevelop> At least not client side
[15:25:43] <[[derek]]> ?
[15:25:49] <mobidevelop> Then why do you need it?
[15:25:57] <mobaxe> dermetfan:any news bro ?
[15:26:03] <[[derek]]> because the error says could not resolve org.json
[15:26:04] <dermetfan> almost got it
[15:27:12] <mobidevelop> [[derek]]: clear all your caches, and try again
[15:27:51] <[[derek]]> how do I clear the caches?
[15:28:45] <mobidevelop> Delete everything here: /home/derek/.gradle/caches/
[15:29:05] <dermetfan> mobaxe: http://www.zimagez.com/zimage/bildschirmfoto-22102014-152744.php :D
[15:29:09] <Lestat> delete all /home/derek/ to be sure
[15:29:14] <mobidevelop> ^
[15:29:17] <[[derek]]> also I thought that JSON originated from javascript, so it would be a bit odd that it couldn't be converted back
[15:29:57] <mobaxe> dermetfan: can i see your code :p
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[15:30:04] <zhiayang> quick design question
[15:30:40] <zhiayang> should I have something like EntityManager, that calls render() and update() etc. on all entities in the scene, or should children objects be resposibled by their parents?
[15:31:10] <[[derek]]> you should seperate your render code from your logic code
[15:31:23] <zhiayang> [[derek]]: that's why I have render() and update()
[15:31:23] <[[derek]]> never ever ever entwine the two
[15:31:45] <[[derek]]> your entities should not be responisable for rendering themselves
[15:31:51] <[[derek]]> they shouldn't hold any texture data
[15:32:27] <zhiayang> uhm
[15:32:29] <zhiayang> oops
[15:32:39] <[[derek]]> its a very comman newbie mistake
[15:32:43] <zhiayang> okay then how should it g
[15:32:44] <zhiayang> *go
[15:33:04] <[[derek]]> I'm not sure how correct this is, but what I do is assign my entites states
[15:33:08] <mobidevelop> [[derek]]: that doesn't make the java library compatible
[15:33:12] <[[derek]]> e.g. entity.state = States.Running
[15:33:40] <[[derek]]> then I have a seperate rendering object, and I send that object the entity and textures mapped to states
[15:33:48] <dermetfan> mobaxe: sure, was still tweaking it a bit: https://bitbucket.org/dermetfan/somelibgdxtests/src/bb06c05d03cd65f007055954ef841d3deec8d661/core/src/net/dermetfan/someLibgdxTests/screens/Box2DTerrainTest.java?at=default
[15:33:50] <dermetfan> The magic happens in createSprite(Fixture), don't get confused by the other stuff (it moves the camera and generates the terrain)
[15:34:08] <[[derek]]> then it reads the entities state and displays the appropirate texture at the entites position for the state the entity is in
[15:34:45] <zhiayang> ah okay
[15:35:17] <mobaxe> dermetfan: i also need terrain too. My hills need to be curved :D thanks
[15:35:35] <[[derek]]> you should do the same for input as well
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[15:36:22] <zhiayang> [[derek]]: how so?
[15:36:51] <[[derek]]> zhiayang: this is what I do: http://pastebin.com/1FNtXjs9
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[15:37:23] <zhiayang> what in the
[15:38:09] <[[derek]]> zhiayang: and then this: http://pastebin.com/d4r2cPAk
[15:38:38] <zhiayang> i have something along those lines for input, but separate classes is a little overkill
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[15:38:46] <zhiayang> lambdas would probably do the trick
[15:38:48] <zhiayang> oh wait java
[15:38:48] <zhiayang> oops
[15:39:02] <[[derek]]> there are lambas, but they are not working with android or gwt yet
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[15:39:12] <zhiayang> psh idc
[15:39:15] <[[derek]]> I'm pretty lambas are just compiled down to objects anyway
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[15:39:53] <doev> how can I start the project as html?
[15:40:05] <doev> is there a build in server?
[15:40:19] <[[derek]]> doev: https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA
[15:40:23] <mobidevelop> gradlew html:superDev
[15:40:43] <[[derek]]> ./gradlew html:superDev if you are part of the master race
[15:40:44] <mobidevelop> Then go to localhost:8080/html
[15:41:43] <mobidevelop> Ah, right powershell requires ./
[15:42:17] <[[derek]]> I was refering to unix systems
[15:42:37] <mobidevelop> Meh
[15:43:03] <doev> org/robovm/gradle/RoboVMPlugin : Unsupported major.minor version 51.0
[15:43:05] <dermetfan> [[derek]]: nope, they become actual anonymous methods: http://datumedge.blogspot.de/2012/06/java-8-lambdas.html
[15:43:24] <[[derek]]> I don't understand how people can devolop on windows, its like trying build a bridge of lego blocks
[15:43:36] <[[derek]]> *out of
[15:44:58] <Opetion> kde, xfce, cinnematon and gnome all feel weird
[15:45:06] <dermetfan> OpenBox!
[15:45:13] <mobidevelop> Has worked fine for me
[15:46:01] <Opetion> maybe next time :P
[15:46:07] <[[derek]]> I guess its fine if you use an IDE that abstracts all the windows stuff away from you
[15:46:19] <Opetion> for now cinnematon, cause i need it to be as stable as it can
[15:46:37] <[[derek]]> what is cinnematon?
[15:46:42] <[[derek]]> I have not heard of that before.
[15:47:11] <Opetion> *cinnamon
[15:47:16] <Opetion> sorry D:
[15:47:23] <Opetion> mixing things
[15:47:26] <[[derek]]> I thought you where refering to the fil,
[15:47:28] <[[derek]]> film
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[15:47:44] <mobidevelop> [[derek]]: extracts what windows stuff?
[15:48:07] <[[derek]]> like trying to wrestle with the windows command line
[15:48:07] <Opetion> mispronounced once didn't notice, and just kept using it
[15:48:09] <mobidevelop> *abstracts
[15:48:18] <[[derek]]> all the commands are obtuse and a pain to type
[15:48:24] <mobidevelop> Really?
[15:48:24] <dermetfan> (or create files beginning with a dot)
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[15:49:41] <doev> ok, I tested html with a new created project. same error: Unsupported major.minor version 51.0
[15:49:51] <doev> while building
[15:49:52] <Opetion> yeah, the ide abstracts pretty much what i do... in linux i usually spend much more time on the terminal.
[15:49:55] <[[derek]]> shellscript is just
[15:49:57] <[[derek]]> eugh
[15:50:02] <Lestat> IDEs are for lazy people
[15:50:23] <dermetfan> right, the lower your paycheck because you get stuff done faster :P
[15:50:26] <Opetion> thanks i know i'm lazy
[15:50:31] <mobidevelop> I've never once had any issue using windows (or any other os) for development
[15:50:44] <[[derek]]> it depends on what you are making
[15:51:04] <Opetion> most problems i had in development were all traced to eclipse cof cof
[15:51:27] <[[derek]]> if you are doing net stuff and you are devolping on a non posix operating system, you are going to have a bad time
[15:52:36] <mobidevelop> "net stuff"
[15:52:44] <[[derek]]> networking
[15:53:16] <mobidevelop> I've done lots of networking
[15:54:00] <mobidevelop> Never once had to care
[15:54:23] <mobidevelop> But anyway, to each his own
[15:54:36] <[[derek]]> you were most likely using a high abstraction
[15:54:52] <dermetfan> mobidevelop: I'm curious, how do you create files that start with a dot?
[15:55:03] <[[derek]]> touch .filename?
[15:55:09] <dermetfan> in windows
[15:55:09] <mobidevelop> if I need to, I use cmd
[15:55:35] <TEttinger> mv MyCoOlFiLe.txt .crap
[15:55:45] <Lestat> I use paint to make dot files
[15:56:24] <dermetfan> oh, that easy? I switched to linux before I figured it out lol
[15:56:25] <Opetion> echo "crap" > .crap
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[15:56:29] <Opetion> am i missing something?
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[15:58:07] <mk1> mobaxe: gradient screenshot?
[15:58:32] <mobaxe> mk1:http://postimg.org/image/fd97pyy2r/
[15:58:51] <mk1> yeay, nice
[15:58:52] <Opetion> was something supposed to happen? or are we speaking about hide files?
[15:58:55] <Opetion> or something
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[16:02:35] <dermetfan> Opetion: I didn't know how to create files which names start with a dot in windows, that's all
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[16:05:23] <Opetion> actually never noticed i couldnt create them without cmd
[16:06:27] <doev> mobidevelop, [[derek]] the buildprocess stuck at 91% but it seems running now.
[16:07:10] <[[derek]]> is this for gwt
[16:07:11] <mobidevelop> Build process stops until you kill the server
[16:07:12] <[[derek]]> it takes a long time
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[16:07:55] <doev> how do I kill the server? ctrl+c?
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[16:08:09] <Opetion> notepad++ and probably other programs don't have a problem
[16:08:10] <mobidevelop> Yep
[16:08:16] <doev> ... I start it on the shell
[16:11:22] <evident> haha I think Rovio got motivated by libgdx's "The plane that couldn't fly well" ... :D https://play.google.com/store/apps/details?id=com.rovio.retry
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[16:16:29] <Christiaan> How would you guys handle status effects on units?
[16:16:47] <Christiaan> debuffs like slower movement, perhaps a DOT burn effect
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[16:17:27] <Huu> hey everyone, I hate Gradle due to its slow downloading dependencies, how can i handle libgdx without gradle?
[16:17:37] <Christiaan> I have a class Entity, which is extended by my class Enemy with properties for speed, health, damage and all that
[16:18:01] <mobidevelop> Huu: you have to download dependencies whether you use gradle or not
[16:19:57] <[[derek]]> Christiaan: I would recomend Entity has an arraylist of "stats"
[16:19:59] <Huu> mobidevelop: but I have to wait Gradle about 2 hour for completing its dependencies, I don't want it anymore
[16:20:12] <[[derek]]> so you can go entity.getStat("health")
[16:20:21] <dermetfan> Huu: then use --offline
[16:20:23] <[[derek]]> or entity.putStat("posison")
[16:20:35] <mobidevelop> Huu: gradle downloads things no faster or slower than anything else :/
[16:20:56] <Christiaan> [[derek]]: So a stat container containing stat objects?
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[16:21:55] <mobidevelop> Huu: that said, you can download a release and set up a project manually, or download the old setup and use that
[16:21:58] <Huu> mobidevelop: so sad, how about this : http://libgdx.badlogicgames.com/releases/
[16:22:00] <Christiaan> Why give it a string though?
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[16:23:30] <Christiaan> And then I'd have to manually check to see if the entity is affected by a stat?
[16:23:48] <zhiayang> not exactly game related, but what's the best way to convert a single-quadrant trigo value to 0 - 360 degree values?
[16:23:58] <zhiayang> like what Math.sin gives
[16:25:48] <Christiaan> if(stats.contains(StatusEffects.SLOW)) speedX *= stats.get(StatusEffects.SLOW).factor; // same for speedY
[16:25:54] <dermetfan> Christiaan: you could, for example, multiply the attack damage by its buffs in its getter
[16:26:00] <Huu> anyway, thank you
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[16:26:54] <Christiaan> dermetfan: How about an Enum with status effects, and give my entities a HashMap using the enum values as a key?
[16:27:03] <Christiaan> I'm just wonder what it considered good practice here
[16:27:26] <mk1> zhiayang: Math.asin ;)
[16:27:37] <zhiayang> mk1: could you read?
[16:27:48] <mk1> ?
[16:27:59] <zhiayang> i'm already getting the inverse, it gives -90 - +90 values
[16:28:07] <zhiayang> probably should have phrased it better
[16:28:08] <zhiayang> but anyway
[16:28:14] <Christiaan> Math.toDegrees?
[16:28:18] <mk1> yes, please, rephrase the problem
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[16:29:16] <zhiayang> i'm using trigo to get the angle from the mouse click to the character
[16:29:24] <dermetfan> Christiaan: I guess that would work, but there are 1000 ways to solve this and I'm not sure what's considered good practice...
[16:29:26] <zhiayang> using atan
[16:29:32] <zhiayang> but I need a value from 0 - 360
[16:29:55] <mk1> what do you get?
[16:30:35] <mk1> oh wait. I prolly understand the problem
[16:30:40] <mk1> use atan2
[16:30:51] <zhiayang> with what x and y?
[16:31:17] <mk1> well, you currently use Math.atan(y/x), now it's Math.atan2(y,x)
[16:31:22] <zhiayang> ah
[16:31:55] <Christiaan> I think it's Math.atan2(x,y)?
[16:32:02] <mk1> problem is, that y/x is ambiguous, because y/x == -y/(-x)
[16:32:09] <Christiaan> no wait, you're right
[16:32:10] <Christiaan> brainfart
[16:32:48] <Christiaan> Math.toDegrees(Math.atan2(y,x))
[16:32:50] <Huu> mk1: How can I choose android lowest API in setup UI?
[16:32:51] <Christiaan> zhiayang
[16:33:00] <zhiayang> ?
[16:33:11] <Christiaan> [16:32] <Christiaan> Math.toDegrees(Math.atan2(y,x))
[16:33:13] <zhiayang> yea
[16:34:12] <zhiayang> thanks all
[16:34:26] <Huu> please help me
[16:35:37] <Huu> How can I choose android lowest API in setup UI?
[16:38:45] <zhiayang> maybe something in the SDK?
[16:40:40] <mk1> Huu: you can easily do that after importing your project
[16:40:49] <mk1> just change the minsdk in the android manifest
[16:44:35] <Huu> but in normal android project, eclipse will create an lib named appcombat_v7 in order to support old version android
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[16:46:01] <zhiayang> is it possible in java to create a hashmap with a 'type' type as a key, and say an array<type> as value?
[16:46:10] <zhiayang> meaning HashMap<Type, Array<Type>>
[16:46:24] <zhiayang> with Type being something that can hold a type
[16:46:31] <zhiayang> if you get my drift
[16:47:02] <Christiaan> Like a template kind of thing?
[16:47:05] <dermetfan> generics?
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[16:47:09] <Opetion> like generics?
[16:47:10] <zhiayang> not generics, but um
[16:47:15] <Christiaan> HashMap<Object, Array<Object>> ?:P
[16:47:23] <zhiayang> that might work, but
[16:47:32] <Opetion> interface something
[16:47:51] <Opetion> and hashmap<something,Array<something>>?
[16:47:56] <zhiayang> alright i guess the core of my problem is
[16:47:59] <zhiayang> is there a type of type
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[16:48:08] <dermetfan> object.getClass() ?
[16:48:08] <zhiayang> a type to hold types
[16:48:13] <zhiayang> eh classes
[16:48:18] <zhiayang> i suppose that works yea
[16:48:33] <Opetion> using a interface and the classes you want implementing that interface?
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[16:50:25] <dermetfan> I think he means ObjectMap<Class, Array<Object>> so that he knows all objects in the array are of the key class
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[16:53:02] <Opetion> maybe
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[16:54:10] <ollipekka> when should the objectmap be used?
[16:54:15] <ollipekka> vs hashmap?
[16:54:22] <dermetfan> always
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[17:36:09] <jeffol> AndroidGraphics(10529): waiting for pause synchronization took too long; assuming deadlock and killing Is crashing my app when switching between wifi/non-wifi connections, resuming the app, and making a net-request :/
[17:37:52] <jeffol> doesn't occur on iOS
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[17:39:59] <mk1> jeffol: net access shouldn't be done in the ui thread
[17:41:00] <jeffol> I need to create a separate thread for my HttpResponseListener calls, you say?
[17:41:23] <mk1> not for the listener but for the actual request
[17:42:13] <jeffol> Ok. I'm just doing Gdx.net.sendHttpRequest(parameters). I'm not sure what I need to do to start another thread
[17:42:51] <kjempff> I see that message sometimes, but I never related it to network
[17:43:15] <mk1> new Thread(new Runnable() { public void rund() { do your stuff; } }).start();
[17:43:25] <jeffol> Mk1: Thanks buddy!
[17:43:39] <mk1> *run()
[17:44:19] <kjempff> and dont forget to synchronize access to data between ui and network thread
[17:46:35] <Kajos> Q; is there any work done on websockets?
[17:46:55] <Kajos> i mightve asked this before :s
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[17:47:41] <jeffol> mk1: you da bomb buddy. Thanks so much!
[17:48:02] <mobidevelop> Kajos: I actually just started playing around with websockets a couple days ago
[17:48:24] <mk1> you're welcome
[17:48:27] <mutilator> meh 90% of my app crashes are because of google ads
[17:48:30] <mutilator> annoying
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[17:49:21] <Kajos> mobidevelop: are you using a gwt plugin of some sorts? i see a couple available that might ease things up
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[17:52:37] <mobidevelop> Kajos: no, I am writing stuff from scratch
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[18:02:04] <mobidevelop> Kajos: it is largely a learning experience for me with a goal to potentially make something useful to contribute
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[18:09:12] <Kajos> mobidevelop: cool. i would love to help out (although i cant make promises)
[18:09:57] <mobidevelop> I can put stuff up on github once I get a little further along
[18:10:11] <Kajos> awesome, ill keep an eye out
[18:10:12] <XTremEive> HI there!
[18:10:46] <mobidevelop> Right now I have a main method in which I interact with a websocket echo service
[18:14:37] <Scellow> zhiayang: https://gist.github.com/anonymous/740fca76f7b0892c5a67
[18:17:21] <Kajos> mobidevelop: im guessing the websockets impl needs to fit in with the other tcp calls? so it needs to be abstracted?
[18:17:42] <Kajos> would be the best way of course
[18:18:13] <Kajos> but i figure that might ask for a desktop websockets implementation
[18:18:22] <Kajos> *and android/ios
[18:18:33] <Kajos> eventually at least
[18:19:34] <Kajos> brb
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[18:25:20] <zhiayang> Scellow: you're about 100 minutes late to the party, but thanks anyway (:
[18:26:36] <Christiaan> Scellow: Why use that over Math.toDegrees(Math.atan(y,x))?
[18:27:08] <Huu> hey guys, in pause() method, we don't have to render again, right?
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[18:31:37] <mobidevelop> Kajos: yep, that'd be the goal so the underlying implementation doesn't matter to the user
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[18:32:28] <cobolfoo> Christiaan: Vector2 hides all the dirty details, no need to know what is atan(). I think is cleaner.
[18:33:09] <cobolfoo> and you get degrees convertion for free :)
[18:33:22] <cobolfoo> anyway check this: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/Vector2.java#L291
[18:33:50] <cobolfoo> line 283
[18:35:52] <Christiaan> Àight I'll keep that in mind
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[19:25:22] <XTremEive> Yay I can load images and sound at runtime! .o/
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[19:35:53] <Guest6431> hi guys, I have a very stupid question.....when I export a signed android application package from eclipse i'm getting a type "file" not an .apk but I can sideload the app on a device so the device is recognizing it as an apk; google play however doesn't; anyone have this problem?
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[19:43:32] <InspiredNotion> Evening..
[19:43:45] <InspiredNotion> ramdom Q, slightly off topic
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[19:44:14] <InspiredNotion> Is there a short cut for creating /generating methods? in eclipse
[19:44:44] <Xoppa> ctrl+space
[19:45:55] <InspiredNotion> mm not quite what i am looking for.. in my constructor i have set out awhole list.. instead of hovering over each one and clicking create method.. need a short cut if it exists..
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[19:46:40] <InspiredNotion> thanks though..
[19:47:26] <maximtwo_> you're trying to do what?
[19:47:30] <maximtwo_> generate getters and setters?
[19:47:32] <InspiredNotion> :)
[19:47:48] <maximtwo_> initialize your member variables from constructor params?
[19:48:11] <maximtwo_> right click -> source -> lots of generate methods
[19:48:36] <maximtwo_> if none of those suit your needs you're probably out of luck
[19:48:45] <InspiredNotion> yeah got that one.. just wondering if there was a bulk import as such
[19:48:51] <Lecherito> Wazzzzzzzup
[19:48:56] <maximtwo_> bulk import?
[19:48:57] <InspiredNotion> darn ok no worries.. just being lazy
[19:49:00] <maximtwo_> ctrl shift o
[19:49:11] <maximtwo_> you can also do that automatically upon save
[19:49:20] <InspiredNotion> kk
[19:49:26] <maximtwo_> http://stackoverflow.com/questions/6293475/organize-imports-automatically
[19:50:12] <InspiredNotion> cheers
[19:50:20] <maximtwo_> =)
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[19:50:58] <Lecherito> maximtwo_: i love you twice now: You can configure the removal of unused imports when saving from the Unnecessary Code tab.
[19:51:00] <Lecherito> I didnt know that LOL
[19:51:13] <maximtwo_> yeah
[19:51:27] <maximtwo_> you've been missing out man
[19:51:30] <Lecherito> I hate because everyone at work always leave those imports
[19:51:37] <Lecherito> fkin imports
[19:51:39] <maximtwo_> heh
[19:51:50] <Lecherito> there's a project with over 2000 warnings
[19:51:51] <Lecherito> for imports
[19:51:52] <Lecherito> LOL
[19:51:58] <maximtwo_> jesus
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[19:52:06] <maximtwo_> that's pretty silly
[19:52:10] <Lecherito> yes
[19:52:14] <Lecherito> I can't even have one
[19:52:23] <Lecherito> because no, i can't see warnings
[19:52:38] <nooone> automatic organize imports is awesome until you start to write unit tests
[19:52:46] <nooone> and eclipse keeps removing your static imports...
[19:52:53] <Lecherito> Oh
[19:52:54] <Lecherito> xDDDDD
[19:52:57] <maximtwo_> haha
[19:53:52] <maximtwo_> quit writing unit tests then
[19:54:14] <nooone> yep, best solution
[19:54:19] <maximtwo_> for sure
[19:54:40] <Lecherito> what is an unit test
[19:54:49] <Lecherito> :D
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[19:55:07] <Lecherito> actually my boss told: we should write unit testing but we dont have time so fk the police
[19:55:17] <Lecherito> then bugs are discovered and he is like
[19:55:25] <Lecherito> OMG DIDN'T YOU TEST IT OR WHAT
[19:55:29] <maximtwo_> Lecherito, unit tests are when you make sure the metric system is still working
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[19:55:41] <maximtwo_> gotta make sure 1m == 100cm etc...
[19:56:04] <maximtwo_> because that stuff can change at any time
[19:56:31] <nooone> yeah, at my current project we have < 10% unit test coverage, because we always keep ignoring unit tests because of deadlines
[19:56:40] <Lecherito> xD
[19:56:48] <nooone> now we aren't able to add any new features because those will break other things all the time
[19:56:50] <nooone> it's awesome
[19:56:56] <maximtwo_> haha
[19:57:12] <Lecherito> xDDDDDDDd
[19:57:19] <Lecherito> that is what is happening right now to us
[19:57:20] <Lecherito> LOL
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[20:03:01] <[GABRI]> hi people
[20:03:09] <[GABRI]> i have a very simple question about libgdx
[20:04:05] <maximtwo_> please ask your question
[20:04:27] <[GABRI]> yes i don't know if i am in the correct place
[20:04:43] <maximtwo_> if it's libgdx related this is probably the right place
[20:06:34] <[GABRI]> I want to start from this: http://i.imgur.com/3gzfKa8.png and i need transform the image to http://i.imgur.com/gMmzKPy.png
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[20:07:00] <[GABRI]> the main goal is transform a 2d map to 3d map "skew or perspective effect"
[20:07:18] <Lecherito> "simple"
[20:07:38] <nooone> use a PerspectiveCamera
[20:07:50] <[GABRI]> but i can use libgdx in android with all controls?
[20:08:23] <nooone> ?
[20:08:33] <[GABRI]> i need to do that: http://www.marketwire.com/library/20130516-skobbler02800.jpg
[20:08:59] <maximtwo_> is the map just a quad ?
[20:09:02] <nooone> ah, so we are not talking TiledMap here...
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[20:10:04] <nooone> [GABRI]: do you have any experience with libgdx?
[20:10:24] <[GABRI]> nothing, i discovered it five minits ago
[20:10:37] <[GABRI]> so i don't know if with libgdx i can do that
[20:10:47] <nooone> you can do that with libgdx
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[20:11:53] <nooone> you are probably going to render the map in 2D to a texture, then put that texture on a quad and render it with a perspective camera
[20:12:14] <maximtwo_> [GABRI] in this image http://i.imgur.com/gMmzKPy.png are SKy and MapView android views?
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[20:12:41] <nooone> oh, that's a good question
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[20:13:54] <maximtwo_> so was your answer, took the words right out of my mouth
[20:14:05] <maximtwo_> just wanted more info first, heh
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[20:14:57] <[GABRI]> maximtwo_ yes they are a android views
[20:15:06] <nooone> :/
[20:15:23] <maximtwo_> what are you trying to use libgdx for?
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[20:16:34] <[GABRI]> mm maximtwo_ i don't know how i can apply the transformation effect
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[20:16:49] <nooone> [GABRI]: since they are native android views, ignore everything I've said so far
[20:18:50] <Xoppa> iirc you can (since a relatively recent android version) capture android views onto textures
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[20:22:39] <[GABRI]> what it's the best option to do that?
[20:22:50] <mobidevelop> O.o
[20:23:11] <Xoppa> first hit on google: https://coderwall.com/p/6koh_g
[20:24:59] <Xoppa> or this has some pictures :D http://www.felixjones.co.uk/neo%20website/Android_View/
[20:25:25] <maximtwo_> tl;dr cant you just make it for me Xoppa?
[20:25:30] <mobidevelop> Heh
[20:26:02] <maximtwo_> mobidevelop, i found a missing Box2D wrapper method that is pretty useful: ChainShape.clear()
[20:26:17] <mobidevelop> Meh
[20:26:30] <maximtwo_> if you create a lot of chain shapes you make a lot of garbage
[20:26:49] <maximtwo_> i will add it as part of my PR
[20:29:38] <dermetfan> WeldJoint#getReferenceAngle() is also missing (assuming it exists in Box2D, didn't check)
[20:29:50] <maximtwo_> ill add it to my list dermetfan
[20:29:53] <maximtwo_> thanks
[20:33:34] <davebaol> is there a byte buffer impl in gdx with a native fill method?
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[20:37:01] <[GABRI]> Xoppa, how i can change camera position?
[20:37:42] <[GABRI]> and change the "zoom"?
[20:38:23] <maximtwo_> camera.position.set(x, y, z). camera.zoom = value; camera.update()
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[20:39:28] <maximtwo_> perspective cameras dont have a zoom though
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[21:13:32] <XTremEive> I can't draw over a ShapeRenderer? T_T
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[21:16:31] <maximtwo_> XTremEive, what do you mean
[21:16:32] <maximtwo_> ?
[21:17:25] <XTremEive> There is this ShapeRenderer class. And... the "rect" method... And... It always draw the rectangle on top of my regular spriteBatch.draw.... It seems.
[21:17:53] <maximtwo_> draw your shapes first, then your sprites
[21:18:47] <XTremEive> I'll check... But think that's what I'm currently doing.
[21:19:01] <XTremEive> (Obviously not since it doesn't work)
[21:19:06] <maximtwo_> heh
[21:19:47] <XTremEive> Don't worry... If it supposed to work, it must have made something wrong.
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[22:21:47] <kalle_h> JHAJ5-KT5X0-9V2EE Last beta test steam code.
[22:22:04] <smiley-> Macsupport?
[22:22:12] <kalle_h> nah
[22:22:18] <smiley-> :-/
[22:22:32] <kalle_h> not yet at least
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[22:39:44] <maximtwo_> damn, someone sniped it =(
[22:40:04] <maximtwo_> kalle_h, is dx11 required for hardland?
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[22:49:07] <Lecherito> le maximus
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[22:50:39] <XTremEive> * sigh *... Dunno if I'll ever be a good indie dev. T_T.
[22:50:40] <maximtwo_> le milkmaid
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[23:04:50] <Lecherito> XTremEive:
[23:05:05] <Lecherito> I also have the same thoughts, just do because you like and you will be
[23:06:28] <Kajos> (successful) video game developers are todays rockstars
[23:07:03] <Scellow> kalle_h: Can you link me your game pelase ?
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[23:19:56] <XTremEive> Yeah... (successful)
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[23:20:36] <XTremEive> The thing is... I feel like what I'm doing right now is not as cool as everyone else. :D But I still think it's cool in its own way.
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[23:23:34] <megasoft78> hi everyone
[23:24:19] <jeffol> howdy
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[23:25:39] <megasoft78> anyone did any progress to port libgdx game to Windows Phone 8.1 using html5?
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[23:28:07] <TheUnkn0wn0ne> Unfourtantely until MS fixes that shader bug, the SpriteBatch and other parts of libGDX will malfunction.
[23:28:12] <TheUnkn0wn0ne> megasoft78
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[23:30:26] <Xoppa> that that preprocessor bug isn't it? it should be easy to work around that i'd assume
[23:32:19] <TheUnkn0wn0ne> Xoppa: https://github.com/libgdx/libgdx/issues/1138 Yeah it is I believe.
[23:35:49] <Xoppa> can't believe that kind of bug gets into a release, didn't they test it at al or something :D anyways, like said, should be easy to work around it (could even preproces it before compiling the shader, lots of preprocessor implementation around the net)
[23:36:15] <megasoft78> TheUnkn0wn0ne, can we found a workaround?
[23:37:01] <mutilator> hah
[23:37:11] <mutilator> i love how the small rocks turn into huge rocks when you break them
[23:37:13] <TheUnkn0wn0ne> megasoft78: Shaders are not an area I'm familar with, Xoppa and other team members have a lot more experience then me in this type of issues
[23:37:13] <megasoft78> @Xoppa, Do you have any suggestion? I would like to port my game to Windows Phone 8.1
[23:37:41] <Xoppa> megasoft78, then don't use macros without arguments :D
[23:37:41] <megasoft78> TheUnkn0wn0ne, Thank you
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[23:37:55] <megasoft78> I think that was already solved
[23:38:00] <megasoft78> http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=14766
[23:38:24] <megasoft78> We can't run yet on windows Phone. I modify some #define in the method in com.badlogic.gdx.graphics.g2d.SpriteBatch.createDefaultShader(), I forgot where exactly (137-142), but the problem was fixed but i got more errors about UNPACK_ALIGNMENT y UNSIGNED_BYTE so I think that it is a IE problem on phones and will be fixed in next releases when adding more WebGL support improvements.
[23:39:05] <TheUnkn0wn0ne> Xoppa: Some engineer at MS must have went, "oh these webGL functions don't work. Not my problem."
[23:39:18] <megasoft78> :D
[23:39:31] <Xoppa> sounds like a packed color issue. perhaps try again, i recently modified that a bit to be a slightly more generic
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[23:40:09] <TheUnkn0wn0ne> Microsoft has been notorious for altering behevaior in their implementations of various APIs and WebGL is unfourtantely a good example of that.
[23:40:51] <megasoft78> @Xoppa, which version? is 1.4.1 recent enough or from git?
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[23:41:20] <Xoppa> i think 1.4.1 should be good, it's been longer than that iirc
[23:41:39] <megasoft78> ok
[23:42:22] <megasoft78> quick question, in the list is talking about files cache.js but I have cache.html
[23:42:24] <megasoft78> why?
[23:42:26] <Xoppa> note thats just a guess, i doesnt contain enough information to know the exact error
[23:42:50] <megasoft78> @Xoppa, don't worry, I'll try to do my best to get it working :)
[23:43:29] <megasoft78> is gwt generating cache.js or cache.html based on some configuration?
[23:46:31] <Xoppa> i dont know gwt, but at quick glance i dont see any cache.* in the war folder
[23:47:30] <megasoft78> let me check the exact path
[23:48:49] <megasoft78> The compilation is killing my computer :D
[23:50:12] <megasoft78> it finally finish
[23:50:25] <megasoft78> I run gradlew.bat html:dist
[23:50:28] <Xoppa> man, building gdx natives for android is extremely fast compared to bullet natives
[23:50:57] <megasoft78> @Xoppa, I'm talking about gwt compilation
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[23:51:27] <megasoft78> anyway the result is under build/dist
[23:51:34] <Xoppa> i know, but i am compiling android natives :D
[23:51:42] <megasoft78> ah ok
[23:52:15] <megasoft78> under build/dist/html I can see 5 files *.cache.html
[23:52:32] <megasoft78> I know it's one for each browser version right?
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[23:55:39] <megasoft78> I'm building only IE following this tutorial : http://www.gamefromscratch.com/post/2013/10/07/Speeding-up-GWT-compilation-speeds-in-a-LibGDX-project.aspx
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   October 22, 2014  
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