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[00:26:38] <log`> Is it normal practice to have a separate SpriteBatch for drawing GUI elements? I'm drawing a sprite and some text on top of a TiledMap, the sprite should "follow" the TiledMap's coordinates, so that when i scroll around the map the sprite stays where it is in relation to the map.
[00:26:58] <log`> so I pass the SpriteBatch the same projection matrix as I use for the TiledMapRenderer. This works well, but now the text is bound to the tiledmap as well and I want that to be floating on screen, always in the same position. Is the solution simply to make another spritebatch for the text?
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[00:31:35] <Yajinoki> hello
[00:31:56] <Tann_> hi!
[00:32:08] <Tann_> log': I don't think there's a huge overhead in making two spritebatched
[00:32:15] <Tann_> As long as you aren't making them every frame
[00:32:21] <Yajinoki> I get a null pointer exception in J-UNIT test when using Gdx.files.intenal
[00:32:43] <Yajinoki> The test folder is outside of src directory. Any idea why
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[00:32:59] <Tann_> Whuhoh, paging mobidevelop or someone else.
[00:33:15] <Yajinoki> It works when I am calling it under src however
[00:34:43] <log`> Tann_: alright thanks, I'll try it out. It should be possible to create the spritebatches just once so I shouldn't have a problem..
[00:34:45] <mobidevelop> O.o
[00:36:06] <Tann_> I don't even know what a J-Unit test is : P
[00:36:35] <mobidevelop> Test nothing ever
[00:36:48] <Yajinoki> Hahah
[00:37:01] <Yajinoki> ..... you're kidding right :)
[00:37:05] <mobidevelop> Nope
[00:37:24] <mobidevelop> That said, what's the problem?
[00:37:45] <Yajinoki> Can access Gdx.internals.files outside of package
[00:38:08] <log`> Tann_: works a charm, thanks again..
[00:38:17] <mobidevelop> What is null? The file or the Gdx.files object?
[00:38:21] <Yajinoki> sorry typo. Getting a null pointer exception when using Gdx.files.internal to get resource from assets/
[00:38:27] <Tann_> Haha it's cool, what're you working on?
[00:38:43] <Yajinoki> Just writing some test to test json loading
[00:39:01] <Yajinoki> Test Driven development
[00:39:33] <Yajinoki> Null pointer only happens when I am outside the package.
[00:40:05] <Yajinoki> So say theres is a folder called core/ and inside it there are two packages src/ and test/
[00:40:16] <Yajinoki> in test/ I am not able to access assets
[00:41:45] <Cethos> mobidevelopt: I wondered some time ago... What's the problem with testing? :D It's a wonderful base for refactoring without shitting your pants.
[00:42:21] <mobidevelop> Yajinoki: your test probably has a different run configuration
[00:42:45] <Yajinoki> Shat.. you're probably right. Might have to set the gradle properties
[00:42:45] <mobidevelop> Cethos: testing is fine
[00:42:56] <Yajinoki> ty
[00:43:00] <log`> Tann_: I'm just learning for now, fairly new to both java and libgdx. but eventually i have an idea for a game that I am working towards that could be quite cool
[00:43:10] <Tann_> Cool
[00:43:15] <Tann_> Don't start with your big idea
[00:43:17] <Tann_> I did that
[00:43:19] <Tann_> and regretted it
[00:43:22] <Yajinoki> haha
[00:43:25] <log`> this is what i have so far: http://i.imgur.com/t3QTYEp.png
[00:43:31] <Tann_> Then I made a game a week for a few months and learnt so much
[00:43:36] <log`> plus a moving sprite
[00:43:42] <Tann_> Looks cool : )
[00:43:45] <jeffol> Starcraft: Orcs in Space!
[00:43:53] <log`> well, at least this isn't my biggest idea
[00:43:54] <Yajinoki> @log did you use tiled?
[00:44:29] <log`> nope, the map is generated using a low resolution bitmap and the marching squares algo
[00:44:33] <Tann_> LibGDX is a tricky library for someone just starting out. Sounds like you're doing well!
[00:45:03] <log`> I have some noise code in python to generate terrain heightmaps that I just need to port to have fully procedural terrain
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[00:45:36] <Tann_> Whoo noise code : D
[00:45:38] <Cethos> mobidevelop: Oh, sorry, I think I mistook you for somebody else on github.
[00:45:43] <Tann_> Noise is the best
[00:46:06] <mobidevelop> Cethos: probably not, I often call foul on testing
[00:46:24] <log`> ya it's really just simplex noise but I have some good settings for octaves/frequencies that gives nice terrain
[00:47:29] <log`> then fog of war..
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[00:47:40] <log`> and pokemans
[00:47:44] <Tann_> Fun!
[00:48:06] <log`> :D
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[01:00:32] <SavageSeth> Hello
[01:01:12] <SavageSeth> im looking for some help
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[01:02:02] <Tann_> Hi!
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[01:02:12] <Cethos> Hello
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[01:02:55] <SavageSeth> Hey
[01:03:07] <SavageSeth> Does anyone know why TextureRegion.split doesnt work?
[01:03:55] <Cethos> What's wrong with it?
[01:04:10] <mobidevelop> It works
[01:05:28] <SavageSeth> I try to split the image into an array and all it does is save the entire image
[01:05:33] <SavageSeth> not in parts
[01:05:36] <SavageSeth> but in a whole
[01:08:56] <mobidevelop> You're doing it wrong
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[01:10:55] <Cethos> That would be one possibility. Or there's a ghost (or even a cat) in his computer, mixing up his local gdx code.
[01:11:08] <Yajinoki> :)
[01:11:30] <Yajinoki> TextureRegion[][] regions = TextureRegion.split(texture, 16, 16);
[01:11:39] <Yajinoki> Does it look like this?
[01:12:00] <SavageSeth> http://pastebin.com/C7Bw9pqg
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[01:13:11] <mobidevelop> If we had tests, this kind of thing wouldn't happen
[01:13:25] <Yajinoki> hahaha
[01:13:34] <Yajinoki> maybe Gdx.files.internal?
[01:13:39] <Yajinoki> to load the asset
[01:13:46] <SavageSeth> one sec
[01:14:21] <Yajinoki> nvm the API says it uses Gdx.file.interal by default.
[01:14:25] <Cethos> Sorry, but is it intended to set all the regions to the same index of the split region?
[01:14:57] <SavageSeth> yes it is, im just trying to get the damn thing to work
[01:15:11] <Cethos> kk
[01:15:26] <Yajinoki> can you show us the directory structure to you're assets folder
[01:15:42] <Yajinoki> I'm using intellij and have to point to it
[01:15:44] <mobidevelop> I know it works because of this test... https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/bench/TiledMapBench.java
[01:16:06] <SavageSeth> assets > map > testmap > testmap.tmx & tileset.png
[01:16:10] <SavageSeth> the image is loaded
[01:16:17] <SavageSeth> its just not saving regions of the image
[01:16:26] <SavageSeth> its saving the entire image as one region
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[01:18:31] <log`> Can confirm it works here as well, am using it in my current project.
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[01:20:19] <mobidevelop> Show more codes
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[01:20:35] <Yajinoki> Yeah I can't get anything out of it
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[01:21:15] <mobidevelop> No more codes I guess
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[01:21:19] <Yajinoki> How are you rendering it? --- batch.draw(tile.getTexture(), (tile.getX() * tile.getSize()), (tile.getY() * tile.getSize()));
[01:21:52] <Cethos> Rage quit?
[01:22:25] <dauntless26> Anyone know a good aspect ratio tutorial for android?
[01:22:33] <mobidevelop> Yajinoki: I bet that's the case
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[01:26:51] <LiquidNitrogen> dauntless26: make everything in HD aspect and force people to stop using different ratio screens
[01:27:46] <dauntless26> Lol
[01:28:06] <dauntless26> There goes 90 percent if my market
[01:28:26] <dauntless26> Of
[01:30:10] <LiquidNitrogen> i think what i will do is try to make my game so it always fits 11 tiles across the narrow axis. then scale the longer axis to match
[01:31:48] <TEttinger> LiquidNitrogen, this the game with pixel art?
[01:31:49] <mobidevelop> What would an aspect ratio tutorial actually contain?
[01:32:08] <LiquidNitrogen> that should guarantee that it usually works lol
[01:32:15] <LiquidNitrogen> TEttinger: yup
[01:32:31] <TEttinger> be careful with resizing pixel art, it can look awful easily
[01:32:32] <dauntless26> Explanation on how to resize the view for different resolutions mobi
[01:32:55] <dermetfan> dauntless26: how about this https://github.com/libgdx/libgdx/wiki/Viewports
[01:33:08] <LiquidNitrogen> yeah... im pretty much designing for 720 and 1080p and who cares about the rest
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[01:34:23] <dauntless26> I've tried those tutorials but they seem to mess up the game coords. I used the fitviewport and it dragged the art on the screen all the way down on the screen in android.
[01:34:23] <mobidevelop> I usually develop for 240 x 160
[01:35:39] <dermetfan> dauntless26: how did you position that art
[01:35:39] <mobidevelop> I don't even know what your statement means dauntless26
[01:35:49] <LiquidNitrogen> if i ever get my game past the stage of "grand idea with a few sprites" i will be doing well enough
[01:36:29] <dauntless26> Sorry guys. I have a hard time explaining myself. I have a mental disability.
[01:36:55] <dauntless26> I used the batch to position the art
[01:37:19] <mobidevelop> Needs more codes
[01:37:20] <TEttinger> is your mental disability that you cannot be daunted?
[01:37:32] <dauntless26> Heh
[01:37:55] <TEttinger> I suspect many a programmer has some degree of mental difference
[01:38:21] <dermetfan> yeah code would help
[01:38:41] <LiquidNitrogen> conclusion: programming destroys your life. just say no
[01:38:55] <log`> Friends don't let friends program.
[01:39:06] <TEttinger> it's a task that rewards isolation, intense focus, and all sorts of other things that most neurotypical sorts don't seek out
[01:40:33] <dauntless26> Ill figure it out.
[01:40:59] <nick-slp-fsh> can i use an older version of intellij?
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[01:41:58] <mobidevelop> Older than?
[01:42:56] <LiquidNitrogen> dauntless26: currently i use a fit viewport at 640x360, and let it stretch it to fit. then i only always have to deal with 640x360 pixels in my rendering. for now, too bad that there will be black bars on some screens.
[01:43:23] <dauntless26> How do yiu stretch it?
[01:43:31] <LiquidNitrogen> it does it automatically
[01:43:47] <log`> I'm thinking I might do my game in 4:3 just to give everyone black bars
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[01:44:55] <dauntless26> Hmm ok. I tried somethibg like that but it was giving me the mentioned error. Ill have to mess with it.
[01:45:39] <dermetfan> dauntless26: maybe if you showed us your code...
[01:46:17] <dauntless26> I deleted it but ill retype it.
[01:47:05] <dermetfan> (i mean the code that positions your stuff)
[01:50:04] <dauntless26> batch.draw(img, 100, 100);
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[01:53:55] <Cethos> Yay, just dug up some shader test I developed back in January: http://cethos.org/img/demoroom.png
[01:54:24] <Cethos> normal mapping + box projection cube environment mapping + wet shader (floor)
[01:54:33] <LiquidNitrogen> mot reflecting the reflection?
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[01:55:27] <mobidevelop> Must reflect the reflection of the reflection
[01:56:51] <Cethos> Yes, that's why I didn't use it in any game/wallpaper yet. I had it even reflecting reflections of the reflections of some rainbow unicorns, but the fps went to zero like that.
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[01:57:42] <lodenrogue> ok guys hey this is dauntless
[01:57:55] <LiquidNitrogen> have to use cloud computing for unicorn reflections m8
[01:58:43] <lodenrogue> this is my code: http://pastebin.com/JEicEgCi and here is the android output: http://picpaste.com/Screenshot_2014-10-27-20-50-52-Y6Kc3NHD.png and the desktop output: http://picpaste.com/Screen_Shot_2014-10-27_at_8.52.25_PM-KbzAvZOI.png
[01:58:43] <Cethos> It ran pretty decent, considering that it was a live wallpaper. I'd like to use it for some horror game, but didn't have the time yet.
[01:59:52] <lodenrogue> see how the coords seem to be messed up? @mobidevelop and LiquidNitrogen
[02:00:50] <Cethos> Liquid: That's the solution! Maybe I could add some bubbles, too.
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[02:02:32] <LiquidNitrogen> lodenrogue: i think the resize method needs your virtual width/height instead
[02:02:52] <lodenrogue> ok let me try that
[02:03:13] <LiquidNitrogen> otherwise, when it loads up it calls that with the screen resolution i think
[02:04:03] <lodenrogue> No. That made it (worse) different.
[02:04:46] <lodenrogue> image got smaller on android and more towards the bottom left corner
[02:06:42] <LiquidNitrogen> perhaps change the image to be 320x480, so that you expect it should cover the entire viewport preciecly, then you can see what wrong a bit easier
[02:08:37] <mobidevelop> That's an interesting setup you have there
[02:09:17] <lodenrogue> trying that now LiquidNitrogen
[02:09:21] <lodenrogue> what do you mean mobidevelop?
[02:09:26] <mobidevelop> You know camera.setToOrtho wipes out the line before it right?
[02:10:28] <lodenrogue> now Id o
[02:10:29] <lodenrogue> I do
[02:10:54] <mobidevelop> The the resize event comes along and messes with the camera some more
[02:11:35] <mobidevelop> *Then the resize...
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[02:12:40] <Cethos> Good night. :)
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[02:13:28] <lodenrogue> ok LiquidNitrogen new android output: https://dl-web.dropbox.com/get/Screenshot_2014-10-27-21-10-55.png?_subject_uid=88605424&w=AAAbx12lvWYED_EcMVuFNt1isVFrWT9oZ5OQA41FhJ1yQQ and new desktop output: http://picpaste.com/Screen_Shot_2014-10-27_at_9.11.59_PM-31TytCFK.png
[02:14:02] <LiquidNitrogen> cant see the first one
[02:14:37] <lodenrogue> https://www.dropbox.com/s/cbnv0w58zgegxm7/Screenshot_2014-10-27-21-10-55.png?dl=0
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[02:16:30] <lodenrogue> weird right?
[02:17:30] <mobidevelop> Try putting all your viewport and camera stuff in the same class for now
[02:18:09] <lodenrogue> oh snap mobidevelop
[02:18:13] <lodenrogue> You were right
[02:18:30] <mobidevelop> !
[02:18:35] <lodenrogue> I changed the ortho creation to empty and added the vwidth and vheight to the setToORtho
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[02:19:11] <lodenrogue> Did that make sense? lol
[02:19:35] <mobidevelop> I got it
[02:19:54] <LiquidNitrogen> you probably dont need .setToOrtho() at all tho right?
[02:20:07] <LiquidNitrogen> since you just made a new orthographic camera
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[02:20:57] <lodenrogue> http://pastebin.com/KXzWAUp6
[02:21:17] <lodenrogue> I tried taking out the .setToOrtho but the camera isn't centered then
[02:21:21] <lodenrogue> but that pastebin fixes the issue
[02:22:39] <LiquidNitrogen> cool
[02:22:42] <lodenrogue> Thanks guys
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[02:35:04] <warmwaffles> gah translating from pixel to staggered isometric is proving to hurt mah brain
[02:35:14] <warmwaffles> I've been stuck on this for the last week and a half
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[02:47:46] <TEttinger> warmwaffles, it can be tricky
[02:47:53] <warmwaffles> it is tricky
[02:47:58] <warmwaffles> http://www.faqoverflow.com/gamedev/45103.html
[02:47:59] <TEttinger> I use non-staggered iso, it was a devil
[02:48:10] <warmwaffles> been trying to wrap my head around it
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[02:50:13] <mobidevelop> Boo iso
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[02:51:15] <warmwaffles> HEH
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[02:52:06] <warmwaffles> I've always wanted to make a civ 3 clone since I was in school. So I figured since I am out of school now, I have no excuse
[02:52:32] <mobidevelop> That said, staggered I so is far easier than diamond iso
[02:52:37] <mobidevelop> *iso
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[02:52:46] <warmwaffles> lies
[02:53:06] <warmwaffles> diamond pattern is easy to make sense of
[02:53:13] <mobidevelop> O.o
[02:53:26] <warmwaffles> it's just a square rotated 45 deg
[02:53:34] <warmwaffles> easier to visualize
[02:53:57] <mobidevelop> Staggered is easier for me
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[02:55:01] <warmwaffles> all the stupid tutorials or examples I am finding are using dumb mouse click maps. Just do the math you assholes...gah
[02:55:34] <mobidevelop> Boo math
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[03:01:22] <LiquidNitrogen> maybe amit has math for it
[03:02:02] <warmwaffles> he does
[03:02:09] <warmwaffles> well sorta,
[03:02:11] <LiquidNitrogen> hooray!
[03:02:22] <warmwaffles> but yea. I am going to get some JUnit tests in place
[03:03:05] <mobidevelop> Boo testing
[03:03:08] <warmwaffles> ahhaha
[03:03:19] <warmwaffles> testing has saved my ass too many times
[03:03:26] <warmwaffles> no more cowboy coding for me
[03:03:45] <warmwaffles> only bit I'll cowboy code is UI
[03:05:24] <mobidevelop> Just think though, if you didn't spend 75% of your time writing test cases, you'd get so much more done
[03:05:39] <warmwaffles> hahaha
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[03:05:56] <warmwaffles> yuou could spend the other 75% debugging right?
[03:06:23] <mobidevelop> Who said anything about debugging?
[03:06:27] <warmwaffles> haha
[03:06:29] <mobidevelop> Write good code first
[03:06:34] <warmwaffles> ahhaha
[03:06:43] <warmwaffles> can't argue with that logic
[03:06:58] <LiquidNitrogen> who said anything about writing code?
[03:07:38] <LiquidNitrogen> just get more monkeys to push more buttons
[03:12:41] <warmwaffles> mobidevelop: with your isometric staggered, did you get it to wrap horizontally?
[03:14:50] <mobidevelop> Oh, did I give the impression I actually made something with iso?
[03:15:25] <mobidevelop> I only made the map renderer for it, I don't make games or anything like that.
[03:15:53] <warmwaffles> bah
[03:15:58] <warmwaffles> LIAR
[03:19:01] <mobidevelop> I could if I wanted to though :P
[03:19:17] <warmwaffles> that's cold ;)\
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[03:20:43] <mobidevelop> You're a smart guy, I bet you can too.
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[03:21:19] <warmwaffles> unfortunately I'm only able to work on this in the evening. Wish I could do it full time and still afford a mortgage
[03:21:53] <mobidevelop> Heh
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[03:22:54] <Psyfire> http://i.imgur.com/54ZySis.png
[03:23:11] <warmwaffles> yo dawg, heard you like changes
[03:23:23] <Psyfire> It was a good effort, but attempting to refactor 1.5 years of code was maybe not the greatest idea.
[03:23:33] <warmwaffles> smaller chunks man
[03:23:41] <Psyfire> ...yea....
[03:23:59] <Psyfire> I started small, then moderate, then big, then fuck it all, then seriously, fuck it all ... then /sign, fuck it
[03:24:03] <warmwaffles> though I like refactoring everything at once to see what is possible. Start over and get there in smaller chunks
[03:24:08] <Psyfire> */sigh
[03:24:28] <warmwaffles> Does it compile and work?
[03:24:42] <Psyfire> Well, one of hte issues is that this doesn't really add any value to my project / product, so it's kinda a waste of time, except perhaps as an exercise
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[03:24:56] <Psyfire> No, it's so far from running...
[03:25:08] <Psyfire> It's all on a branch
[03:25:18] <Psyfire> so I still have the source code for the working version :P
[03:25:45] <warmwaffles> well if it doesn't add much value other than reduction of tech debt. Slap your hands and stop
[03:25:55] <Psyfire> Heh
[03:25:59] <warmwaffles> code churn...it's a helluva drug
[03:26:25] <Psyfire> Well, I did spend about 40-50 hours on it, so not as much effort as I've doen before
[03:26:52] <Psyfire> not sure if bitbucket has a feature for total lines changed, but it's easily several thousands :P
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[03:27:19] <warmwaffles> they should
[03:27:25] <warmwaffles> git comes with standard
[03:27:25] <warmwaffles> lol
[03:27:45] <warmwaffles> git diff base feature --stats # I believe
[03:28:35] <Psyfire> that's close to what I'm seeing on stackoverflow
[03:29:12] <mobidevelop> Number of lines only matters when you get paid by the line
[03:29:51] <Psyfire> Hah
[03:30:05] <Psyfire> Which would be a company I'd probably not want to work at.
[03:30:22] <warmwaffles> lines of coke
[03:30:22] <mobidevelop> Probably not
[03:30:24] <warmwaffles> code*
[03:30:54] <Psyfire> uhhh - huuuhh
[03:30:57] <Psyfire> code, sure
[03:31:05] <warmwaffles> the keys are like right next to each other
[03:31:28] <mobidevelop> So close
[03:31:28] <Psyfire> Yep, blame dvorkian again
[03:31:54] <warmwaffles> bet you looked down to verify
[03:31:56] <warmwaffles> ;)
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[03:34:41] <nick-airhead> can i used sdk 21.0.2 or do i have to use android 19?
[03:35:06] <nick-airhead> this might be a Tomski question since he has fixed all my other gradle dumbness
[03:35:14] <mobidevelop> You can use 21.0.2
[03:36:06] <nick-airhead> "Error:Cause: failed to find target android-19 : /Applications/android-sdk-macosx
[03:36:06] <nick-airhead> <a href="openAndroidSdkManager">Open Android SDK Manager</a> "
[03:37:13] <nick-airhead> i'll go back and re-read the install wiki
[03:37:19] <nick-airhead> maybe i screwed something up on the way
[03:37:45] <mobidevelop> Well 21.0.2 is build tools, you still need Android API 19
[03:39:11] <nick-airhead> i'll check that
[03:40:31] <nick-airhead> yea i had the wrong api
[03:42:05] <Psyfire> Well, here's to starting over from (nearly) scratch ... on an entirely new app. Best kind of refactor ever! /me takes a shot of vodka.
[03:42:24] <nick-airhead> what kind of vodka?
[03:42:31] <mobidevelop> Moar
[03:42:37] <nick-airhead> dont drink that cheap shit, it will give you a headache
[03:42:38] <Psyfire> loksusowa
[03:42:52] <warmwaffles> clear liquor is for fat people on a diet
[03:42:56] <warmwaffles> :D
[03:43:03] <nick-airhead> i plan to release my app in 11 days
[03:45:07] <Psyfire> Clearly I must be fat
[03:45:32] <warmwaffles> haha
[03:45:33] <Psyfire> Although that damn taco trailer near my work is .... awfully good.
[03:45:46] <warmwaffles> Torchies?
[03:45:50] <Psyfire> no
[03:46:07] <Psyfire> I like it better than torchies, but some of my coworkers debate me on that subject
[03:46:13] <warmwaffles> taco deli?
[03:46:19] <Psyfire> ....only to soon after go to that taco trailer about 3 times per week
[03:46:35] <Psyfire> Pueblo Viejo
[03:46:43] <warmwaffles> sounds authentic
[03:46:47] <warmwaffles> already liking it
[03:47:04] <warmwaffles> though I hate comparing food joints. It's literally comparing apples to oranges
[03:47:09] <Psyfire> They're just east of 35, on 6th street
[03:47:13] <Psyfire> true
[03:47:17] <warmwaffles> of course they are
[03:47:19] <warmwaffles> :D
[03:47:25] <warmwaffles> 6th street is awesome
[03:47:28] <warmwaffles> ...sometimes
[03:47:39] <Psyfire> ..yea...
[03:47:43] <Psyfire> sometimes
[03:48:03] <Psyfire> It's like an awesome, with also a "maybe no so much"
[03:48:15] <warmwaffles> yea there are some shady parts of 6th street
[03:48:33] <Psyfire> Well, pretty much everything from 35 east
[03:48:39] <warmwaffles> haha yea
[03:48:56] <warmwaffles> feels like market street in San francisco
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[04:14:30] <TEttinger> I'm eating a yogurt.
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[04:37:34] <nick-new-cpu> Error:Gradle: java.io.FileNotFoundException: /Users/../v5.1/.gradle/1.11/taskArtifacts/cache.properties (No such file or directory)
[04:37:35] <nick-new-cpu> > /Users/../v5.1/.gradle/1.11/taskArtifacts/cache.properties (No such file or directory)
[04:37:48] <nick-new-cpu> is there a way to redownlaod the gradle cache?
[04:40:14] <warmwaffles> yea
[04:40:36] <warmwaffles> I usually blow my gradle cache up by just rm'ing ~/.gradle
[04:40:49] <nick-new-cpu> thanks
[04:41:32] <warmwaffles> and the .gradle directory within the project as well
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[04:41:57] <warmwaffles> I have rake task that I use to clean up my projects because gradle is just so fucking slow compared to running ruby
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[04:42:26] <nick-new-cpu> thanks waffles
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[04:58:04] <warmwaffles> awe yiss, tests are slowly starting to pass
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[05:03:11] <mobidevelop> You could have been done by now
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[05:05:36] <warmwaffles> so meta
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[05:33:12] <warmwaffles> (╯°□°)╯︵ ┻━┻
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[05:33:51] <warmwaffles> rage quitting now
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[06:08:08] <dauntless26> Yay want from 7 fps to 26 fps. Woot
[06:08:46] <LiquidNitrogen> thats an encouraging improvement
[06:09:57] <dauntless26> Yep. Removed a lot of for loops.
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[07:25:11] <nooone> mobidevelop: you were right yesterday, there is HttpParameterUtils
[07:26:18] <nooone> but it's in the core and uses URLEncoder.encode which doesn't exist on GWT, hhmmm
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[07:28:13] <nemanjakomar> Anyone developing for iOS and using GameCenter bindings? I am using the latest bindings. When I test on a simulator (iPhone 5s, iOS 8) the GameCenter works as expected but on an actual iPhone 5S iOS 8 it never starts when I call login() method
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[12:41:53] <nick-airhead> if I wanted two buttons to be the same width ? anyone got any pointers?
[12:42:08] <nick-airhead> basically I want the widest button to set the width of the other button
[12:42:11] <nick-airhead> so they match
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[13:15:10] <mk1> nick-airhead: uniformX
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[13:15:19] <nick-airhead> thanks mk1!
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[13:15:37] <nick-airhead> no more trying to add spaces :-)
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[13:37:00] <vixus> hey all
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[13:49:44] <cobolfoo> hi hi hi
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[13:59:45] <doev> How can I enable a normalmap? I exported the model from blender. When I import it to the game, it needs the normal map as file to start, but no normal mapping appears.
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[14:10:23] <Ange_blond> AFAIK, normal map are not rendered in the default shader
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[14:19:23] <Xoppa> you can use this if you like doev https://gist.github.com/xoppa/9766698
[14:21:35] <doev> I think, I will wait until I am step to lesson 7 (Materials) of your tutorials.
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[14:32:17] <mobaxe> hi,i have a body which shouldnt collide to another body, but i must find if second one passes it, do i need to focus on presolve contact listener ?
[14:34:40] <dermetfan> mobaxe: fixture.setSensor(true) will report to contactlistener but not really collide
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[14:38:44] <mobaxe> thanks dermetfan
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[14:44:38] <log`> Does anyone have a guide to using git with eclipse and libgdx? I really would like some kind of version control, so I tried following a tutorial for using EGit but it wound up moving my project directory to a repo outside my eclipse workspace and broke everything.
[14:45:03] <log`> I've since managed to get the project working again, but it would be nice to learn some good practices for version control with libgdx..
[14:45:15] <Tomski> Its no different to version control with anything else
[14:45:48] <Tomski> Are you completely new to git?
[14:46:07] <log`> not really, I know how to clone a remote repo, commit and sync..
[14:46:37] <log`> I was trying to set up a local repo for my personal project and the tutorial I was following for EGit said not to set up repos inside the eclipse workspace
[14:46:53] <Tomski> use git init in the workspace dir
[14:46:53] <log`> so when i set up a repo outside and tried to commit my project to it, it moved all my files
[14:47:04] <log`> and broke all my dependencies, couldn't find assets
[14:47:13] <Tomski> Your project is located in the eclipse workspace?
[14:47:17] <log`> yep
[14:47:21] <Tomski> Dont do that
[14:47:23] <mobidevelop> Ew
[14:47:30] <log`> why not?
[14:48:01] <log`> not trying to disagree just curious as to the reason..
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[14:49:58] <mobidevelop> It doesn't work well with gradle iirc
[14:50:12] <Tomski> It breaks plugins
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[14:51:10] <mobidevelop> Weird Google music is playing castlevania music on my random channel
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[14:51:35] <Tomski> The workspace is just a collection of projects, there is no need for you to lump them all in the workspace data directory
[14:51:53] <log`> mobidevelop and Tomski: alright, thanks..
[14:52:21] <doev> When I export/import models with fbx/conv-fbx, the models must(?) have its origin at <0,0,0>. Imagine the case, I build a room and place a chair with table. I really want to place both on fitting coordinates. But after import, I want both objects having a correct transform matrix. But actually this is not the case: Transformed objects have the identy as transfrom.
[14:52:36] <log`> Tomski: let me just be sure I understand you correctly
[14:52:48] <log`> well honestly I don't
[14:53:24] <log`> in what way am i lumping anything into anything?
[14:53:28] <Xoppa> doev http://blog.xoppa.com/loading-a-scene-with-libgdx/
[14:53:44] <Tomski> log`, if you have all your projects that you work on residing in the workspace directory
[14:54:05] <log`> well, they have individual subdirectories of course
[14:54:29] <Tomski> Sure, but they could be anywhere on your file system
[14:54:30] <log`> I thought that was what the workspace was for anyway, but if it messes with dependencies I'll stop doing that.
[14:54:51] <Tomski> Workspaces can be changed and deleted independent of your projects, it doesnt seem right to me to nest them
[14:55:05] <Tomski> Of course you can totally do that, but it has the added problem of breaking plugins
[14:55:16] <log`> alright
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[14:55:54] <RuDe> yo
[14:56:03] <log`> I'll try moving everythign out of the workspace and see if it behaves better
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[14:57:51] <doev> Xoppa, I am working with the page actually. My question is, when I import a model that is placed in <1,0,0>, I would recommen, the model has a transform matrix with a translation of <1,0,0,>, but it has the identity.
[14:58:49] <Xoppa> doev, make sure to read the entire post
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[15:22:13] <ggg> Hello, is there any difference in the coordinates used by a Sprite and the ones used by a Texture?
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[15:23:08] <ggg> i have problems when creating buttons as a Sprites
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[15:23:56] <ggg> ans trying to touch them to change screens
[15:24:54] <mobaxe> ggg:paste code please
[15:26:31] <ggg> [16:23] <ggg> i have problems when creating buttons as a Sprites
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[15:26:32] <ggg> [16:24] <ggg> ans trying to touch them to change screens
[15:26:32] <ggg> [16:24] <mobaxe> ggg:paste code please
[15:26:47] <ggg> oops
[15:27:47] <ggg> apologies, how can i paste the whole code?
[15:28:03] <mobaxe> pastebin.com
[15:28:07] <mobaxe> or pasteubuntu.com
[15:28:13] <mobaxe> paste-ubuntu
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[15:35:04] <ggg> http://pastebin.com/B9K0dCpd
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[15:37:18] <megasoft78> hi everyone
[15:37:21] <mk1> and this, ladies and gentlemen is not how you should do it
[15:37:33] <ggg> the code is the same for touching a button, only difference is when trying to use a sprite the hot area is displaced, usually on the top and right
[15:37:48] <megasoft78> is it possible to initialize libgdx Android without extends AndroidApplication?
[15:38:06] <mobidevelop> Yes
[15:38:20] <megasoft78> @mobidevelop, how?
[15:38:56] <mobidevelop> You can use AndroidApplicationFragment, then your activity would need to extend FragmentActivity.
[15:39:26] <megasoft78> I have an Activity that extends another class I can't change
[15:39:45] <megasoft78> can I do it with extends anything?
[15:40:14] <mk1> ggg: are you sure you want to UNPROJECT?
[15:40:38] <megasoft78> @mobidevelop, let me explain what I'm trying to achieve
[15:41:51] <mobidevelop> Your activity has to extend AndroidApplication, FragmwntActivity, or something that extends FragmentActivity. Or, you can create your own implementation of Application.
[15:41:53] <megasoft78> @mobidevelop, I'm trying to create a Cordova plugin to use libgdx from Javascript
[15:41:56] <ggg> shouldn't unproject coordinates for a 2d game?
[15:42:12] <mobidevelop> Doh, typos
[15:42:43] <megasoft78> @mobidevelop, Cordova already extends CordovaApplication with some implementation in there
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[15:43:10] <megasoft78> I'd like to keep my plugin translarent
[15:43:11] <mobidevelop> I don't really know anything about Cordova, doesn't it just hold a WebView?
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[15:43:47] <megasoft78> yes, it's just an WebView with all the code to call Java from Javascript and viceversa
[15:44:37] <megasoft78> The idea is to create a lightweight wrapper for libgdx to be able to code my game from Javascript
[15:45:11] <megasoft78> that's will work for Android
[15:45:26] <megasoft78> I'll do a similar things for Windows Phone using Pixijs
[15:45:31] <mobidevelop> I see
[15:45:46] <megasoft78> just the same wrapper and my simple game will go on both platform
[15:46:13] <mk1> ggg: coordinates by input are returned as screen coordinates. since your button is rendered using a camera the coordinates need to be projected into the camera space
[15:46:21] <megasoft78> I tried to make libgdx html5 backend works on Windows Phone but the shaders are not working
[15:46:36] <mk1> ggg: another way would be to unproject the button's coordinates to screen
[15:46:45] <megasoft78> and anyway code produced by gwt is really messy
[15:46:50] <mk1> in any case you unproject non-projected coordinates
[15:46:58] <Tomski> megasoft78, bytecode is messy too
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[15:47:00] <mobidevelop> Html is the only path to windows phone at the moment
[15:47:11] <megasoft78> @Tomski, yes :)
[15:47:12] <mobidevelop> Cordova won't help you on that front
[15:47:25] <megasoft78> @mobidevelop, why no?
[15:47:54] <megasoft78> Windows Phone works quite well with WebGL
[15:48:00] <mobidevelop> Because windows phone doesn't have OpenGL ES apis
[15:48:17] <megasoft78> I tried some example with pixijs and it seems to be fast on a cheap Lumia 520
[15:48:30] <megasoft78> @mobidevelop, I don't care
[15:48:42] <mobidevelop> Well, then you are back to webgl
[15:48:43] <megasoft78> I'll create a wrapper for pixijs that support webgl
[15:48:51] <megasoft78> @mobidevelop, yes but that works
[15:48:58] <mobidevelop> So why use libgdx at all?
[15:49:20] <megasoft78> because WebGL performance on Android are really bad
[15:49:23] <ggg> mk1: sorry, this was a bit confusing, and i'm still confused with the cordinates system
[15:49:47] <megasoft78> WebGl is not supported by Android
[15:49:48] <mk1> ggg: pm
[15:50:00] <megasoft78> only latest version 4.4 seems to support that.
[15:50:28] <megasoft78> if I use html5 canvas on Android is really bad
[15:50:58] <mobidevelop> Webgl has worked on android for years
[15:51:09] <megasoft78> are you sure?
[15:51:13] <mobidevelop> Yes
[15:51:16] <megasoft78> with standard browser?
[15:51:30] <megasoft78> or with Chrome?
[15:51:36] <mobidevelop> What standard browser? Android has no standard
[15:51:58] <megasoft78> The default browser for Android was not Chrome
[15:52:06] <megasoft78> was an old webkit one
[15:52:19] <mobidevelop> There is no standard for that, every device has something different
[15:52:22] <megasoft78> the latest version include Chrome by default
[15:52:41] <megasoft78> yes, and they mostly don't support webgl
[15:53:04] <megasoft78> http://caniuse.com/#feat=webgl
[15:54:00] <mobidevelop> O don't think you are going down the right path
[15:54:03] <mobidevelop> *I
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[15:54:53] <megasoft78> @mobidevelop, could you suggest to me a different way?
[15:55:11] <mobidevelop> Not using Cordova
[15:55:17] <megasoft78> I want to create a simple game that run smooth on Android and Windows Phone 8.1
[15:55:29] <megasoft78> and I don't want to code it twice
[15:55:44] <megasoft78> and I don't want apk size to be something like 20MB
[15:56:52] <megasoft78> I tried Unity but an emply project take 6MB
[15:56:56] <mobidevelop> Cordova isn't going to help you keep the apk size down
[15:57:07] <megasoft78> I tried Cocos2d-x and it's a mess
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[15:57:20] <megasoft78> @mobidevelop, why no?
[15:57:57] <mobidevelop> Because then you'll have libgdx and cordova shoved in there
[15:58:22] <megasoft78> yes, but cordova doesn't increase the apk at all and libgdx is very small
[15:58:56] <mobidevelop> Well, good luck in your endeavor, I guess.
[15:59:14] <megasoft78> @mobidevelop, Do you have a better suggestion?
[16:00:26] <mobidevelop> Fix the shader for windows phone
[16:00:35] <mobidevelop> Then use gwt
[16:00:57] <megasoft78> @mobidevelop, yes that would be fantastic
[16:01:11] <megasoft78> I'm not sure I'm experienced enough to do it
[16:01:22] <megasoft78> Do you have experience with shaders?
[16:01:28] <mobidevelop> It would be immensely less work than what you are planning to do
[16:01:47] <megasoft78> yes, very small work but not easy
[16:02:06] <megasoft78> I can't try again
[16:02:18] <mobidevelop> Way more easy than the alternative you are proposing
[16:02:32] <megasoft78> let me try
[16:02:44] <megasoft78> Do you have experience with shaders?
[16:03:58] <mobidevelop> I have some, bit I don't have time or desire to do anything windows phone related
[16:04:03] <megasoft78> last time I tried I was able to get the background but no image
[16:04:35] <megasoft78> Can I eventually ask to you some questions?
[16:05:03] <Tomski> megasoft78, he has a limited amount of answers per day
[16:05:18] <Tomski> But there are a lot of people in this channel that know their way around shaders, so you wont be on your own
[16:06:04] <megasoft78> @Tomski, thank you. Why he has limited amount of answers per day? :D
[16:06:06] <log`> wanting to have anything to do with windows phone strikes me as a weird sort of masochism but to each their own..
[16:06:25] <megasoft78> log`, :D
[16:06:26] <Tomski> megasoft78, its a battery issue
[16:06:37] <megasoft78> @Tomski, ahahahah :D
[16:06:40] <Tomski> windows phone has a stake of what, 2% ?
[16:06:50] <Tomski> And probably a lot lower in terms of revenue generated
[16:06:56] <megasoft78> it depends on the country
[16:07:42] <megasoft78> anyway it's just because I have alot of friends with Windows Phone and I'd like to play my games on both platforms
[16:07:53] <Tomski> buy them androids
[16:07:57] <megasoft78> :D
[16:08:10] <megasoft78> that's an easy and quick way to solve the issue
[16:08:17] <megasoft78> not cheap but quick
[16:08:55] <Tomski> Given the amount of hours you will spend trying to get it working nice on windows phone, could you make enough money to buy them androids?
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[16:10:09] <megasoft78> @Tomski, maybe but this is just an hobby
[16:10:20] <megasoft78> I never get any good money from my games
[16:10:28] <Tomski> Shaders it is!
[16:10:36] <megasoft78> and probably I'll never do it
[16:10:54] <megasoft78> :)
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[16:21:14] <megasoft78> @Tomski, @mobidevelop, I fixed the default shader changing this code : http://pastebin.com/AhcUGn2f
[16:21:35] <megasoft78> It doesn't crash now but I can see just the red background without any image
[16:22:23] <megasoft78> I'm testing the default game template from libgdx setup
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[16:22:39] <megasoft78> I should see the libgdx image
[16:23:11] <megasoft78> I can see it when I run for Windows 8 but not for Windows Phone 8
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[16:25:50] <megasoft78> I can see the error now :(
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[16:29:08] <megasoft78> @Tomski, INVALID_OPERATION: pixelStorei: Enum UNPACK_ALIGNMENT is not currently supported
[16:29:18] <megasoft78> any idea how to workaround that?
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[16:31:30] <Tomski> megasoft78, what browser and version are you running on?
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[16:32:30] <Tomski> And what was the error before you changed the shader?
[16:35:47] <megasoft78> @Tomski, I'm running in Windows 8.1 emulator
[16:36:00] <megasoft78> I can run on Lumia 520
[16:36:02] <Tomski> do that
[16:36:06] <megasoft78> it's probably IE11 Arm
[16:36:09] <megasoft78> let me try
[16:39:10] <megasoft78> @Tomski, when it run this code : gl_0.glPixelStorei(3317, 1);
[16:39:17] <megasoft78> I get that error
[16:39:38] <megasoft78> 3317 is the value for UNPACK_ALIGNMENT
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[16:47:46] <megasoft78> @Tomski, are you still there?
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[16:55:14] <Tomski> megasoft78, in and out
[16:55:28] <Tomski> Have you run other web gl apps on that device?
[16:55:44] <Tomski> If so what?
[16:55:54] <megasoft78> @Tomski, yes
[16:56:03] <megasoft78> pixijs example works
[16:57:26] <megasoft78> http://www.pixijs.com/
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[17:02:50] <Tomski> megasoft78, browser and version of browser?
[17:03:38] <megasoft78> it's IE11 on Windows Phone 8.1
[17:06:56] <Tomski> megasoft78, have you tried other browsers?
[17:07:24] <megasoft78> I tried the same browser on desktop and it works
[17:07:39] <megasoft78> IE11 on Windows 8.1 Desktop
[17:08:26] <Tomski> They are two different platforms
[17:08:37] <megasoft78> yes, I know
[17:08:43] <Tomski> Try another browser
[17:09:09] <megasoft78> @Tomski, why should I try on a different browser? I know it's working on desktop
[17:09:31] <Tomski> Because a lot of the time these issues are browser specific
[17:09:46] <megasoft78> yes, they are for sure
[17:10:31] <mobidevelop> IE 11 mobile is behind the desktop version of course
[17:10:31] <megasoft78> gl_0.glPixelStorei(3317, 1); is not supported
[17:10:46] <megasoft78> can I do the same things in a different way?
[17:11:11] <Tomski> You can ask IE to fix it
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[17:11:28] <megasoft78> @Tomski, yes that's already done but it will take long time
[17:11:39] <megasoft78> maybe next windows phone release
[17:11:41] <megasoft78> :(
[17:11:57] <Tomski> Have you tried a different browser?
[17:12:13] <megasoft78> on desktop?
[17:12:16] <megasoft78> yes, I did
[17:12:18] <megasoft78> it works
[17:12:18] <Tomski> on your phone
[17:12:37] <megasoft78> I don't think Windows Phone support other browser
[17:12:48] <megasoft78> anyway I don't see how this can help
[17:13:00] <megasoft78> I need to embed my game in an native app
[17:13:24] <Tomski> Then you're probably out of luck
[17:13:36] <megasoft78> ok, I'll give up then
[17:13:37] <megasoft78> :(
[17:14:07] <Tomski> You can try messing with the GLTexture
[17:14:44] <megasoft78> @Tomski, I don't have any experience with WebGL
[17:14:54] <megasoft78> it will require a lot of time
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[17:16:15] <megasoft78> ok, thank you anyway ;)
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[17:29:15] <javaLover> Hey everyone! Completely new to open source here. Can anyone give me some tips on how to get involved in libgdx opensource community?
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[17:31:22] <TEttinger> javaLover: do you have a github account? it's the way we use to submit issues for libgdx, pull requests to add or change code, etc.
[17:31:39] <javaLover> Yes I do!
[17:32:00] <javaLover> So should start looking into the issue tracker?
[17:32:17] <TEttinger> might be good to make a fork of libgdx and start looking at issues to fix, yeah
[17:32:37] <TEttinger> greatly appreciated, though many pull requests get refused early on if they change APIs
[17:33:04] <javaLover> I completely understand Tettingter!
[17:33:32] <javaLover> I think it will take me some time to understand the codebase
[17:34:13] <javaLover> But I greatly appreciate your advice Tettingter!
[17:34:32] <TEttinger> there might be a contributing guide somewhere
[17:34:38] <TEttinger> the wiki needs help most of all
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[17:34:53] <TEttinger> there are some outdated articles written for pre-1.0.0 libgdx
[17:35:00] <javaLover> That sounds like a good starting point!
[17:35:29] <javaLover> I was also wondering that a small tut for gradle installation might be helpful to completely new people
[17:36:25] <TEttinger> there is a decent one on the wiki I think, but people do still have trouble
[17:39:00] <javaLover> Yes I believe so
[17:39:30] <Tomski> javaLover, no need to install gradle
[17:40:36] <javaLover> oh really?
[17:41:18] <Tomski> We use a wrapper, one less thing for people to setup
[17:42:03] <javaLover> Oooh! I see!
[17:42:57] <javaLover> I was looking at some recent dev videos. There I saw the use gradle
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[18:19:17] <MrKalach> hi all
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[18:19:59] <MrKalach> I have font, and do this: BitmapFont.Glyph g = glyphs.getGlyph((char)55);
[18:20:21] <MrKalach> but all g.u, g.v, g.u2, g.v2 = 0
[18:20:23] <MrKalach> why?
[18:20:40] <MrKalach> font is loaded done
[18:21:10] <MrKalach> libgdx last version
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[18:35:52] <mobidevelop> nooone: UrlEncoder is emulated on gwt, HttpParametersUtils should work there already
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[19:06:53] <maximtwo> https://www.dropbox.com/s/kg4jak6d1kw4am5/desktop-1.0.jar?dl=0
[19:06:56] <maximtwo> oops
[19:07:24] <Lecherito> spotted
[19:07:27] <Tomski> haha
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[19:07:54] <Tomski> top secret
[19:10:42] <GhostNr1> Evening
[19:10:46] <nooone> mobidevelop: oh, I see, you are right
[19:11:14] <nooone> I'm too dumb to understand the perfection of libgdx
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[19:22:22] <Lecherito> what are the possibilities of a Task not being executed under a Timer if task.isScheduled is true?
[19:28:45] <Tomski> 0
[19:28:53] <Tomski> .
[19:28:58] <Tomski> 13
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[19:29:40] <Lecherito> wut
[19:30:15] <Tomski> Lecherito, got an example where this is happening?
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[19:30:58] <Lecherito> yep, but not a standalone one
[19:32:42] <Lecherito> so i'm not sure how to show you since it's in the editor
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[19:33:40] <Lecherito> I schedule a task, everything is fine
[19:33:42] <LudziE12> Which version of lwjgl is used in the newest libgdx?
[19:34:20] <Tomski> 2.9.1
[19:34:31] <Tomski> Lecherito, how do you know? :)
[19:34:35] <Lecherito> I pause the game, then modify a texture of an unit, play it again, (it reschedules the task) and that one is never called
[19:34:45] <Lecherito> i got a breakpoint there
[19:35:01] <Tomski> how are you pausing?
[19:35:04] <Lecherito> and a syso(task.isScheduled); in render
[19:35:14] <Lecherito> i added libgdx to the editor so you can test "in live"
[19:35:15] <nooone> I don't like breakpoints, they result in timeouts for my HttpRequests :(
[19:36:23] <dermetfan> Lecherito: what editor?
[19:36:37] <Lecherito> the one for my game
[19:37:17] <LudziE12> Tomski, looks like 1.3.1 use newer version: 2.9.2 :D
[19:38:38] <nooone> mobidevelop: I have the feeling that the HttpRequest part of Gdx.Net hasn't been tested a lot so far :D
[19:39:06] <Lecherito> and it's only if i modify the texture of an unit xD
[19:40:09] <Tomski> LudziE12, nope
[19:40:26] <Tomski> Where did you get that from?
[19:41:00] <Tomski> And latest libgdx is 1.4.1
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[19:41:39] <mobidevelop> nooone: I use it all the time
[19:45:24] <LudziE12> Libgdx 1.4.1 also uses libgdx 2.9.2: https://db.tt/AOewrsWM
[19:46:00] <LudziE12> libgdx=lwjgl
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[19:47:07] <Tomski> They either use some weird convention in that file, or its mistake LudziE12
[19:47:51] <LudziE12> Nevermind
[19:47:59] <LudziE12> What can cause that?
[19:48:03] <LudziE12> nvidia: https://dl.dropboxusercontent.com/s/hn71c37aaqg5fl0/Screenshot%20at%2018-54-49.png?dl=0
[19:48:14] <LudziE12> amd: https://dl.dropboxusercontent.com/s/twvog7vlzpovcpo/Screenshot%20from%202014-10-23%2018%3A57%3A24.png?dl=0
[19:48:18] <Tomski> Its in their source, there is no release for 2.9.2
[19:51:56] <Tomski> Thats usually what happens when textures fail to load, but the default for open gl, afaik, is just white
[19:52:02] <nooone> anyone interested in "Risk of Rain"? it's pretty good (I got 3 extra keys)
[19:52:54] <nooone> just pm me in that case... it's for steam :)
[19:53:03] <LudziE12> That probably started happening when i removed indices
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[20:04:01] <GhostNr1> nooone: Looks kinda interessting, how you played it anything?
[20:06:50] <ollipekk1> http://i.imgur.com/33OV7Wp.gifv my libgdx/box2d game is looking cooler
[20:11:36] <nooone> GhostNr1: what do you mean, how I played it?
[20:13:45] <GhostNr1> have you played it, sorry
[20:14:10] <nooone> ollipekk1: the debug rendering makes it look even more interesting :D
[20:15:45] <nooone> ollipekk1: yeah, I did play it for a few hours, it's an indie randomized survival platformer
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[20:23:29] <nooone> I pmed you a link to the key, use it if you want, because I g2g afk for now
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[20:24:57] <ollipekk1> nooone: haha, i am not sure how i'm going to visualize the explosions
[20:26:13] <cobolfoo> ollipekk1: networked game?
[20:26:25] <cobolfoo> Hi noone
[20:27:43] <nooone> hi and bye :D
[20:28:07] <cobolfoo> I have this effect on people
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[20:28:55] <ollipekk1> cobolfoo: nope, just something that i fiddle around with during nights
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[20:32:28] <nooone> mobidevelop: hhmmm, it behaves a bit strange on "semi-timeouts"
[20:33:00] <nooone> mobidevelop: if there is no server at all, I get a failed callback with a SocketTimeoutException
[20:34:03] <GhostNr1> nooone: thank you very much
[20:34:32] <nooone> but if I got a breakpoint on the server side (that means the processing takes longer than my timeout), then I get no failed callback after my timeout period passes, but I get handleHttpResponse with status = -1 and httpResponse.getResultAsString() throws a NPE
[20:35:45] <nooone> that -1 is strange, and the JavaDoc of getResultAsString says in case of any error it will return "null", not a NPE
[20:35:56] <cobolfoo> httpResponse is null
[20:36:17] <nooone> nope
[20:37:38] <nooone> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/net/NetJavaImpl.java#L73 this InputStream will be null in this case, which will result in a NPE a bit later
[20:39:30] <nooone> mobidevelop: if you are using libgdx HttpRequests all the time, would you be so kind and verify that something is wrong in this case? :D
[20:39:51] <CDomville> question relating to Scene2D: Can you "tile" Stages?
[20:40:21] <nooone> then I'll look into it in more detail and maybe try to fix that... but now... afk finally
[20:40:32] <cobolfoo> nooone: I get the same result here
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[20:41:16] <nooone> okay, thanks! then I wasn't doing something terribly wrong :D
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[20:42:02] <cobolfoo> I have a libgdx app running on 25 mobile devices that do one 4 http requests per minute over wifi in a hotel
[20:42:06] <cobolfoo> I could tell you that -1 happens a lot :)
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[20:42:59] <noone|afk> that sounds interesting :D
[20:43:44] <cobolfoo> My app is a task manager for people working mostly in hotel/hospital
[20:44:10] <cobolfoo> The main issue is the uneven wifi connection over the places
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[21:29:14] <dimitrovskif> Game -> create GameScreen -> GameScreen creates Stage
[21:29:18] <dimitrovskif> is this a good workflow?
[21:30:09] <kojjootti2> if you don't need stages batch/camera/viewport on another screen
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[21:31:30] <dimitrovskif> kojjootti2: why wouldn't I need a Stage?
[21:32:50] <kojjootti2> dimitrovskif: I meant Stage's batch/camera/viewport
[21:34:46] <kojjootti2> sorry about typo and bad english :)
[21:37:21] <kojjootti2> dimitrovskif: i think it's good workflow anyway.
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[21:45:49] <dimitrovskif> how is a Camera supposed to work with a stage?
[21:46:18] <kojjootti2> what do you mean?
[21:47:28] <kojjootti2> new Stage(new VieportX(w, h, cam));
[21:49:52] <dimitrovskif> kojjootti2: nvm found it out
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[22:05:14] <dimitrovskif> so OK I did everything, now I am having an Actor
[22:05:37] <dimitrovskif> and drawing an image in the actor, however I don't know how to set dimensions/bounds so that the events will work
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[23:09:54] <Scellow> Good tool for shaders lover http://shdr.bkcore.com/
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[23:11:02] <jameslfc19> Hi
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[23:12:58] <jameslfc19> Need a bit of help, trying to embed a libgdx view into a DayDream service, but a daydream service is not an activity so I cannot use initialiseForView() to obtain a view of libgdx
[23:13:24] <jameslfc19> Starting to think it's not possible to create a libgdx view without an activity
[23:14:38] <jameslfc19> Oh
[23:14:51] <jameslfc19> There's an AndroidDayDream
[23:14:53] <jameslfc19> class
[23:14:57] <jameslfc19> derp sorry!
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top

   October 28, 2014  
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