[00:00:05] <NateAustin> ok. I've done some limited local testing but I definitely would want more eyes on it before it goes in. ;-)
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[00:02:18] <Xoppa> make sure to include the test code and devices you've used
[00:02:27] <Xoppa> *include=descibre
[00:02:44] <Xoppa> btw, you can remove the (comment-only) mesh change
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[00:03:57] <Xoppa> NateAustin, i think that a separate vao implementation would be better then modifying vbo
[00:06:31] <NateAustin> ok, but basically, not using vaos is not an option in 3.0 core, so anything that doesn't use them will either need to be used conditionally, or eventually deprecated.
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[00:07:31] <NateAustin> So, if I make a VertexData implementation that uses VAOs, and then use that exclusively when in 3.0, is that what we want? I would have to modify Mesh, and not sure what else I guess.
[00:09:26] <Xoppa> if that's what needed then that's what we want
[00:09:56] <NateAustin> Ok I'll redo the changes in that direction and submit a PR.
[00:10:39] <Xoppa> ok, thanks
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[00:24:40] <qaisjp> Xoppa: how do i check if an Array contains a certain key
[00:25:10] <Xoppa> if (Array.contains(value)) ... ??
[00:25:25] <qaisjp> that checks for a value
[00:25:26] <qaisjp> not for a key
[00:25:52] <qaisjp> ah nvm
[00:26:25] <Xoppa> ow.. if (array.size > key) ...
[00:26:29] <qaisjp> nah nvm
[00:26:44] <qaisjp> i was using .contains before
[00:26:50] <qaisjp> but i forgot about the boolean
[00:27:03] <qaisjp> so it told me about the error, and i didn't realise what it was saying
[00:27:07] <qaisjp> im fine now though, thanks
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[00:33:54] <nick-coden> hum... langauge fun
[00:35:19] <nick-coden> what langauges can I easily support with libgdx?
[00:35:32] <nick-coden> english, spanish, french, german?
[00:36:34] <dauntless26> Farsi
[00:36:47] <nick-coden> nah
[00:36:59] <nick-coden> Xoppa: just i sitting on the wiki right now
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[00:37:17] <nick-coden> i'm thinking about release to the french first
[00:37:25] <nick-coden> not like anyone cares about france's opinion on anything
[00:37:31] <nick-coden> but it would be a good test bed
[00:37:41] <nick-coden> what do you think Xoppa?
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[00:38:17] <Xoppa> sounds like a plan
[00:38:37] <nick-coden> i almost forgot about canada
[00:38:42] <nick-coden> 2 for 1
[00:38:50] <nick-coden> :-)
[00:39:23] <Xoppa> keep in mind though that the first 30 days after initial release will get you most exposure
[00:40:07] <nick-coden> i can release under a flaux name then pull the game after two weeks and add the real game
[00:40:10] <nick-coden> kinda dirty?
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[00:41:25] <Xoppa> i think you'd have to rename the package, but other than that i don't think that google is going to hunt you for that
[00:41:38] <nick-coden> i'm almost finished with a clash of clans sorta type game. online multiuser. so its not a big deal to run the game for 6 months IMHO without making any money.
[00:41:40] <nick-coden> exactly
[00:41:44] <nick-coden> not like i'm anyone important
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[01:31:57] <nexsoftware> Many words
[01:33:13] <nexsoftware> Note on GWT, there is no way to request a gl3 context there since webgl is based on gles 2.0
[01:41:26] <NateAustin> huh
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[01:46:30] <NateAustin> Oh good.
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[02:50:02] <Charlot> Hi!
[02:50:20] <Charlot> I am using an Timer.schedule(new Task)...
[02:50:31] <Charlot> and i want to change the delay during the task
[02:50:35] <Charlot> it is possible?
[02:50:50] <Charlot> The goal of that it's to increase the speed of my game
[02:51:02] <Charlot> Could someone help me?
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[03:51:19] <dauntless26> Charlot what's the question?
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[11:58:34] <oal> Does the AssetManager support automatically loading the correct assets based on the device's DPI? Or is there such functionality in Libgdx?
[12:01:03] <Tomski> You can look up ResolutionFileResolver
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[12:06:33] <InspiredNotion> Morning
[12:08:52] <jerome[fr]> hi
[12:09:19] <Tomski> howdy
[12:09:30] <Oebele> good morning
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[12:10:16] <Lecherito> hellou
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[12:12:40] <Tomski> psssst Lecherito
[12:13:52] <Lecherito> what's up babe
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[12:15:09] <cackling_ladies> hey guys this is not exactly libgdx per se but what's the word used to describe a ship which has "listed" to the front?
[12:17:07] <[twisti]> ship of the line ?
[12:17:17] <[twisti]> not sure what you mean exactly
[12:18:46] <Tomski> Running from the command line?
[12:19:41] <[twisti]> oh, thats a weird use of the word listed
[12:19:50] <cackling_ladies> hence in quote
[12:19:59] <cackling_ladies> I know know "list"
[12:20:17] <cackling_ladies> only* know
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[12:20:46] <[twisti]> ive never seen the word list used in that context either, and i have certainly no idea what the right word for your image is :|
[12:21:27] <Tomski> jerome[fr], not if you are running :app
[12:22:11] <Tomski> Also if you aren't using configuration on demand then it could be trying to configure other unrelated projects
[12:23:27] <jerome[fr]> mhhh ok, so if i test on the command line, its just run the desktop project ?
[12:24:15] <Tomski> mhm
[12:24:20] <oal> @Tomski, thanks. Does AssetManager pick the closes resolution if it doesn't exactly match any of the ones available from the ResolutionFileResolver?
[12:25:43] <Tomski> oal, should do
[12:26:10] <oal> Perfect :)
[12:28:40] <jerome[fr]> Tomski: with the commande line ./gradlew desktop:dist works, but.....when its finish, app desktop isn't launched
[12:29:21] <Tomski> dist doesnt launch it
[12:29:39] <Tomski> Just bundles it into a jar in the build/libs directory
[12:30:47] <jerome[fr]> Tomski: sorry, i run desktop:run, and app isn't launched
[12:31:02] <Tomski> Whats the output
[12:31:49] <jerome[fr]> BUILD SUCCESSFUL but Erreur : impossible de trouver ou charger la classe principale fr.test.desktop.DesktopLauncher
[12:32:04] <Tomski> Did you change the names of packages/classes?
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[12:33:25] <jerome[fr]> mhhhh, i understand now ! before 1.4.1 i had a problem with gradle and AndroidStudio and i have tinker from an other project
[12:33:54] <jerome[fr]> I go to check gradle files for fix it ! tks
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[12:45:45] <jerome[fr]> Tomski: dist and run works fine now ;)
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[12:59:24] <erez134> hello!
[13:01:03] <erez134> i have a weird thing im trying to achieve
[13:01:40] <erez134> im making a top-down game. with box2dlights where the player has a light source. and also the mobs
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[13:02:28] <erez134> but i dont want the player to see the mobs lights if they arent in his line of sight
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[13:07:10] <erez134> any idea what to do?
[13:07:34] <Sadale> no idea
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[14:57:53] <Lecherito> damn I can't embed swing into a jpanel :(
[14:57:58] <Lecherito> libgdx*
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[15:21:55] <Scellow> someone is using Pixelmator ? the exported png doesn't seems to work with libgdx :/ i get a blank image
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[15:25:14] <Mous> hello
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[15:29:52] <Mous> i have quick question. i wonder how would one make a layered "sprite" like having a character which you can equip with diff stuff (armor, etc), btw its 2D game. I thought about layering texture regions but not sure if its the best idea
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[15:35:26] <Tomski> Mous, Spine or Spriter might interest you
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[15:40:49] <Mous> hmmm i am no artist but thanks :) i am using LPC sprites right now until i have time to do my own (which might not be anytime since i dont have any artistic feeling)
[15:41:04] <Mous> the spine looks nice though
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[15:45:06] <mobidevelop> Layering texture regions is fine
[15:46:23] <mobidevelop> Making some sort of LayeredSprite class might be easier to manage
[15:47:53] <Mous> yes
[15:48:22] <Mous> i was planning of doing class with lets say 6 layers and then i would put the stuff in them
[15:49:37] <mobidevelop> Tomski: watch out, you may get the reputation of being the iOS guy if you keep doing stuff for iOS
[15:49:59] <Tomski> mobidevelop, still better than gwt
[15:50:05] <Lecherito> wow
[15:50:07] <Lecherito> shots fired
[15:50:10] <mobidevelop> Doubtful
[15:50:18] <Tomski> stay of of this Lecherito !
[15:50:28] <Lecherito> i'll stay of of this
[15:50:36] <mobidevelop> Robovm is even more black magic than gwt :P
[15:51:03] <Tomski> Totally
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[15:52:50] <Lecherito> finally rendering tmx in swing! :D
[15:56:51] <Tomski> That sounds horrible
[15:57:51] <Tomski> Lecherito, are your levels tmx?
[15:58:10] <Lecherito> they will be
[15:58:42] <Lecherito> why is that horrible?
[16:00:24] <mobidevelop> Ew
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[16:00:41] <Tomski> the s word
[16:00:54] <mobidevelop> Just used Tiled
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[16:01:12] <Lecherito> i'm lost
[16:02:08] <Lecherito> Is tiled also horrible?
[16:02:19] <mobidevelop> No, Swing is horrible
[16:02:47] <Lecherito> I plan to remove the tile editor and just load the tmx made with tiled into the editor
[16:04:16] <mobidevelop> Then why bother with the editor
[16:04:36] <Lecherito> turrets, waves, units
[16:06:31] <mobidevelop> Nothing a few objects on a Tiled map can't handle
[16:07:35] <Lecherito> the problem is that i won't be the only one doing maps
[16:07:50] <Mous> tiled is cool :)
[16:07:56] <mobidevelop> Nobody wants to dork around in multiple editors
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[16:12:06] <Lecherito> and who wants to know properties names/values etc etc?
[16:12:30] <mobidevelop> The people who want to make the maps
[16:12:45] <mobidevelop> So Tomski, are you still using a Mac VM?
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[16:12:58] <Tomski> If anyone from apple is listening, no
[16:13:03] <mobidevelop> Lol
[16:13:17] <mobidevelop> And it just worked with a real device?
[16:13:28] <Tomski> Yeah
[16:13:35] <Tomski> Pretty magical
[16:13:55] <Tomski> Startup times aren't great, but its not super painful
[16:14:05] <mobidevelop> Cool, I figured you'd have to jump through some hoops, potentially with flames.
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[16:15:47] <cosh> Looks fine with Nearest tho
[16:17:20] <cosh> The tileset is perfect and there is no green line in it :(
[16:17:29] <Tomski> Are youusing padding?
[16:17:33] <cosh> No
[16:17:35] <cosh> Should I?
[16:17:41] <Tomski> Yep
[16:18:20] <cosh> I'll do that. Thanks.
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[16:23:51] <Xoppa> Tomski, on mac, do you happen to know how i can add ant (which is located in a sub folder of documents) to the path? Google tells me to use launchctl but it just doesnt seem to work
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[16:25:09] <Tomski> Xoppa, you could use homebrew, makes that sort of stuff pretty painless
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[16:26:06] <Xoppa> ow that sounds like a good idea, let's see if i can get that to work, thanks Tomski
[16:26:07] <Tomski> Otherwise export PATH=/dest/to/ant/bin:"$PATH"
[16:26:46] <Tomski> brew install ant <3
[16:26:54] <nexsoftware> Heh, you can get a Mac mini for the low low cost to $2200, sign me up!
[16:27:07] <Tomski> From where?
[16:27:18] <nexsoftware> Apple store
[16:27:20] <Tomski> Is that what the 2014 version is retailing at?
[16:27:52] <cosh> Hmm if I use padding I have black borders around my tiles now with TextureFilter.Nearest :(
[16:28:04] <cosh> Do I need to fill the padding pixels meaningful?
[16:28:05] <sylvain2-thecome> upgrading my 300$ hackintosh right now
[16:28:07] <nexsoftware> That was with an i7, 16gb ram, and 1TB flash storage
[16:28:15] <Tomski> haha
[16:28:20] <InspiredNotion> Eh.. is that a new mac mini?
[16:28:26] <nexsoftware> It is
[16:28:36] <Tomski> Base price of £400
[16:28:44] <Xoppa> thanks Tomski, using homebrew it works
[16:28:47] <nexsoftware> That was without any peripherals
[16:28:48] <InspiredNotion> kk
[16:29:31] <InspiredNotion> they finally upgraded it
[16:31:15] <nexsoftware> The base price is $500 for a slow i5, 4gb ram, 500gb of 5400 rpm slow storage
[16:31:59] <nexsoftware> Why do they even offer that?
[16:32:24] <Tomski> So they can have the "low" "starting from x" on their store page
[16:32:30] <nexsoftware> Lol
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[16:33:04] <nexsoftware> That's only useful for a casual user, then you add some peripherals and you are back up to $2200
[16:35:27] <Tomski> Did you add a printer?
[16:35:40] <nexsoftware> Nope
[16:35:43] <nexsoftware> 2400
[16:35:46] <Tomski> You'll need the extended apple care too
[16:36:00] <nexsoftware> 3000
[16:36:59] <nexsoftware> Add a display port to vga adapter, 3200
[16:37:13] <Tomski> vga....
[16:37:45] <sylvain2-thecome> hdmi ?
[16:37:57] <Tomski> dual dvi for life
[16:38:08] <sylvain2-thecome> :)
[16:38:17] <nexsoftware> Meh, we corporate folk have vga
[16:38:33] <Tomski> I hate it so muc
[16:38:33] <Tomski> h
[16:38:42] <Tomski> Projector people need to step their game up
[16:38:58] <nexsoftware> Lol
[16:39:08] <sylvain2-thecome> isnt it 24 frames/sec ?
[16:40:38] <nexsoftware> I am probably going to be getting a macbook from work soon so I won't buy one myself
[16:41:00] <Tomski> Get the one that irons your trousers nexsoftware
[16:41:10] <nexsoftware> Naturally
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[16:45:37] <Tomski> Are they doing that just to give you a work laptop?
[16:45:48] <Tomski> Or is it a hint to get you to work on ios
[16:47:45] <nexsoftware> I had a choice
[16:47:57] <nexsoftware> I said, if you ever want me to work on iOS, I need a mac
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[16:48:56] <nexsoftware> I already work on the iPad app, but only the webview stuff and I can't test it because no mac
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[16:50:52] <Xoppa> Tomski, if you build ios natives, you simply do ant -f build-ios32.xml? or is there more to it?
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[16:54:02] <Tomski> Xoppa, that should be it
[16:54:33] <Tomski> build-mac-ios.xml
[16:56:45] <Tomski> Top level
[16:57:30] <Tomski> build-mac-ios is the parent script that calls everything in gdx/jni dir
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[16:57:46] <Tomski> And all the other dirs
[16:58:20] <Xoppa> ah, i see
[16:59:02] <Xoppa> i keep getting a stl error, do i need to add some include folders or alike? its all a bit black magic to me
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[17:03:42] <Tomski> Xoppa, shouldn't need to... whats the error?
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[17:04:12] <Xoppa> Tomski, stdio.h file not found
[17:04:20] <Tomski> Xoppa, do you have xcode 6.1?
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[17:04:45] <Xoppa> Tomski, yes
[17:05:15] <Xoppa> had to do a update though (to 10.9 i think)
[17:06:10] <nexsoftware> I still only see 31 apps/games available for Android TV
[17:08:07] <Tomski> In the middle of upgrading to 6.1 so Ill have to give it a run when its done
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[17:20:23] <mobidevelop> What the crap is this Potatoman Seeks the Troof game?
[17:21:18] <jnoob> I am new to libgdx, and have a question about the gradle project flow. the unlabeled project folder. i.e. it's com.example.test instead of like com.example.test.desktop
[17:21:32] <jnoob> does not have a src folder. is that normal?
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[17:28:56] <Tomski> jnoob, what unlabeled project folder?
[17:31:12] <jnoob> so using the project creation tool for libgdx it has generated 5 folders when imported into eclipse. 4 that have NAME-subtype with one of the subtypes being core (i dont have a IOS folder because im not building for ios). Then I have a 5th folder just called shortname
[17:31:33] <jnoob> in the shortname folder there is no src
[17:31:42] <jnoob> is that normal
[17:33:16] <jnoob> project-android, project-desktop, project-html, project-core, project
[17:33:26] <jnoob> those are the 5 that it created
[17:33:33] <jnoob> the one named project has no src folder
[17:34:43] <Tomski> Yep
[17:35:01] <Tomski> It acts as the parent for the project as far as the Gradle configuration is concerned
[17:35:11] <jnoob> Do i work in the core folder's src then?
[17:35:17] <Tomski> Yes
[17:35:30] <Tomski> And in the specific platform projects if you require platform specific code
[17:35:45] <jnoob> that was my next question --- if custom for platform is normal
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[17:36:47] <Xoppa> Tomski, it builds now, i had to pull in the changes badlogic made yesterday
[17:37:11] <Tomski> Xoppa, ah, yeah
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[17:40:05] <Tomski> Xoppa, did you have xcode 6.0 at one point?
[17:40:34] <Tomski> Just wondering if xcode updates clean out old versions
[17:40:42] <Xoppa> Tomski, could be, i installed this vm a few months ago to test something, then havent touched it till yesterday
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[17:43:19] <jnoob> I am still working from a fresh project. When I debug the html or desktop portions of the project everything displays the same. However, the android one is just a black screen. No badlogic logo. I check the asset folder and I see it there.in the android project portion.
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[17:43:23] <jnoob> any ideas?
[17:43:32] <jnoob> is that normal?
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[17:44:02] <Tomski> You havent changed any of the code?
[17:44:17] <jnoob> nothing is changed.
[17:44:36] <jnoob> just trying to verify everything is setup correctly before i move forward
[17:47:12] <jnoob> thats the android file
[17:47:15] <Tomski> jnoob, what are you running it on?
[17:47:18] <jnoob> it looks like it's just loading it
[17:47:31] <Tomski> And how are you running it?
[17:48:56] <jnoob> debug as android application. I am running on a virtual 4.4.2 device
[17:49:23] <Tomski> Do you have an android you can run it on?
[17:49:38] <Tomski> Virtual ones, especially android, are pretty terrible
[17:49:51] <jnoob> ah, okay let me connect a table or phone 2 sec
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[18:01:13] <Xoppa> Tomski, running the tests on ios simulators works as long as i dont click on the screen (no error logged as far as i can see, just gets back to the home screen). Could that be related to the recent changes to ios input?
[18:02:36] <Tomski> Yep, just get rid of the robovm container for the tests
[18:02:45] <Tomski> And add the jars in the robovm backend libs dir
[18:04:46] <Xoppa> ok, thanks, will give that a try later tonight
[18:05:43] <jnoob> yep loads normally on an actual android device.
[18:06:50] <nexsoftware> Gah, every time I open this stupid Mac one thing or another has to update
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[18:07:58] <nexsoftware> Tomski: did you update your VM to Yosemite?
[18:08:09] <Tomski> Nop
[18:08:20] <nexsoftware> I can't imagine it would still work
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[18:52:54] <_theone> Where do I report a bug?
[18:54:13] <nexsoftware> Depends
[18:54:26] <nexsoftware> What's the bug?
[18:56:02] <_theone> getAssets reporting asset loaded more than once
[18:56:10] <_theone> sec...
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[19:04:14] <_theone> yea... so my AssetManager is being accessed statically (sue me) ... on subsequent load/resume screens when update is invoked it looks like AssetManager updateTask doesnt check to see if its loaded
[19:07:27] <_theone> I need to test whats going on further but if I discover a bug where shall I report it?
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[19:08:16] <nexsoftware> Don't ever static anything ever first
[19:08:26] <_theone> (sue me)
[19:08:27] <nexsoftware> If there is a real bug, report on github
[19:08:37] <_theone> :)
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[19:09:47] <_theone> I want front-loading assets...As a user navigates between screens it re-uses assets. I don't want a loading screen on every screen
[19:11:06] <_theone> I guess an alternate pattern is to only use one screen... too late for that at this point
[19:13:27] <Tomski> That doesnt mean you have to use statics?
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[19:14:38] <_theone> Whats a better way to persist AssetManager through-out the application?
[19:15:22] <_theone> pass it from screen to screen?
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[19:46:03] <Guest321> anyone use intellij here?
[19:46:22] <Green_Snake> yep!
[19:46:52] <Guest321> have you had issues with gradle?
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[19:47:29] <Guest321> When I use the new setup.jar, when I first open the project it prompts me that I have an unlinked gradle project.
[19:47:46] <Green_Snake> I never link it
[19:47:50] <Green_Snake> and it works fine
[19:48:00] <Green_Snake> but either way I havent seen any issues
[19:48:08] <Green_Snake> there should be a button to link it automatically
[19:48:13] <Green_Snake> in the prompt
[19:48:13] <Guest321> yeah, it runs for me fine at first
[19:48:19] <Guest321> if I link it, then stuff breaks
[19:48:35] <Green_Snake> then dont
[19:48:39] <Guest321> :)
[19:48:57] <Guest321> I was trying to get it working so I could add Artemisodb to my gradle.
[19:49:16] <Guest321> This worked on my Mac, but the same setup doesn't work on my Windows box
[19:49:33] <Guest321> I guess I'll just manually add artemis support
[19:50:50] <Guest321> how do you update to the latest version of libgdx if you're not using gradle?
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[19:52:11] <Tomski> Guest321, you update the jars yourself
[19:52:19] <Tomski> Whats your problem?
[19:52:23] <Tomski> What do you mean by stuff breaks
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[19:52:33] <kojjootti2> any ideas why i'am getting file not found error when trying to load assets. I have checked the most obvious reason...
[19:52:55] <Guest321> It won't run:Exception in thread "main" com.badlogic.gdx.utils.GdxRuntimeException: Unable to extract LWJGL natives.
[19:55:21] <Tomski> Guest321, were you here the other day with that problem?
[19:55:27] <Guest321> nope
[19:55:44] <Tomski> What version of IDEA? How are you importing?
[19:55:52] <Tomski> kojjootti2, with what project/IDE?
[19:56:18] <kojjootti2> eclipse
[19:56:18] <Guest321> Thanks for the help, I'm just going to link it manually and forget the gradle stuff. I want to spend my time coding my game not fighting setup. :)
[19:56:41] <Guest321> I'm using the community preview of 14, clicking on the bubble to import gradle project when it prompts me
[19:56:54] <Tomski> But how are you importing the projecT?
[19:57:18] <kojjootti2> i think i just imported as files
[19:57:47] <Tomski> You should be using: file > import > root build.gradle file
[19:57:53] <Tomski> Then importing as gradle project
[19:57:58] <kojjootti2> ok. thank you!
[19:58:08] <Tomski> kojjootti2, not you :P
[19:58:31] <Tomski> kojjootti2, have you refreshed your assets folder in eclipse?
[19:58:51] <Guest321> thx Tomske
[19:58:54] <Guest321> Tomski
[19:59:10] <[twisti]> always refresh project folders and project/clean when you have weird issues
[20:00:08] <kojjootti2> Tomski: no i haven't, how do that?
[20:00:44] <Tomski> I think its project > clean/refresh
[20:01:19] <[twisti]> i think you also need to select the project in the project explorer and press f5
[20:01:23] <[twisti]> and after that project/clean
[20:01:25] <Tomski> You can just select a folder and f5 too
[20:02:16] <kojjootti2> ok. i didn't understand this was necessary.
[20:03:53] <kojjootti2> i'll try it when my gradle project is loaded ;)
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[20:07:43] <kojjootti2> that didn't solve that
[20:08:03] <Tomski> Ok, so how are you loading? What is the line you are using?
[20:09:07] <Xoppa> hmmm... now it crashes immediatly after showing the splash screen, is it possible to debug ios to get a usefull error message?
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[20:10:40] <kojjootti2> manager.load("images/droid.png", Texture.class);
[20:10:53] <kojjootti2> and then in render i call manager.update()
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[20:12:15] <Tomski> So you have a file droid.png in the directory android/assets/images/ ?
[20:12:38] <kojjootti2> yes.
[20:13:55] <kojjootti2> at the moment it's actually in android/assets/data/images/ but no better results when i copy that folder to assets-folder
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[20:14:34] <Tomski> Put droid.png in android/assets/images
[20:14:38] <Tomski> refresh
[20:14:40] <Tomski> try to run
[20:15:24] <kojjootti2> yes. now it works! I thank you sir! ;)
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[20:50:35] <Mous> how would you check if the character is moving to non-walkable tile
[20:50:38] <Mous> like wall
[20:50:54] <Green_Snake> entirely depends on your setup
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[20:51:25] <Green_Snake> probably simply explained is that you check if the sprites edges are hitting with the tiles edges
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[20:51:34] <Green_Snake> if is you stop its movement
[20:51:50] <Mous> there is not much of setup, only map from tiled and some textureRegions
[20:52:19] <Green_Snake> I dont use either of those things so I wont be able to help with specifics
[20:55:13] <Mous> the weird thing is that i was able to cast from MapLayer to TiledMapTileLayer but now i cant
[21:00:11] <Mous> super weird before i was able to do TiledMapTileLayer layer = (TiledMapTileLayer)tiledMap.getLayers().get(1); but now i cant
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[21:00:33] <dermetfan> Mous: not all MapLayers must be TiledMapTileLayers
[21:00:48] <dermetfan> check if layer instanceof TiledMapTileLayer first
[21:01:05] <Mous> you are right
[21:01:15] <Mous> i have some object layers in it now too
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[21:07:03] <Charlot> Hi! How Can I do a task every x Seconds but every x seconds, the first x change of value
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[21:10:39] <nexsoftware> O.o
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[21:20:15] <Charlot> Do someone can help me?
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[21:21:24] <Xoppa> Charlot, try rephrasing your question, perhaps explain what you actually want to accomplish - the use case.
[21:22:42] <Charlot> I want to spawn a block every x seconds. Every 5 seconds (example) I want to decrease this x Value. example At beginning, the x value will be 2 and after 5 seconds the x value will be 1
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[21:25:13] <Charlot> Do you understand better?
[21:25:29] <dermetfan> quick and dirty using Timer:
[21:25:30] <dermetfan> private void scheduleSpawnTask(float delay) {
[21:25:32] <dermetfan> Timer.schedule(new Timer.Task() {
[21:25:34] <dermetfan> // spawn block
[21:25:35] <dermetfan> scheduleSpawnTask(delay - 1);
[21:25:37] <dermetfan> });
[21:25:38] <dermetfan> }
[21:25:39] <dermetfan> but that's not very flexible and probably you prefer to do this in the render loop or something
[21:26:08] <dermetfan> (oops, forgot to pass delay as second argument to schedule)
[21:26:43] <Charlot> Ok I will try this but there's nothing else?
[21:26:50] <Xoppa> probably the easiest (and best to learn) way to accomplish that is to add something like this to your render method: if ((decreseTime -= Gdx.graphics.getDeltaTime()) <= 0) { decreseTime += 5f; xValue -= 1f; } if ((timeLeft -= Gdx.graphics.getDeltaTime()) <= 0f) { spawnBlock(); timeLeft += xValue; }
[21:27:52] <Charlot> Ok i will try this two "methods"! Thanks! :)
[21:28:01] <dermetfan> xoppa wins
[21:28:05] <Charlot> ahaha :)
[21:28:29] <Xoppa> xValue *= 0.5f; fits probably better for your use-case
[21:29:18] <Charlot> Ok I will give you feedback soon :)
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[21:33:04] <Charlot> The timeLeft variable is a float value ?
[21:33:29] <Xoppa> all floats and you'd have to initialize them
[21:33:38] <Charlot> Yes of course! :)
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[21:37:17] <Charlot> Do you have any good value for decreaseTime; timeLeft; xValue;
[21:37:29] <Charlot> I trry some value but there's no difference
[21:37:37] <Charlot> Maybe I try too small number
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[21:38:14] <Xoppa> according to your description: decreaseTime = 5; timeLeft = 2f; xValue = 2;
[21:39:08] <Charlot> Ok thank you thats is better :)
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[22:00:17] <zhiayang> how does shooting from a moving source actually work?
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[22:00:40] <zhiayang> i can probably figure out the math, but its behaviour? my favourite reference game rotmg isn't working
[22:00:45] <zhiayang> (2d top-down btw)
[22:01:16] <zhiayang> should the projectiles only have velocity in the appropriate direction, or should player velocity be added to it as well?
[22:02:01] <dermetfan> adding the player velocity would be more realistic
[22:02:15] <zhiayang> dermetfan: the entire velocity, or scaled down?
[22:02:42] <dermetfan> I'm not a physicist but the entire velocity I suppose
[22:02:53] <zhiayang> sure, i'll try that
[22:02:58] <Tomski> The problem is....
[22:03:30] <Tomski> With real bullets, you wouldn't really notice the additional velocity due to the magnitude difference
[22:03:38] <zhiayang> arrows
[22:04:47] <Tomski> That would be interesting
[22:04:59] <Ashiren> well you could watch that Mythbusters episode
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[22:05:02] <Tomski> Probably would fly terribly
[22:05:06] <Ashiren> when they were shooting ball from car
[22:05:16] <Tomski> Yea, that was cool
[22:05:24] <Ashiren> 50 km/h (or something) vs -50 km/h
[22:05:30] <Ashiren> and it stayed in air
[22:05:38] <Tomski> zhiayang, realistically yes. Might not be the best for gameplay though
[22:05:46] <zhiayang> hmm.
[22:07:32] <zhiayang> this is practically a realmofthemadgod clone, so could someone conduct an experiment for me to see how projectiles behave there?
[22:07:43] <zhiayang> i can't actually play that, something's wrong with the servers
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[22:12:02] <Tomski> Looks like they just have a set velocity
[22:12:08] <Tomski> Arrows having some slight seeking
[22:12:34] <zhiayang> Tomski: so only initial velocity without adding the players' ?
[22:12:56] <Tomski> I think so, Ill give it a play
[22:13:14] <zhiayang> thank you
[22:13:31] <zhiayang> i can't actually get past the damn loading screen, i would love to play that game rn instead of making a clone ._.
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[22:14:20] <Ashiren> i cant play neither
[22:14:30] <zhiayang> hmm.
[22:14:31] <Ashiren> loaded but cant connect to server
[22:15:13] <Tomski> Yep, its set velocity
[22:15:26] <zhiayang> i see.
[22:15:29] <nick-drt-nap> anyone using the ipad air 2 with libgdx testing?
[22:15:30] <zhiayang> thank you!
[22:20:00] <kojjootti2> nick-drt-nap: planned to, but i haven't tried yet.
[22:20:11] <nick-drt-nap> i might go pick one up
[22:20:31] <nick-drt-nap> i dont want to get one knowing it will fail since I only have one ios device
[22:20:39] <kojjootti2> i'am not sure if you need a development license or something like that
[22:21:05] <Tomski> Ya do
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[22:22:24] <Lecherito> using an absolutefileresolver with tmx leads to C:/Users/Javi/Desktop/D:/Infinite TD/Infinite TD Editor/res/64x64/terrain.png, why is that C:/users/... if I told it that it would be absolute?
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[22:27:19] <ASneakyFox> im looking to buy a used macbook so i can compile my libgdx app on ios. does anyone know what version of mac i need minimum to be looking for?
[22:28:00] <zhiayang> ASneakyFox: honestly anything after 2010 or 2011 should be fine
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[22:28:38] <zhiayang> if you want to target ios8 then just get any osx 10.10 supported models
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[22:41:38] <ASneakyFox> thanks zhiayang, btw a number of laptops on craigslist ive seen have a GMA 950 video card. i take it those laptops wouldnt be able to run a libgdx app cause libgdx needs atleast opengl 2?
[22:42:10] <zhiayang> probably, yea
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[22:42:39] <zhiayang> 2011 and newer should have at least intel hd iirc
[22:43:48] <ASneakyFox> ok thanks
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[22:48:38] <nick-drt-nap> ASneakyFox: i got a macbook 2010 for like 200 off criagslist
[22:48:49] <nick-drt-nap> core 2 dua i think
[22:49:01] <nick-drt-nap> i wouldnt go with anything less than that
[22:49:27] <nick-drt-nap> i also use it as a backup laptop to compile, but it takes like over a minute to compile my game
[22:49:32] <nick-drt-nap> sucks balls
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[22:52:37] <ASneakyFox> unforuntately i think being in the raleigh area our used macbook prices are inflated some ^.^
[22:52:59] <ASneakyFox> i found a few in the 350-400 range which might not be too bad i guess
[22:53:00] <nick-drt-nap> macbook airs is going to cost you 1k used
[22:53:06] <nick-drt-nap> or 850 new at best buy
[22:53:14] <nick-drt-nap> dont ask me whats up with that
[22:53:32] <nick-drt-nap> put a ssd in it and they will be ok
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[22:54:38] <ASneakyFox> cause best buy is on the verge of extinction probably
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