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[01:51:59] <qaisjp> Okay. I do "game = new GameRainBucket();". GameRainBucket extends Game, which extends State, which in turn extends InputAdapter
[01:52:15] <qaisjp> ah nvm
[01:52:17] <qaisjp> i see my mistake
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[01:54:27] <nexsoftware> O.o
[01:54:50] <nexsoftware> Interesting inheritance tree
[01:55:26] <qaisjp> well nexsoftware, i'm working on something where there is a generic GameMode, and different GameModes exist
[01:55:38] <qaisjp> but if you have any advice, it'd be greatly appreciate :)
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[01:56:38] <qaisjp> Also nexsoftware, somewhere I store the name of a gamemode in a string, i.e, "RainBucket", etc
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[01:57:15] <qaisjp> I'm not sure if it's possible to reference a class by name, and obviously I won't be directly referencing it without doing a check to see if it's actually a gamemode.
[01:57:41] <qaisjp> There's two quick ideas I have about this, Enums (is there strtoenum?) OR a simple "switch"
[01:58:36] <XTremEive> Are we talking about architecture? I like software architecture! What are we talking about?
[01:59:30] <qaisjp> Sure XTremEive
[01:59:42] <qaisjp> I'd like to steal your advice.
[01:59:56] <XTremEive> Yay .o/
[02:00:11] <qaisjp> Just read above :)
[02:02:21] <XTremEive> So... You're doing game modes.
[02:03:11] <qaisjp> yep
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[02:04:26] <XTremEive> Like in different winning / lossing conditions? Such as "Survival mode / Time attack mode" ?
[02:05:59] <qaisjp> yep
[02:07:58] <XTremEive> And you have "MyGameModeImplementation -> Game -> State -> InputAdapter"
[02:08:59] <XTremEive> I... Wouldn't do that :p
[02:09:10] <XTremEive> (of course... Yay otherwise it woudn't be fun)
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[02:09:41] <qaisjp> yep XTremEive
[02:09:59] <qaisjp> how would you do this
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[02:11:20] <XTremEive> Give me one sec
[02:11:22] <_theone> hmm a problem with Asset Manager... seeing duplicate assets loaded
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[02:13:16] <_theone> or hmm just a bug if already loaded
[02:13:56] <_theone> Where do you open up an issue again?
[02:15:01] <qaisjp> btw XTremEive i mean not different winning/losing conditions
[02:15:06] <qaisjp> but complete different game mechanics XTremEive
[02:20:12] <qaisjp> whats that with the states XTremEive :3
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[02:22:00] <XTremEive> Dunno what I read "state" I think about "GameStates" like "Main menu, In game, Pause Menu, Combat, Exploration" Stuff like that.
[02:23:51] <XTremEive> Oh... Again this is what "I" would do, but not necessarily what you "should" do :p.
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[02:57:54] <XTremEive> I'm weak... I'm so weak...
[02:58:05] <XTremEive> I just bought Beyond Earth.
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[03:03:42] <qaisjp> XTremEive: okay so each gameimplementation has a preferences list, each item in this HashMap(String,Object) has a: type, upper bound, lower bound (i.e, if type=string, then no bounds)
[03:04:41] <XTremEive> Didn't get it.
[03:06:19] <qaisjp> gameimplementation just handles the system, but it takes all variables (bounciness of ball, gamespeed etc) from a preference list
[03:06:43] <qaisjp> the gameimplementation needs to store "restrictions" and default values
[03:06:48] <qaisjp> how would i store it
[03:07:45] <qaisjp> restrictions for the values (cos bounciness can't be negative, and over 50 is 'too high')
[03:07:52] <qaisjp> and defaults
[03:08:26] <XTremEive> Each "GameImplementation" class could expose a method "HashMap<String, Float> getPreferences()".
[03:09:32] <qaisjp> but it's not always just a float
[03:10:03] <qaisjp> it could be an string enum, or a true/false bool
[03:10:09] <qaisjp> or a colour
[03:10:31] <XTremEive> Then you you should have a proper "Configuration" class with getters and setters which represents your preferences.
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[03:11:06] <qaisjp> so each gamemode would also have a Configuration class
[03:11:23] <XTremEive> So you might want a line in your code to look like "GameMode gameMode = new MyGameModeImplementation(new Configuration( ... ));"
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[03:11:57] <qaisjp> yeah but how would i actually store the list of possible values, and types
[03:12:07] <XTremEive> Oh....
[03:12:58] <XTremEive> You mean the list of possible values are not the same for every game mode, right?
[03:14:08] <qaisjp> yeah
[03:14:43] <XTremEive> In my own game, I got away with this problem by creating kind of 'Configuration" class which extends "HashMap<String, String>". But it exposes methods such as "getInt(), getFloat(), getString()".
[03:15:05] <XTremEive> Which in turn call Integer.parseInt(), Float.parseFloat(), and String.
[03:15:13] <XTremEive> (same with boolean obviously)
[03:15:26] <XTremEive> Does that help?
[03:16:01] <qaisjp> only a bit, still not sure how to actually store the boundaries and types, one sec, i'll show you how i'd implement it in lua
[03:16:53] <XTremEive> I'm not sure I can read LUA. (I can read Java, C#, PHP, C++, Go though... :D) but try.
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[03:25:48] <XTremEive> one sec
[03:25:52] <XTremEive> Lets see.
[03:26:54] <theaftermath> Hi guys. I'm using Gdx.net.openURI() to open a link to rate my app in the play store. The only problem is as I try to use the back button to get out of the play store, it won't let me out, it just opens the link again
[03:26:58] <nexsoftware> Hipster language, watch out.
[03:27:16] <XTremEive> qaisjp Might be a little bit longer to do in Java. Want me to try?
[03:28:19] <qaisjp> Yees please :>
[03:29:49] <nexsoftware> O.o
[03:35:06] <XTremEive> qaisjp : Going well... I get it... Kind of cool what you're doing here... Is it to build some kind of editor or something?
[03:35:54] <nexsoftware> theaftermath: show code where you call that
[03:36:14] <nexsoftware> Needs more ...
[03:36:33] <qaisjp> XTremEive: hit it on the spot :3
[03:37:01] <XTremEive> Then I'll add a visitor.
[03:37:10] <XTremEive> And a name.
[03:37:24] <theaftermath> nexsoftware thanks for the help, I just figured it out. I basicalled spammed the link when the user pressed the button....
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[03:37:43] <theaftermath> which made the play store freak out
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[03:42:53] <XTremEive> qaisjp almost done.
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[03:43:13] <qaisjp> Sweet :)
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[03:53:35] <nexsoftware> XTremEive: can you write stuff for me too?
[03:53:45] <XTremEive> Why?
[03:53:47] <XTremEive> lol.
[03:54:19] <XTremEive> I'm writing that waiting for Beyond Earth.
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[03:56:54] <nexsoftware> I'd like for you to write a rouguelike for me
[03:59:23] <XTremEive> Well... In that case....
[03:59:43] <XTremEive> Bend over. :D
[04:00:36] <XTremEive> qaisjp still here?
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[04:02:41] <qaisjp> yes XTremEive :)
[04:04:55] <XTremEive> Read it from the bottom.
[04:05:19] <XTremEive> And I now have beyond earth...
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[04:05:39] <qaisjp> jeeesus
[04:05:42] <qaisjp> thank you very much
[04:05:47] <qaisjp> time to understand this
[04:05:53] <nexsoftware> O.o
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[04:08:06] <TEttinger> nexsoftware, are you really making a roguelike? oryx's sprites are quite good albeit used a lot
[04:09:51] <XTremEive> qaisjp The cool thing about being generic like that is that, if you play your cards right, you can have an in game editor easy-peasy. The sad thing is that it's a little bit slower than plan old objects.
[04:10:12] <XTremEive> So don't expect to instantiate 500 000 of them every frame.
[04:10:21] <qaisjp> Hmm, NumberConfigurationTemplateComponent and BooleanConfigurationComponent
[04:10:28] <qaisjp> I presume the latter should be BooleanConfigurationComponent?
[04:10:52] <XTremEive> TemplateComponent yay: BooleanConfigurationTemplateComponent.
[04:11:36] <XTremEive> TEttinger nexsoftware wasup with all those Roguelike. We should be making dating sims. Dating sims are the future.
[04:11:40] <nexsoftware> TEttinger: I make nothing
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[04:12:32] <TEttinger> XTremEive, they're in theory easier to make than RPGs. in practice, maybe?
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[04:13:37] <qaisjp> XTremEive: i don't quite get the visitor stuff
[04:13:41] <XTremEive> That's something I'm still not sure about... Should I make easy games or should I make my game. As an indie it's a question I ask myself everyday.
[04:13:50] <XTremEive> And I f*cking don't have the answer.
[04:14:37] <XTremEive> qaisjp : Yay it's a bonus :D It allows you to create some class to for instance render a GUI of your configuration, print it, or even save it.
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[04:15:47] <XTremEive> qaisjp The best way to understand it I guess is to create a configuration (since you understood that part). Then create a "MyVisitorClass" which inherit the visitor.
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[04:16:14] <XTremEive> qaisjp Fill in the abstract methods with some Gdx.app.log or something.
[04:17:07] <XTremEive> And then call "myconfiguration.accept(new MyVisitor())" and see what happens. Then create a new configuration. Don't change "MyVisitor" code. And call again "myNewConfiguration.accept(new MyVisitor())" and see what happens.
[04:17:33] <qaisjp> ok
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[04:18:25] <XTremEive> The visitor pattern is kind of hard to get... But once you get it, you just can't live without it anymore.
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[04:18:54] <nexsoftware> The call AbstractNewMyNewNewVistitorBeanFactoryBean
[04:19:01] <nexsoftware> .accept
[04:19:58] <XTremEive> Huuuh.... Some J2EE corporate code here... Are your sure it's not under NDA or something?
[04:20:16] <nexsoftware> new MyVisitorFactory.create().withBoolean("bool", false)
[04:21:16] <qaisjp> XTremEive: So I'm trying this out - "Diamond types are not supported at this language level"
[04:21:27] <XTremEive> Ah... Ok.
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[04:22:13] <XTremEive> qaisjp Replace all "new HashMap<>();" by "new HashMap<String, String>();" or level up.
[04:22:33] <qaisjp> yeah i'll try changing my project level
[04:22:40] <qaisjp> no need to be low i guess
[04:23:06] <nickisME> where would I put a general "catch errors" if caught then restart app?
[04:23:08] <XTremEive> qaisjp don't do it now... It can lead to a lot of headaches.
[04:23:14] <nexsoftware> Always a need to be low
[04:23:56] <nexsoftware> Thread.setDefaultUncaughtExceptionHandler
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[04:25:08] <nickisME> thanks mobidev
[04:25:56] <qaisjp> Thanks :3
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[04:27:03] <qaisjp> But there's one last issue "foreach not applicable to type `java.util.HashMap<String,ConfigurationTemplateComponent>`
[04:29:02] <XTremEive> See the ".components)" ? should be ".components.entrySet()"
[04:30:30] <XTremEive> Sorry i mean ": components)" should be ": components.entrySet())"
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[04:34:55] <XTremEive> qaisjp is it working now?
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[04:47:36] <XTremEive> I should be working for my client right now but instead I'm working on my game... Not even the fun part.
[04:50:49] <Lestat> I just got a promotion, gave a handjob to my boss, no shame
[04:50:58] <Lestat> (self employed)
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[04:53:18] <LiquidNitrogen> haha
[04:53:20] <XTremEive> I should promote myself more often.
[04:53:22] <NimbusBP1729> hey Lestat
[04:54:11] <NimbusBP1729> I'll promote you XtremEive
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[04:54:47] <XTremEive> No handjob though. We're cool?
[05:00:51] <TEttinger> he didn't hear that part, XTremEive
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[05:12:04] <XTremEive> 'fraid so.
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[06:55:20] <theaftermath> Is Hiero not included in nightlies anymore?
[06:56:28] <Tomski> Its in the tools jar
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[06:57:12] <theaftermath> ok so how do I run it?
[07:00:03] <theaftermath> this command is not working
[07:00:03] <theaftermath> java -cp gdx.jar;gdx-natives.jar;gdx-backend-lwjgl.jar;gdx-backend-lwjgl-natives.jar;extensions\gdx-tools\gdx-tools.jar com.badlogic.gdx.tools.hiero.Hiero
[07:01:30] <theaftermath> let me clarify, its not working because that's the windows command and I'm on linux
[07:02:13] <Tomski> Swap out the \ for /
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[07:06:20] <TEttinger> also, for the record, / will work on windows as long as you aren't on XP or earlier
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[07:47:01] <andrew710> hello. I catch libgdx-master code and compile it yesterday. I can see "libgdx Tests" dialog after complling, But when i click these demo, IDE prompt me "Couldn't load gdx64.dll". I am using win7 64bit. How can i running libgdx-master demo rightly?
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[07:53:01] <TEttinger> I think the natives, like gdx64.dll, aren't compiled with the java sources, andrew710
[07:53:38] <TEttinger> you can get them from an existing nightly build or probably from 1.4.1's binaries
[07:54:09] <TEttinger> you can compile them yourself but if I remember it right, you would face a bit of hassle doing that
[07:55:08] <andrew710> <TEttinger>: ok ,i will try it .
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[07:55:44] <Tomski> Did you run the fetch andrew710 ?
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[07:57:52] <andrew710> <Tomski>: no. I don't know how to run fetch.
[07:58:13] <Tomski> ant -f fetch.xml
[07:58:44] <andrew710> <Tomski> : Yes , thank you . I forgot the "-f ".
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[08:08:21]
<theaftermath> http://pastebin.com/fBZPMd9c Alright so width and height in this snippet should actually be x and y respectively. But that's not the problem. The problem is that when width is around 11.3 the text is no longer drawn. Does anyone know why?
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[08:51:42] <theaftermath> Well either way, the problem only occurred with one glyph on one font, so I changed the font
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[09:30:20] <joking> when i running the test code in gdx-jnigen, there is something wrong :"[available] Unable to find g++", why this happened?
[09:30:21] <joking> did anybody has the same problem bofore?
[09:31:40] <sinistersnare> joking, do you have a C++ compiler installed?
[09:31:47] <sinistersnare> g++ is the c++ compiler :)
[09:31:53] <joking> in the libs/windows32 directory, no ".dll" file be generated
[09:31:56] <joking> yes
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[09:32:41] <joking> mingw
[09:33:08] <joking> yes
[09:33:28] <sinistersnare> hmm im not running windows
[09:34:03] <TEttinger> is g++ on your PATH?
[09:34:10] <joking> yes
[09:34:24] <sinistersnare> can you compile a hello world c++ program then?
[09:34:40] <TEttinger> or just do "g++ --version"
[09:34:41] <joking> the /bin directory has been set to the path
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[09:35:53] <joking> g++ (x86_64-win32-seh, Built by MinGW-W64 project) 4.8.2 Copyright (C) 2013 Free Software Foundation, Inc.
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[09:38:07] <joking> i am so confused about this....
[09:39:32] <TEttinger> that is odd, joking
[09:39:59] <TEttinger> might be a good idea to ask someone who's used gdx-jnigen before
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[09:41:19] <joking> yep.....but...who....
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[09:46:51] <sinistersnare> nexsoftware!
[09:47:03] <sinistersnare> you use windows and have probably looked at jnigen once
[09:47:08] <sinistersnare> but youre probably asleep.
[09:47:09] <sinistersnare> damnit
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[11:03:43] <XTremEive> Rhaaa... I need to draw a graph on scren.
[11:03:56] <XTremEive> screen.
[11:04:19] <XTremEive> It's going to be... Fun.
[11:04:25] <XTremEive> * sigh *
[11:04:29] <mk1> ?
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[11:20:24] <mobaxe> yo mk1
[11:20:29] <mobaxe> can i ask u smt
[11:22:04] <mk1> as soon as you write proper English, yes
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[11:29:36] <mk1> ...akward silence
[11:29:53] <mk1> *awkward
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[11:32:17] <mobaxe> can't i do something like this ?
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[11:33:22] <mk1> yes, you can
[11:33:39] <mobaxe> i try some factors and nothing happens
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[11:34:15] <mk1> well, as I said: I wouldn't even use PolyRegion
[11:34:45] <mk1> it's a simple case, you're better off writing it yourself
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[11:36:25] <mobaxe> i have no idea how i can write myself
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[11:44:47] <fblyn> Hi all :) Is there an easy way to let Gdx.app.log log to files too?
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[11:47:27] <evident> hey guys... can anybody help me with a custom shader? I am trying to render my scene with my simple per pixel lighting, but it only renders everything white... how can I pass the material information as well as the light source informations from the environment into the shader?
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[11:49:02] <Ange_blond> see the DefaultShader implementation
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[11:51:44] <evident> thx I'm gonna have a look at it :)
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[12:00:43] <evident> i guess you will for each platform have to extend the used class there... for desktop extend LwjglApplication, add log to file with whatever system..., for Android extend AndroidApplication and add the mechanisms to log to file...
[12:00:57] <evident> or am I not getting your question correctly?
[12:01:11] <evident> the thing is that I don't think that you can extend anything in your core project that would work for every platform... since every platform backend will extend the base Application interface and introduce its logging methods
[12:02:35] <fblyn> evident: Hmh... maybe I should build logging as its own class
[12:02:54] <fblyn> evident: Instead of extending the applications. Then use my class instead of Gdx.app.log
[12:06:11] <evident> that's another way... :) just create your own Log class, log everything to that, and it can log to files and also for example call Gdx.app.log, so the logs will also show up in logcat or console
[12:06:50] <fblyn> Yeah I think thats what I will be doing
[12:07:09] <fblyn> Thanks for the pointers!
[12:07:40] <fblyn> I'll just have to see if using one framework in Java for all is enough or if I have to use different logging frameworks per platform
[12:09:13] <evident> then make sure you make your logging abstract as well, making Log an interface and implement your DefaultFileLogger class that implements Log
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[12:09:44] <evident> and Log just has debug(...) log(...) error(...) etc methods...
[12:10:03] <evident> this makes it easier to switch around later :)
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[13:02:53] <rgr> Hi, Im just looking for the first time at the rather excellent libgdx suite. Im trying to find a definitive statement regarding its open source licenses and the ramifications for any third party games. Are there royalty or "must open source" tie ins when using this library?
[13:04:02] <Tomski> Nope
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[13:04:16] <Tomski> Apache 2
[13:04:20] <mk1> do what you want. if you publish modified source it falls under apache2
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[13:04:46] <rgr> aha. Thanks.
[13:05:06] <rgr> I have to say it looks really rather special.
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[13:24:57] <rgr> heh. until the intellij import crashed.
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[13:26:06] <tommy_the_dragon> hi all
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[13:28:31] <Lecherito> hi Tomski the dragon
[13:28:40] <Tomski> AAAAAAAAAAAA
[13:29:00] <Lecherito> :DD
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[13:47:09] <doev> is there a build in way to load a asset-text into a string?
[13:47:34] <doev> something like loading a png ... dropImage = new Texture(Gdx.files.internal("droplet.png"));
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[13:51:08] <pokkeli> I am on Win 7, created a new project with the libgdx setup ui.. and am getting an error: Unable to extract LWJGL natives.
[13:51:40] <Totoro1> Good day to everyone! When I use I18N classes, do I need to save strings to variables or I can just fetch them from a bundle, when I need?
[13:51:46] <pokkeli> and the apparent reason for this is that Gradle for some reason downloads the OS X natives for me?
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[13:53:33] <pokkeli> in Intellij IDEA's run window, I can see that there is lwjgl-platform-2.9.1-natives-osx.jar, but no one for windows..
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[13:56:48] <pokkeli> can I force the OS choice somehow (I know next to nothing about gradle)
[13:57:53] <Tomski> pokkeli, can you pastebin the full error?
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[14:03:59] <Tomski> pokkeli, nothing errored on import?
[14:04:08] <Tomski> Could you pastebin your root build.gradle file too
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[14:12:15] <Tomski> pokkeli, in project structure, do you see all the natives?
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[14:12:31] <Tomski> project structure > modules > desktop > dependencies
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[14:24:48] <pokkeli> unfortunately I have to go for around 15-20 minutes now, I'll be back soon!
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[14:39:49] <nexsoftware> Tomski: remember when IntelliJ thought I was on Linux when I was on windows?
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[14:43:26] <log`> weeee
[14:45:59] <mk1> :)
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[14:52:07] <ollipekka> log`: looking good
[14:52:17] <ollipekka> log`: #screenshotsaturday that thing!
[14:52:35] <log`> ollipekka: thanks, marching squares is awesome
[14:52:46] <log`> how does screenshotsaturday work?
[14:53:09] <pokkeli> Tomski, did my Project Structure lack the natives? But the thing is, the run-window says that it loads the natives for OS X, even though I'm on Win 7..
[14:53:14] <ollipekka> you tweet with hashtag #screenshotsaturday
[14:53:23] <log`> oh it's a twitter thing
[14:53:31] <ollipekka> then a bunch of aggregators spread it and your thing ends up on screenshotsaturday.com
[14:53:34] <ollipekka> not only that
[14:53:35] <ollipekka> you can reddit
[14:53:43] <ollipekka> it has sss thread tomorrow
[14:53:48] <ollipekka> and you can tigsource
[14:53:54] <ollipekka> not sure if tumbler has a similar thing
[14:54:13] <log`> cool, I had no idea there was so much going on
[14:54:22] <ollipekka> yeah, there's shitloads of things going on.
[14:54:49] <ollipekka> basically you can pick whatever flicks your switch
[14:55:11] <log`> people are tweeting tons of sss stuff but it's only friday!!
[14:55:32] <ollipekka> saturday somewhere on this planet already ;)
[14:56:00] <log`> hehe I guess :)
[14:56:09] <kalle_h> Lot's of new screenies
[14:56:49] <ollipekka> log`: tig source is cool place for cool pix and critique
[14:57:00] <ollipekka> loads of celebs like kalle_h go there
[14:57:14] <log`> yeah I've been stumbling across it again and again in my googling
[14:57:20] <ollipekka> and that's where phil phish started from there
[14:57:32] <log`> is that where notch originally released minecraft?
[14:57:33] <ollipekka> its not so much technical, but it can be super inspiring
[14:57:52] <loogie> itz log
[14:57:58] <davebaol> <Totoro1> Good day to everyone! When I use I18N classes, do I need to save strings to variables or I can just fetch them from a bundle, when I need?
[14:58:08] <davebaol> Totoro1: no need to save them to variables
[14:58:14] <ollipekka> kalle_h: your team's game look super pro
[14:58:29] <kalle_h> thanks
[14:58:33] <ollipekka> is that a multi platform title?
[14:58:43] <kalle_h> currently only PC
[14:59:38] <Tomski> kalle_h, I spent all my time in the early access putting you in the firew
[15:00:08] <kalle_h> I should add some fire resistance to my character
[15:00:10] <Tomski> Some crazy fireworks happened, then It crashed
[15:00:25] <kalle_h> gotta be new crash
[15:01:02] <Tomski> Punishing me for trying to roast you
[15:01:27] <mutilator> no crashes yet but hell those troll kings just devour me
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[15:03:06] <Scellow> kalle_h: it's made using libgdx ?
[15:03:15] <kalle_h> nope
[15:03:37] <Scellow> the game looks awesome!
[15:04:00] <kalle_h> Thanks. I am graphics programmer behind it
[15:04:11] <kalle_h> Tomski: did it slow down before crash?
[15:04:29] <kalle_h> there is only 12k particles in fire effects
[15:04:46] <Tomski> kalle_h, I really like the mist at the top of that log room
[15:04:52] <Tomski> How did you do that?
[15:05:01] <ollipekka> kalle_h: is that unity?
[15:05:06] <ollipekka> or homebrew?
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[15:05:23] <kalle_h> homebrew
[15:05:49] <kalle_h> log room?
[15:06:08] <Tomski> It has statues, and torches
[15:06:27] <Tomski> I think its some shrine
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[15:06:43] <kalle_h> hmm. Its just particle effect.
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[15:08:41] <kojjootti2> kalle_h: no steamos support? Seems good game to plaed with game pad.
[15:09:14] <qaisjp> sorry XTremEive i fell asleep (it was 4am)
[15:09:26] <XTremEive> loooooooooooooooool
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[15:09:38] <XTremEive> Like... Literrally?
[15:09:45] <qaisjp> yeah
[15:09:49] <XTremEive> haha
[15:09:52] <qaisjp> when i woke up my computer was still on so i tried switching it off
[15:10:03] <qaisjp> so to turn the monitor on, i pressed the monitor button (but it was actually just sleeping)
[15:10:11] <qaisjp> and the monitor wouldn't turn off (because i turned it off)
[15:10:14] <kalle_h> kojjootti2: It will take some time before we start to port it. Want to focus on game now
[15:10:19] <qaisjp> so i switched it off by the switch and went ot bed
[15:10:25] <qaisjp> jesus the things i do when im tired
[15:10:33] <XTremEive> funny.
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[15:11:20] <kojjootti2> that's sensible i guess.
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[15:25:23] <pokkeli> still no luck.. I've tried to generate new clean projects with the latest setup ui, but Gradle associates the OS X natives for my libgdx project on my Win 7, so strange
[15:26:25] <nexsoftware> Clear gradle and maven caches
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[15:27:03] <nexsoftware> I had a similar problem at one point where it tried to associate Linux natives on Windows
[15:28:17] <pokkeli> hmm, sounds sensible, I shall try it
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[15:40:19] <pokkeli> well, I deleted the whole gradle/caches-folder, but unfortunately nothing changed
[15:41:15] <pokkeli> still seeing 2x Mac OS X native entries in the project structure
[15:41:27] <nexsoftware> What about .m2/repository? Anything in there that might mess it up?
[15:42:21] <pokkeli> I just checked that and the m2 is empty folder
[15:42:50] <nexsoftware> I don't know what I did to resolve it on my end, I am pretty sure it eventually resolved itself
[15:43:12] <nexsoftware> Did you just import the project or generate an idea project from gradle?
[15:48:57] <pokkeli> well, I've tried to just import the build.gradle, and I just tried to generate the IDEA-project too (from the advanced settings), but still no luck
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[15:50:17] <nexsoftware> I'm out of ideas I'm afraid.
[15:50:51] <pokkeli> thanks for the help anyways
[15:51:07] <nexsoftware> If you do gradlew desktop:run does it work?
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[15:55:45] <pokkeli> hmm, yes it does indeed. so I guess it's somekind of issue in intellij & gradle integration?
[15:55:59] <pokkeli> (i'm very new to gradle..)
[15:57:26] <nexsoftware> That was my experience, but it eventually just resolved itself in IntelliJ after several tries. Never actually found the cause.
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[16:00:18] <ZaggyZee> hi all
[16:00:25] <ZaggyZee> i need a little help
[16:01:08] <pokkeli> alrighty, thanks
[16:01:43] <ZaggyZee> i am compiled my html project just like it was written in wiki, but i can't find yourpackagename.GWTDefinition in my project likethe wiki says
[16:01:52] <ZaggyZee> have*
[16:03:01] <ZaggyZee> any idea why i dont have GWTDefinition ?
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[16:04:39] <nexsoftware> Should be at the root of the core project
[16:04:49] <InspiredNotion> Hello
[16:05:47] <nexsoftware> Well, in the src directory
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[16:07:49] <ZaggyZee> hmm let me check
[16:07:52] <ZaggyZee> ill let u know
[16:08:41] <nexsoftware> Actually, GdxDefinition.gwt.xml should be in the html project.
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[16:10:35] <ZaggyZee> nope, it is nowhere in projects
[16:10:44] <ZaggyZee> i even created a new project now
[16:11:05] <ZaggyZee> i can find any file named GWTDefinition
[16:11:05] <nexsoftware> Did you actually generate an html subproject?
[16:11:42] <nexsoftware> There is no file called GWTDefinition
[16:11:42] <ZaggyZee> i generated 3 projects with GDX project setup UI, desktop, android and HTML
[16:12:01] <ZaggyZee> wiki says there is and i need to upload it to web server
[16:12:10] <ZaggyZee> or i think its a folder
[16:12:22] <nexsoftware> You used the old setup? Not gradle?
[16:12:50] <ZaggyZee> no not old one, new gdx ui, doesnt it do it with gradle?
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[16:14:05] <ZaggyZee> This is what wiki says: Copy the "index.html" file, your assets folder, and the folder ending in "mygdxgame.GWTDefinition" to a directory on your web server
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[16:14:45] <nexsoftware> What wiki article?
[16:15:01] <nexsoftware> Because it is probably wrong
[16:15:09] <Tomski> That is after you have run the dist task
[16:15:09] <ZaggyZee> deploying your application
[16:15:40] <ZaggyZee> i did GWT compile
[16:15:51] <Tomski> You need to run the gradle dist task
[16:15:56] <nexsoftware> That's not current as far as I can tell
[16:16:27] <ZaggyZee> Tomski, what do u mean dist task?
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[16:17:37] <nexsoftware> That Deploying your application page should just go away
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[16:17:44] <ZaggyZee> i dont have much experience with Gradle, so can u tell me how to run dis command?
[16:18:17] <Tomski> Command line > Cd to project dir > "gradlew html:dist"
[16:18:23] <Tomski> Or ./gradlew on unix
[16:18:32] <ZaggyZee> ok thanks
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[16:19:50] <ZaggyZee> do i point to the html project dir or the folder with all projects?
[16:20:12] <Tomski> root dir
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[16:45:51] <ZaggyZee> ok i compiled it and i got the dist folder, if irun index.html i dont see anything except superDev Refresh, is it normal?
[16:46:43] <Tomski> Yes, you have to run it on a web server
[16:47:11] <ZaggyZee> ok thanks
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[17:01:13] <Tomski> yuraj, cool
[17:01:15] <Tomski> Does it support powers?
[17:01:45] <Tomski> Without x * x * x * x that is :P
[17:01:49] <yuraj> It supports all math things, use javascript syntax
[17:01:56] <ZaggyZee> yeah very nice, very helpful for me, gonna use it later
[17:02:05] <yuraj> see library, spring or bounce
[17:02:58] <Tomski> Cool :)
[17:03:26] <ZaggyZee> can you add Java Syntax too? i mean do u have plans or it?
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[17:06:31] <yuraj> hm not sure If possible to use Java as scripting lang but maybe It would be better to add possiblity to convert It into Java?
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[17:06:53] <yuraj> anyway it is not hard to convert js into java
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[17:09:34] <ZaggyZee> ok
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[17:27:57] <log`> simplex noise making my head swim'
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[18:20:23] <InspiredNotion> How can i apply a filter to a .atlas, i am only loading the .atlas file and not the png? thanks
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[18:24:39] <InspiredNotion> not to worry sorted
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[18:40:22] <XTremEive> Okay finished with graph drawing .o/
[18:41:04] <nexsoftware> Finish my roguelike yet?
[18:45:11] <XTremEive> nexsoftware yep
[18:45:20] <nexsoftware> Sweet
[18:45:44] <Tomski> What about mine?
[18:45:55] <XTremEive> You didn't ask.
[18:46:01] <Tomski> I did
[18:46:19] <Tomski> Sent a letter up the chimney
[18:47:32] <XTremEive> Oh that's why. I didn't find the time to check the chimney today. Sorry.
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[18:57:01] <Jefff> Hi! I have a question. For my 2D Game I am trying to implement explosions. Performance wise, how does an explosion with use of particles generated on the fly maintain itself against explosion textures? Which one is more performant?
[18:57:43] <Jefff> Or is this typical a case which differs from case to case?
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[19:05:31] <Charlot> Hey
[19:05:51] <Charlot> Do someone know How I cans change my coordinate system in my libgdx game
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[19:09:55] <Xoppa> Charlot, depends on what you mean by changing your coordinate system
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[19:10:33] <Charlot> I use ShapeRenderer and 0,0 is bottom-left and TouchInput 0,0 is top right
[19:11:11] <Xoppa> use camera.unproject(new Vector3(touchX, touchY, 0));
[19:11:59] <Charlot> Yes I have found this, but where I put this? In my touchInput "sender" ?
[19:12:21] <Xoppa> you use it to translate touch coordinates to world coordinates
[19:13:03] <Charlot> Okok I will try
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[19:19:52] <InspiredNotion> with libgdx Sprite, with the sprite.setBound(x,y,w,h) - do i need to update the sprite or is this done automatically? can't find an update method in the Sprite class
[19:22:00] <InspiredNotion> i am i going about this the right way?
[19:22:33] <InspiredNotion> drop the first "i" :)
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[19:26:59] <Xoppa> what would such update method do?
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[19:43:19] <InspiredNotion> im kinda used to setting up my own sprites with what i require and thought it might be a good idea to utilise the sprite class. I would normally set an update method for position if a moving object and so on..
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[19:47:20] <InspiredNotion> think i might be getting my code crossed... ntw
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[20:02:58] <flogy> does somebody know what is the usual way to keep a user logged in to an app?
[20:03:16] <flogy> so he does not need to login on every start of the app..
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[20:08:39] <davebaol> Scellow: rounding corners?
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[20:34:15] <InspiredNotion> how would i change the alpha of a region from an atlas that is used in an animation?
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[20:36:25] <InspiredNotion> or change the alpha of the entire atlas
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[20:44:22] <InspiredNotion> nv
[20:44:28] <InspiredNotion> nm
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[21:03:47] <PWN1109> hi all
[21:04:00] <PWN1109> remember yesterday rendering bug?
[21:05:25] <PWN1109> :P
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[21:14:22] <LudziE12> Xoppa, any idea?
[21:14:56] <Xoppa> no
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[21:16:49] <LudziE12> That weird problem with rendering appears both on Linux and Windows only on AMD cards
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[21:17:59] <Xoppa> did you reduce it to a simple single class test project?
[21:18:19] <LudziE12> It's hard to do :D
[21:18:46] <LudziE12> I'm just making mesh with triangle vertices
[21:18:50] <PWN1109> it is hard, because rendering is really complicated, but i foud out that it is because of missing symbols
[21:18:58] <PWN1109> found*
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[21:28:32] <Xoppa> i doubt that it is related to missing symbols
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[21:30:41] <PWN1109> lolz
[21:31:57] <PWN1109> exactly same bug :P
[21:33:48] <jeffol> oh hey i mildly get that when minecrafting at home
[21:35:01] <PWN1109> u have amd card or geforce?
[21:35:14] <LudziE12> Thats funny it only happens on AMD/ATI cards :D
[21:35:36] <LudziE12> On my nvidia works well
[21:35:48] <jeffol> amd
[21:36:02] <jeffol> i think, would have to look
[21:36:46] <PWN1109> lol, another amd, it really happens only on them :P
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[21:38:20] <PWN1109> lolz
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[22:22:08] <kalle_h> hello
[22:24:37] <GhostNr1> Evening
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[22:39:40] <oal> I'm new to libgdx. How do you make sure games work well on different screen sizes? Since the DPI is so different between my phone and computer, things show up much smaller on my phone.
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[22:43:53] <oal> Xoppa, do you use virtual size or do scale your assets based on the screen resolution?
[22:45:43]
<Xoppa> oal, you can use FileHandleResolver to use different assets depending on e.g. the resolution or dpi https://github.com/libgdx/libgdx/wiki/Managing-your-assets however, game logic should be independent of asset size (so specify the size of your sprite instead of using banana units)
[22:47:31] <Tann_> What are banana units and how can I use them? : D
[22:50:46] <Xoppa> banana units are meaningsless units, e.g. when you set your viewport/camera to 800x480 then that are banana units, because it are meaningless numbers
[22:52:40] <oal> Thanks, Xoppa
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[23:12:43] <abs25> why is drawing things with shapeRenderer in alpha channel when they are over each other is soo exspensive?
[23:12:52] <abs25> when they are overlapping*
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[23:14:37] <Xoppa> it isnt
[23:15:17] <abs25> I am drawing aproximetly 100 objects and its laggy on my android phone that is mid tier
[23:15:40] <abs25> even on desktop its laggy on 250 objects aproximetly
[23:15:51] <abs25> well maybe the numbers are a bit higher, 150 and 350 I would say max
[23:16:27] <Xoppa> sounds like you're doing something wrong then
[23:17:14] <abs25> mind taking a look on the code? I will simplyfy it so that u only see rendering bits
[23:17:37] <Xoppa> sure
[23:23:25] <Xoppa> the ideaof shaperenderer is to batch render calls, so don't call .begin()/.end() constantly but instead add all shapes (of the same type) in one go
[23:23:57] <abs25> you think that shrinking from 4 to 2 calls will peforme much better?
[23:24:32] <Xoppa> if you only have 4 or 2 render calls then you wouldnt have a problem
[23:26:04] <abs25> Il try
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[23:33:57] <abs25> Xoppa, that doubled the amount of objects drawn on stable fps, thank you
[23:34:40] <Xoppa> yw
[23:35:09] <abs25> its 30fps because gif recorder,
[23:35:13] <abs25> that is btw 35 objects
[23:35:21] <abs25> now I am runing 60 on my phone :)
[23:35:29] <abs25> thanks alot :D
[23:35:34] <Xoppa> looks cool
[23:36:44] <PWN1109> abs25 what is it going to be?
[23:37:00] <abs25> PWN1109, ahmmm screensaver maybeh?
[23:37:11] <PWN1109> rly?
[23:37:13] <abs25> I am thinking of introducing screensaver for android phones hihihihih
[23:37:18] <abs25> man i really dont know
[23:37:18] <PWN1109> xD
[23:37:23] <abs25> I did it just for fun
[23:37:28] <abs25> but now I am acctualy getting a cool idea
[23:37:33] <PWN1109> looks cool anyway
[23:37:34] <abs25> imagine that app runing all the time
[23:37:40] <abs25> and when u look at your phone it activates
[23:37:43] <abs25> when u unlock it it goes away
[23:37:48] <abs25> or touch the screen
[23:37:51] <abs25> like a screen saver :D
[23:37:57] <abs25> except it wastes energy
[23:38:11] <abs25> right now I need to make look normal
[23:38:15] <abs25> right now its just pile of shit
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