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[00:04:41] <dnorth> I have a class called AnimatedTexture which basically works alot like the Animator class. It takes a Texture (spritesheet), the size of a single frame and the desired fps as input
[00:05:37] <dnorth> then it generates a TextureRegion of all the individual frames, and outputs them based on delta time/internal state time
[00:08:51] <dnorth> but with some Textures/spritesheets, i get ugly bleeding on some of the frames. I suspect it is because of the float point imprecision in TextureRegion's u/v/u2/v2
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[00:11:51] <dnorth> does anybody know if using PoT spritesheets could be a solution? I also read that padding is a good idea, but I'm not sure how to implement that
[00:12:09] <dnorth> right now i'm not using any padding and my spritesheets are non PoT
[00:12:10] <intrigus> Do you generate the Texture with Texture-Packerr?
[00:12:15] <dnorth> No
[00:12:20] <intrigus> Padding is the solution
[00:13:06] <intrigus> Not PoT sizes shouldn't cause bleeding
[00:13:11] <dnorth> I can't generate the texture with texture packer because my assets are dynamic (they're loaded from a url).
[00:16:00] <dnorth> I don't really know how to implement padding in my AnimatedTexture class. It looks like this: http://pastebin.com/Zt6VDcpP
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[01:12:42] <cris2000> ok guys
[01:12:52] <cris2000> It seems I need to use the source code of libgdx
[01:13:11] <cris2000> how easy would be compile it and set up a project with it
[01:15:10] <EvilEntity_> not very
[01:15:12] <EvilEntity_> read the wiki
[01:15:52] <bojack> You could just redefine a few classes if you only need to make a small change
[01:16:15] <cris2000> I need to give some classes an empty constructor
[01:16:31] <cris2000> because I need to load a textureatlas and animation with a json file
[01:17:39] <EvilEntity_> and why would you need an empty constructor for that
[01:24:48] <scellow> SUCCESSSSSSS
[01:24:54] <scellow> tile map using vertices :D http://imgur.com/vTDLsRv
[01:25:11] <scellow> enjoy million of tiles without fps drop :p
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[01:34:23] <bojack> that's an odd shape
[01:35:54] <scellow> bojack: the 1st tile have been moved to show that they are all tiles, not a single big plane :p
[01:36:37] <scellow> its bird view (semi top down)
[01:36:55] <mobidevelop> O.o
[01:37:17] <scellow> o.O
[01:37:32] <mobidevelop> o.o
[01:37:52] <scellow> this, the bird view i was talking about :p
[01:38:09] <scellow> looks like owl eyes
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[01:56:06] <mutilator> https://www.youtube.com/watch?v=4xZ39GIFyjw
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[01:58:27] <cackling_maidens> did that lazy mom sue, mitilator?
[02:04:33] <Lefanto> finally got my robovm indie license, valid for a year. hope this license is not a show(to keep us devs from raging/switching to alternatives) and that they don't decide to cancel renewals after a year or two
[02:05:27] * Lefanto squints at Xamarin
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[03:37:25] <desertpunk12> hey how do you deal with different screen resolutions
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[03:42:36] <TEttinger> cris2000: textures don't make sense to serialize as JSON
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[03:42:37] <TEttinger> your error yesterday that Texture is missing a zero-arg constructor is definitely not enough to do that
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[03:47:12] <dpunk12> whats the best background size for handling many different android aspect ratios
[03:47:13] <dpunk12> ?
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[03:50:56] <TEttinger> dpunk12, you know about viewports, right?
[03:51:27] <TEttinger> there's several choices that depends on what kind of game you're making
[03:51:41] <dpunk12> Tettinger: yup i just want to know about the art side. what is the best size for my background
[03:52:30] <TEttinger> that's hard. you probably don't want textures larger than 1024x1024 or so, just because that's the max size for some (old) devices
[03:53:12] <dpunk12> Tettinger: oh ok thanks. I think maybe Il use 640,960?
[03:53:12] <TEttinger> 2048x2048 is probably OK these days, but expect the random "by beloved generation 1 droid can't play your game!"
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[03:53:45] <TEttinger> yeah, just make sure that the edges don't have important stuff so you can clip off bits if you need to
[03:54:29] <dpunk12> oh ok. btw how can i use different viewport for my bakcground and my ui stuff
[03:54:46] <dpunk12> i want my background to not be stretched
[03:54:59] <TEttinger> in general, having some extra room between important stuff and the actual size is a good strategy, it carries over from print (when crappy printers might print a poster partway over the edge, so you can't stick text at the edge)
[03:55:00] <dpunk12> but i want my ui to be just the same
[03:55:13] <TEttinger> you do want the UI to be stretched, btw
[03:55:20] <TEttinger> maybe not at a weird aspect ratio
[03:55:23] <dpunk12> oh
[03:55:39] <TEttinger> but if you have pixel perfect anything, it won't show up on most phones.
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[03:55:47] <TEttinger> the individual pixel are _tiny_
[03:55:52] <TEttinger> and they vary in how tiny they are
[03:55:53] <dpunk12> oh
[03:56:07] <dpunk12> im kinda confused of the extended viewport
[03:56:25] <dpunk12> ExtendViewport*
[03:56:27] <TEttinger> like on my old galaxy s3, I could sorta kinda see an 8px8px sprite. I can't on my current S5
[03:56:43] <dpunk12> ahh. I didnt know about that
[03:56:46] <dpunk12> thanks
[03:56:57] <TEttinger> it has to do with pixel density and it's tricky
[03:57:05] <dpunk12> btw in the extended viewport does the background get scaled?
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[04:00:38] <Lefanto> use ninepatches!
[04:00:38] <TEttinger> viewport doens't really know about what's background, I think. I can't remember how using multiple viewports work
[04:00:39] <dpunk12> Leafanto: oh I didnt think about that. I think il do that
[04:00:39] <TEttinger> and yeah, ninepatches are a great solution for UI
[04:00:40] <dpunk12> yeah i think that solved my problem
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[04:03:53] <LiquidNitrogen> is there a faster way to draw individual pixels besides drawing 1x1 sprites?
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[04:11:14] <Lefanto> i haven't actually implemented them in my UI yet, but i'm looking forward to
[04:11:40] <Lefanto> hopefully ninepatches have no problem working with visUI (i also want to implement that)
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[04:45:17] <Lefanto> asojfnikwyeubius
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[05:12:57] <Madigan> hey folks
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[05:14:15] <Madigan_> quick question- if I want to display text in libgdx (say a score), is it best to use scene2d? Or is there a simpler way?
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[05:16:32] <cris2000> I used a simple Bitmapfont
[05:16:48] <cris2000> and batch.draw(font, "text", x, y)
[05:16:52] <cris2000> or something like that
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[05:18:34] <Madigan_> Ah-ha! I'll look that up. Thanks!
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[05:21:42] <wulax> I'd say use a scene2d.ui label, but do as you wish
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[05:23:29] <Lefanto> ohhh wow, i didn't realize one vector2 angle method was from 0 to 360, and the other one -180 to 180... that took a while
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[06:05:53] <LiquidNitrogen> I can get 50fps writing individual pixels to fill a 640x360 pixmap.. anyone got and faster ideas?
[06:08:55] <wulax> write your own ImmediateModeRenderer implementation maybe?
[06:09:04] <wulax> no idea what you are trying to do though
[06:10:20] <wulax> I assume you are not just filling the pixmap with the same color one pixel at a time
[06:13:33] <LiquidNitrogen> im trying to make a basic ray caster
[06:14:21] <LiquidNitrogen> I may have to use a lower resolution
[06:14:29] <wulax> what does that have to do with pixmaps?
[06:16:03] <LiquidNitrogen> im using the pixmap to draw individual pixels
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[06:18:17] <LiquidNitrogen> first I tried with drawing 1x1 sprites but that was really slow
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[06:21:53] <LiquidNitrogen> Hopefully there is some more efficient way of updating the whole screen of pixels..
[06:23:02] <LiquidNitrogen> it used to be a trivial operation.
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[06:31:07] <desertpunk12> is it updating only the ray?
[06:31:25] <SolarLune> @LiquidNitrogen - Why not use GLSL shaders? Not familiar with raycasting.
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[06:32:51] <LiquidNitrogen> basically I use cpu to shoot a ray out of the players eye and see what it hits to determine pixel color, repeat for each pixel on screen.
[06:33:46] <LiquidNitrogen> calculate every pixel every frame
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[06:36:26] <wulax> then I think you are talking about ray tracing, not ray casting
[06:36:27] <wulax> ray casting you can do with just basic vector math
[06:36:41] <LiquidNitrogen> I guess ray casting uses some fill optimisations
[06:36:41] <LiquidNitrogen> https://dl.dropboxusercontent.com/s/59v25z11scgurzo/old%20raycaster.png this is my old version
[06:38:03] <LiquidNitrogen> I probably could I guess.
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[06:39:46] <LiquidNitrogen> main problem is how to draw the pixels fast enough
[06:40:53] <LiquidNitrogen> I don't think I can use a shader cos it would need a lot of world info uploaded
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[06:41:39] <wulax> make an ImmediateModeRenderer which draws to a framebuffer
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[06:42:40] <wulax> that should be much faster than drawing pixel by pixel to a pixmap
[06:43:23] <Lefanto> holy sh*t activision bought king
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[06:44:02] <LiquidNitrogen> wulax ok ill look into that
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[06:48:38] <LiquidNitrogen> I think ive used this before for drawing debug lines
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[08:08:07] <SolarLune> @LiquidNitrogen - Oh I wanted to say, that that raytracer looks cool so far!
[08:08:09] <SolarLune> Nice work on it.
[08:08:55] <LiquidNitrogen> https://dl.dropboxusercontent.com/s/1elq9mm2w3cpco2/caster_01.gif heres the new version
[08:09:54] <LiquidNitrogen> I could never work out how to make it turn when I did the old one
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[08:20:19] <kdarknight__> king that candy crush company?
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[09:08:18] <SolarLune> Whoa, that 3D Adventures of World Runner aesthetic, haha. Nice.
[09:08:39] <SolarLune> Anyway, logging off; I think I got quite a bit done. We'll see if it's usable for everyone tomorrow. :o
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[09:34:50] <ilarip> Sooo... I keep getting errors when using JsonReader at line 2 near "title", here is the full code loading and json. files.txt mentioned in code is just utf-8 formatted txt with the files listed.
[09:36:12] <ilarip> I have validated the json and supposedly it is valid, I fixed one error which came from reading the string with default charset as it is stored in utf-8 and now the errors are coming from the reader itself. They are just com.badlogic.gdx.utils.SerializationException
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[09:46:19] <ilarip> Uurgh, it was the bom marker, the only thing I didn't think of.
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[10:17:48] <Sablier> hello guys
[10:18:09] <Sablier> I have a strange error...
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[10:19:20] <Sablier> it happens when I'm doing : new Texture(Pixmap p);
[10:19:39] <Sablier> at this moment, a lot of android services died, and the app too
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[10:20:01] <Sablier> but I have 0 error message, just some "Channel is unrecoverably broken and will be disposed!"
[10:20:48] <Sablier> When I search that, it's linked to memory leaks, but I don't think it is...
[10:21:29] <Sablier> do you have any idea ?
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[10:25:17] <mk1> uhm
[10:25:25] <mk1> could you show the whole code?
[10:26:14] <Sablier> mmmh, it's happens in other conditions than on the new Texture line, but this one is 100% reproductible... :/
[10:28:20] <mk1> is it a valid pixmap? is the color format supported?
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[10:32:20] <Sablier> http://pastebin.com/xSA54kdX, I make like ~200 textures the same way, but sometimes the process died... :/
[10:32:52] <Sablier> (the pixmap is always the same one : final Pixmap p = new Pixmap((int) this.getWidth(), (int) this.getHeight(), Pixmap.Format.RGBA8888);)
[10:33:06] <mk1> this page has been removed
[10:33:22] <mk1> what's the width?
[10:33:28] <mk1> and height
[10:34:01] <mk1> nvm. comma was part of url
[10:34:10] <mk1> what are the textures for?
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[10:35:06] <Sablier> batch.draw(clicked_texture, this.getX(), this.getY());
[10:35:34] <Sablier> (it's a texture I draw on a button)
[10:35:54] <Sablier> h = w = 128
[10:36:40] <mk1> and you create ~200 textures that way?
[10:36:46] <badlogic> libGDXJam is a go!
[10:36:49] <badlogic> woot
[10:37:02] <mk1> do you ever dispose the texture or the pixmap?
[10:37:15] <mk1> you prolly get an out of memory
[10:37:17] <Sablier> yes for the texture
[10:37:27] <Sablier> mmmh, not the pixmap
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[10:39:20] <Sablier> mmmh ok, now I dispose the pixmap, it works :)
[10:39:26] <Sablier> thx mk1 !
[10:39:33] <mk1> you're welcome
[10:40:03] <mk1> badlogic: have you found any sponsors?
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[11:01:09] <badlogic> mk1: yes! robovm, robotality and itch.io
[11:01:17] <badlogic> we'll get mac minis, ios devices and halfway steam keys :D
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[11:11:59] <andrew__> hello. I register on spine website. At the last step , it prompt me "what is the name of our animation software.". I reply "spine", website shows it's wrong answer. Anyone konws the correct answer???
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[11:15:41] <nooone> nexsoftware: what
[11:15:59] <nooone> lol... what's the best way to close a bunch of stuff on Android 14+?
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[11:16:53] <nooone> Can I use Java 7 try-with-resources? Can I use the Closable interface? Do I have to implement ~10 LOC for each thing I want to close?
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[11:25:45] <nooone> and why the hell is it called ClosEable...
[11:26:42] <nooone> it cost me like 5 minutes to figure out why me IDE can't find Closable, lol
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[11:37:17] <cackling_grandma> hey yo mk1
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[11:37:33] <mk1> hi
[11:39:24] <cackling_grandma> mk1, the map design I'm working on is kinda like fft. Units can only move along the floor but the floor can go up and down. Think a stairwell
[11:40:19] <cackling_grandma> I think a grid or a rectangle node based path finding system should do
[11:40:27] <cackling_grandma> what do you think?
[11:41:11] <mk1> fft?
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[11:42:59] <cackling_grandma> mk1, final fantasy tactics. It looks like this. Note the bridge http://vignette2.wikia.nocookie.net/finalfantasy/images/4/49/Zirekile-battlefield.jpg
[11:43:40] <mk1> if you don't have a "2nd floor" then a grid is perfectly fine
[11:43:58] <cackling_grandma> I have a second floor.
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[11:44:15] <mk1> so you can be at the same x,y position but different z?
[11:44:23] <cackling_grandma> yes.
[11:44:39] <mk1> well, then a grid won't suffice
[11:45:23] <mk1> but in the end it doesn't really matter
[11:45:23] <cackling_grandma> even if it's in a freeform linked node network?
[11:45:31] <mk1> then it's okay :)(
[11:45:37] <cackling_grandma> how would you suggest doing it?
[11:45:59] <mk1> that's what I meant in our last discussion. A* doesn't care about your graph layout. only the calculations for distances is important
[11:46:17] <mk1> well, basically you have nodes and each nodes has a list of nodes it can reach
[11:46:25] <mk1> *each node
[11:47:16] <mk1> a node could also have 5 "adjacent" nodes if you can either just move north or "jump" north to a higher platform
[11:47:58] <TEttinger> or jump down, as those stupid chocobos kept doing in FFT
[11:48:07] <mk1> using edges instead of just making nodes inaccessible has the advantage that you may move from A to B but not from B to A (jump off a cliff, but don't climb up)
[11:49:54] <cackling_grandma> the one I'm making is more simple. Cant jump up or down. No ramp = cliff.
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[11:50:09] <cackling_grandma> cant be pushed either
[11:50:42] <cackling_grandma> so basically lots of rotated square/rect tiles
[11:50:56] <cackling_grandma> and node search is very much grid a*
[11:50:57] <mk1> rotated?
[11:51:17] <cackling_grandma> tilled like
[11:51:19] <cackling_grandma> _
[11:51:22] <cackling_grandma> \_
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[11:51:33] <mk1> which doesn't really matter for the graph
[11:51:55] <TEttinger> how many are adjacent? you were working on a hex-based game
[11:52:00] <cackling_grandma> I still dont get it what you propose sounds more complicated
[11:52:24] <mk1> what did I propose?
[11:52:26] <cackling_grandma> we dropped that idea, TEttinger it's squares now. So 8 adjacent
[11:52:34] <mk1> awww, I love hex tiles
[11:52:40] <TEttinger> you mean 4 adjacent
[11:52:48] <mk1> 8
[11:52:50] <cackling_grandma> 8
[11:52:51] <mk1> diagonal movement
[11:52:57] <TEttinger> chebyshev is hard to make enemies take reasonable paths
[11:53:14] <mk1> pardon?
[11:53:36] <TEttinger> the distance is the same for the enemy 10 squares north of you to step south, southwest, or southeast
[11:53:58] <TEttinger> so you end up with weird paths if you don't have corrections for preferring straight lines
[11:54:31] <cackling_grandma> well I use straight pathing. the grid is only used for node making and simplify map data
[11:54:38] <cackling_grandma> unit location is floating point
[11:54:55] <TEttinger> chebyshev is also called checkerboard distance, or I call it king movement (as in chess), or chevy chase distance
[11:55:17] <mk1> also known as manhattan distance
[11:55:21] <TEttinger> no
[11:55:25] <TEttinger> manhattan is ortho only
[11:55:27] <TEttinger> rook move
[11:55:33] <mk1> ah okay, nvm
[11:55:57] <TEttinger> your choices on a square grid are chebyshev, manhattan, and euclidean
[11:56:03] <TEttinger> there may be others
[11:56:06] <mk1> cackling_grandma: if this is not about path cost I advise you to use distance approximation using integer
[11:56:32] <cackling_grandma> please elaborate?
[11:56:38] <TEttinger> yeah, I'm curious too
[11:56:39] <mk1> you'll have to calculate a lot of those. using integers is faster
[11:57:06] <TEttinger> pathfinding isn't typically a bottleneck for me, but I guess I use primarily grid stuff
[11:57:18] <cackling_grandma> so just use grids like TEttinger does in his roguelike?
[11:57:34] <TEttinger> no, that won't work with bridges
[11:57:40] <TEttinger> but!
[11:57:47] <TEttinger> you can have a graph with integer coordinates
[11:57:53] <mk1> yeah
[11:58:09] <cackling_grandma> that's how I intend to find the path.
[11:58:25] <TEttinger> there's some more cool stuff that I recently found out
[11:59:02] <cackling_grandma> per frame movement is much less than a grid cell tho
[11:59:15] <cackling_grandma> so I'll still use floating point for unit position
[11:59:51] <mk1> uhm
[12:00:07] <mk1> so your units can be between two nodes?
[12:00:33] <cackling_grandma> you expected otherwise?
[12:00:37] <mk1> yeah
[12:00:40] <TEttinger> if a unit or a commander or whatever you have has perfect knowledge of the battlefield (no fog of war, like chess), then you can identify chokepoints fairly easily (areas where movement is limited to one or a few units instead of a mass of them). if you have the set of all chokepoints, then you can pre-calculate paths between chokepoints and then just...
[12:00:59] <TEttinger> pathfind onto a known path (highway) by finding a shorter path (on-ramp)
[12:01:01] <mk1> last time you ranted about chess not being possible with continuous coordinates. I assumed you'd use discrete coordinates now
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[12:01:31] <mk1> TEttinger: IF choke points exist
[12:01:36] <TEttinger> yes
[12:01:36] <cackling_grandma> no, I ranted about how ray tracing doesnt work in chess.
[12:01:53] <cackling_grandma> which I still dont use. I use neighbor grid node search
[12:02:14] <mk1> so you have rectangles but the units can be positioned arbitrarily?
[12:02:51] <cackling_grandma> yes, mk1.
[12:03:03] <mk1> that's weird
[12:03:10] <TEttinger> that seems a bit contrary to the grid yeah
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[12:05:25] <cackling_grandma> http://buddat.net/wp-content/uploads/2010/08/20-8.png <- a game with map grids and abitrarily placed units
[12:07:06] <noooone> I love the shadows in that game
[12:07:19] <TEttinger> I love the urine-soaked horses
[12:07:45] <TEttinger> and the tiny urine-soaked horses that are the same model scaled down
[12:08:09] <noooone> those are really cute
[12:08:35] <TEttinger> noooone did you pick up an extra 'o'?
[12:08:45] <cackling_grandma> he does every time you turn away
[12:09:38] <noooone> no, it's the same amount as always
[12:09:47] <TEttinger> cackling_grandma: I'm hoping this doesn't use pixel art then
[12:10:04] <TEttinger> (I suspect being at 0.356 of a pixel would be bad)
[12:10:10] <cackling_grandma> it's going to be 2d with pixel arts but not retro pixel arts
[12:10:50] <TEttinger> http://opengameart.org/content/pixvoxel-revised-isometric-wargame-sprites is the stuff I do
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[12:12:32] <mk1> TEttinger: how difficult would it be to use your voxel stuff for hex tiles?
[12:12:43] <TEttinger> uhhhh
[12:12:54] <TEttinger> like proper hex angles?
[12:13:01] <cackling_grandma> my brain hurts just thinking about it
[12:13:08] <TEttinger> yeah same here
[12:13:27] <cackling_grandma> it's like trying to fit a square peg in a rat hole.
[12:13:29] <TEttinger> I have a variant http://opengameart.org/content/pixvoxel-revised-ortho-wargame-sprites
[12:13:55] <TEttinger> this one resizes and uses actual volumetric pixels instead of the new definition for voxels from minecraft
[12:14:21] <TEttinger> I really tried to get this one to render as 8-way
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[12:17:41] <TEttinger> https://dl.dropboxusercontent.com/u/11914692/Orc_Assassin_Ortho.gif
[12:17:47] <cackling_grandma> so uh
[12:17:57] <cackling_grandma> grid nodes and floating point position is ok?
[12:18:48] <TEttinger> you could round or floor
[12:19:44] <cackling_grandma> dont think round would work. floor then.
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[12:20:14] <cackling_grandma> wait, what's that for?
[12:20:35] <TEttinger> getting integer positions as approximations for pathfinding
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[12:21:30] <TEttinger> or just pathfind to nodes at integer points but take smooth paths between them
[12:21:52] <TEttinger> (this can be tricky if enemies block things)
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[12:22:08] <cackling_grandma> enemies block things
[12:22:27] <TEttinger> this is really so much easier on a strict grid
[12:22:54] <TEttinger> you don't hulkwar the behemoth overlapping all the other tanks next to him
[12:23:08] <TEttinger> *you don't have
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[12:24:24] <cackling_grandma> but movement would looks arkward and I want enemies to block things
[12:25:18] <mk1> you can always smooth your paths
[12:25:24] <TEttinger> so if characters have 360 degrees of movement, then your art needs are going to be hefty
[12:26:02] <cackling_grandma> nah I'm just going to approximate it
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[12:26:29] <cackling_grandma> ragnarok got that down with just 8
[12:26:41] <cackling_grandma> correction, 5
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[13:25:59] <nexsoftware> noooone: try-with-resources is only available on API 19+
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[13:53:16] <noooone> nexsoftware: I thought so... but the Closeable interface has always been there on all classes?
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[14:13:12] <nexsoftware> noooone: yes, on all classes that implement Closeable
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[14:41:49] <nexsoftware> noooone: Specifically, on all classes that implement Closeable in Java 6
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[14:57:04] <Sadale> Hey guys. I've made a game with libgdx :P
[14:57:13] <Sadale> http://www.kongregate.com/games/Sadale/poopie-making-kim-jong-un-cry
[14:57:16] <Sadale> HTML5.
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[15:04:55] <wulax> nice
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[15:05:49] <mk1> shit
[15:06:50] <Sadale> xD
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[16:00:50] <scellow> Sadale: the game is really fun to play, but honestly not a fan of the art
[16:00:57] <scellow> it looks a bit rushed
[16:01:15] <Sadale> scellow, ah. well, my art sucks :(
[16:01:18] <scellow> colors are drab
[16:01:26] <scellow> dunno the english word
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[16:01:37] <scellow> like dark
[16:01:48] <Sadale> scellow, think on the bright side, it's already a big improvement compared with the previous version: http://ludumdare.com/compo/wp-content/compo2//479518/56750-shot0-1440327595.png-eq-900-500.jpg
[16:01:55] <scellow> if you work a bit more on the art, im sure it can be a success on mobile :)
[16:02:12] <Sadale> scellow, yep. I agree. I should have picked a color with higher saturation
[16:02:28] <scellow> Also the background is really strange
[16:02:43] <Sadale> lol hollyshit
[16:04:13] <scellow> But tbh i'm not a fan of vectorial graphics, for 2D i only like pixel art
[16:04:19] <scellow> but it's only persolan taste :p
[16:04:52] <Sadale> scellow, thanks for being compliment xD
[16:05:04] <scellow> np :p
[16:05:10] <scellow> the gameplay is really fun
[16:05:17] <Sadale> Well, it's a known fact that my art sucks ._.
[16:05:43] <Sadale> It's getting improved from time to time, tho. :) Maybe my art will look professional some time later in my life :3
[16:05:47] <Sadale> oh thanks :3
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[16:06:11] <scellow> yeah, try try try try then u'll end up by mastering it :p
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[16:17:27] <Bernzel> This is more a java question but why can't I have a reference of class X in class Y and at the same time have a reference of class Y in class X ?
[16:18:20] <noooone> of course you can
[16:19:04] <Bernzel> Hm then I'm doing it wrong. Thanks
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[16:35:07] <davebaol> well, circular references are perfectly legal in Java and most languages too
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[17:11:34] <chandujr> guys
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[17:14:35] <Ashiren> we
[17:17:02] <chandujr> I want to create a file to save a picture.
[17:17:29] <chandujr> Is this correct? FileHandle fh = new FileHandle(Gdx.files.getLocalStoragePath() + "picture.png");
[17:20:17] <scellow> this guy is a fucking genius https://www.youtube.com/watch?v=Qc8eagCJ8yA
[17:25:05] <jeffol> scellow: seems like a solid voxel prototype
[17:25:15] <jeffol> & or editor
[17:25:16] <chandujr> A noob question - was that LibGDX??
[17:25:30] <jeffol> going to the video owner's site, it looks like it is
[17:25:49] <chandujr> wow
[17:28:25] <gentlemandroid> Thank god, more games that look like Minecraft
[17:30:12] <Ange_blond_> nice editor :)
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[17:46:56] <scellow> gentlemandroid: voxel world != minecraft
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[17:48:22] <gentlemandroid> More like, class Minecraft extends VoxelWorld implements Ugly
[17:49:41] <scellow> it's your opinion
[17:50:23] <gentlemandroid> <-- That's what this means
[17:51:09] <scellow> man, i didnt knew voxel world stuff makes you angry, if i knew that i would have not linked that video, i'm sorry about that
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[17:53:29] <gentlemandroid> If you could just check with me before you say stuff in the channel it could save us all some time
[17:54:04] <gentlemandroid> I like pictures of puppies, if that helps narrow the criteria
[17:54:23] <jeffol> https://upload.wikimedia.org/wikipedia/commons/7/72/Android_dog.jpg
[17:54:49] <gentlemandroid> Even that, prettier than voxels
[17:59:50] <jeffol> http://www.orderofevents.com/MineCraft/Phase3/noTexturePack.png
[17:59:53] <jeffol> https://youtu.be/8-5kvqZBRVg
[18:00:49] <jeffol> its this sort of mindset and attitude that helps me ship games
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[18:01:12] <uaBArt> hi
[18:01:29] <uaBArt> anyone alive?)
[18:01:36] <jeffol> i think i am alive
[18:01:42] <jeffol> and i alter energy
[18:01:44] <jeffol> therefore i am
[18:01:51] <uaBArt> Amazing'
[18:02:25] <gentlemandroid> uaBArt woke up naked in a deserted hospital and had to make sure the zombie apocalypse hadn't started
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[18:02:39] <uaBArt> not yet)
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[18:02:52] <gentlemandroid> Then again, jeffol could just be one of the survivors, along with a lone freenode administrator
[18:02:59] <gentlemandroid> I'm a zombie btw
[18:03:22] <uaBArt> I need some help. My Tiled map doesn't render properly, it renders only two squares.
[18:05:25] <uaBArt> http://pastebin.com/dKjhTi4Y
[18:05:25] <kdarknight> 2 tiles you mean
[18:05:32] <uaBArt> 2 tiles right
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[18:07:11] <kdarknight> have you tried setting camera for renderer
[18:07:26] <kdarknight> oh
[18:07:26] <kdarknight> I see
[18:07:29] <kdarknight> sorry
[18:08:49] <uaBArt> well
[18:08:58] <uaBArt> with camera isee black screen
[18:09:20] <uaBArt> when i remove renderer.setView
[18:09:21] <uaBArt> http://imgur.com/doJW2CA
[18:09:25] <uaBArt> i've 2 tiles
[18:10:55] <uaBArt> but it's supposed to be like this and fullscreen http://imgur.com/HI120jM
[18:11:30] <uaBArt> I mean on full window
[18:13:15] <kdarknight> have you tried removing viewport?
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[18:19:06] <uaBArt> 2 tiles
[18:19:12] <uaBArt> like on screenshot
[18:19:18] <uaBArt> same
[18:20:12] <uaBArt> I tried to change tiles in Tiled
[18:20:26] <uaBArt> it renders exactly 2 bottom left tile
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[19:07:45] <uaBArt> please
[19:07:47] <uaBArt> any help
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[19:09:34] <kdarknight> maybe pro devs are asleep. patience is the key my friend
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[19:10:02] <mobidevelop> O.o
[19:10:22] <kdarknight> here is one
[19:10:47] <mobidevelop> I've seen that code before
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[19:55:10] <Lefanto> nice!
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[20:38:52] <abs25> hello
[20:38:57] <abs25> say no to dead chat
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[21:08:17] <ycelik> Hey guys, trying to play a sound in a loop, but the sound only plays once; why, and how to fix that?
[21:08:31] <ycelik> (I want to dispose, but there is no onCompletionListener)
[21:09:09] <cackling_grandma> ycelik, promote that sound into music, then you can
[21:09:28] <ycelik> i will try it now
[21:10:03] <Xoppa> sound.loop();
[21:10:56] <ycelik> xoppa, that makes the sound loop continously
[21:11:05] <ycelik> I just want it to loop like 4 or 5 times
[21:11:31] <Xoppa> then music
[21:11:38] <abs25> Xoppa: is bullet still inside libgdx?
[21:11:45] <Xoppa> sure
[21:12:32] <abs25> why cant I follow your tutorial then?
[21:12:36] <abs25> Bullet.init();
[21:12:47] <abs25> cannot find bullet even after includingimport com.badlogic.gdx.physics.bullet.Bullet;
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[21:12:55] <abs25> do I have to create project with bullet?
[21:13:08] <Xoppa> yes, tick the box
[21:13:09] <abs25> and if yes, can I just add it to dependencies somehow?
[21:13:15] <SilenceDogood> Hey does anybody know how to add junit tests to a libgdx project?
[21:13:26] <abs25> I already created project long time ago before I knew I need it, I can implement it trough gradle right?
[21:13:27] <Xoppa> https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle
[21:13:40] <SilenceDogood> Hey thanks Xoppa
[21:13:52] <Xoppa> SilenceDogood, that was for abs25
[21:13:54] <Xoppa> this also: https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle#bullet-gradle
[21:14:18] <Xoppa> SilenceDogood, you can just add junit test to it like any other project, nothing special about
[21:14:36] <Xoppa> except that games typically dont much benefit from unit testing except for the logic parts
[21:14:44] <SilenceDogood> That's what I'm using it for :)
[21:15:10] <SilenceDogood> Well I tried adding the dependency to the root build.gradle but I still get build errors of junit not existing
[21:15:42] <SilenceDogood> was following this guy's directions http://shahmirj.com/blog/getting-junit-working-with-libgdx-in-gradle
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[21:18:15] <Xoppa> SilenceDogood, i dont know much about gradle, but perhaps this helps: https://github.com/libgdx/libgdx/blob/master/build.gradle
[21:19:06] <abs25> Xoppa: how do I refresh project after editing gradle, I am on linux, and on windows intellIJ would offer automaticly to do it
[21:19:18] <abs25> do i have to reopen the project or smth
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[21:19:34] <Xoppa> probably the fastest abs25
[21:19:51] <Xoppa> and perhaps a ./gradlew clean assemble build
[21:20:11] <abs25> in console?
[21:20:24] <Xoppa> yes
[21:21:37] <abs25> command not found O.o
[21:22:16] <Xoppa> iirc intellij has a reload gradle button as well
[21:22:33] <Xoppa> but anyway, just restart intellij, perhaps it might do it
[21:24:12] <abs25> >reading about gradle : Finally Refresh your Gradle project, either on command line or using your IDE plugin.
[21:24:16] <abs25> yeah thanks for advice lol
[21:24:49] <abs25> even reopening project/IDE did not work hmm
[21:25:08] <abs25> I will reimport it
[21:25:10] <abs25> that will do it for sure
[21:25:28] <Xoppa> abs25, make it work from cli
[21:25:36] <Xoppa> it will help you later on a lot
[21:25:52] <abs25> this is the command: ./gradlew --refresh-dependencies
[21:26:11] <abs25> nice tutorials
[21:26:26] <abs25> like libgdx documentation is like arch wiki, u just find everything :D
[21:28:26] <SilenceDogood> Maybe my problem is that I shouldn't be using Android Studio
[21:29:39] <abs25> oh great now I dont even have libgdx anymore :s
[21:31:58] <abs25> what the hell I hate gradle
[21:32:48] <Xoppa> give it some time abs25, gradle and intellij need to take up the changes
[21:34:18] <ycelik> Guys I fear that libgdx can't play music async
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[21:34:43] <ycelik> meaning, my loop of five times iterates faster than a sound being finished
[21:34:52] <abs25> Xoppa: idk its been 5 mins
[21:34:55] <abs25> no tasks runing
[21:34:56] <ycelik> therefore it still plays the sound only once instead of five times
[21:34:57] <abs25> Il try again
[21:35:12] <abs25> waiting for gradle sync to finish first
[21:35:21] <abs25> there is refresh button on gradle sidebar
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[21:37:08] <ycelik> maybe I can implement the tweenmanager, with five iterations of the sound length
[21:37:16] <ycelik> with callbacks to renewed playing
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[21:39:09] <Xoppa> ycelik, sounds like you´re trying to solve the wrong problem
[21:39:15] <Xoppa> consider showing a sscce.org
[21:40:53] <ycelik> http://pastebin.com/yev3ST8L
[21:41:26] <Xoppa> click on it: sscce.org
[21:41:43] <scellow> that mood <3 http://i.imgur.com/9VHBc7N.gif
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[21:50:56] <cris2000> hello guys
[21:51:32] <abs25> Xoppa: I cant get it to work this is soo weird
[21:51:43] <abs25> in projcet settings under dependencies there is no libgx anmymore
[21:52:14] <Xoppa> abs25, run ./gradlew clean build
[21:52:30] <Xoppa> check whether it gives the same errors as intellij does
[21:52:32] <cris2000> guys how do I convert an integer value into a certain group, I wanna convert a midi note number and get it's note name
[21:52:42] <cris2000> modulo gives me weird values
[21:52:48] <uaBArt> I need some help. My Tiled map doesn't render properly, it renders only two bottom-left tiles. Code: http://pastebin.com/dKjhTi4Y Screen(when i remove renderer.setView): http://imgur.com/doJW2CA
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[21:55:36] <abs25> Xoppa: from terminal in root of the project or intellIj terminal?
[21:55:52] <abs25> sudo: ./gradlew: command not found
[21:56:07] <Xoppa> intellij terminal is ok
[21:56:38] <Xoppa> cris2000, array
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[21:57:00] <Xoppa> uaBArt, looks like you want to have a look at sscce.org
[21:58:04] <abs25> Xoppa: says command not found
[21:58:22] <Xoppa> perhaps without the w
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[21:58:52] <abs25> sudo: ./gradle: command not found
[21:58:53] <Xoppa> type ./g and hit tab, see what it suggests
[21:59:08] <abs25> no such file or directory
[21:59:24] <Xoppa> perhaps show a screenshot
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[22:00:29] <uaBArt> http://pastebin.com/ZLw0HZu1 @Xoppa , I hope this is better
[22:01:06] <Xoppa> uaBArt, whats a Gyaya ?
[22:01:13] <Xoppa> class not found
[22:01:15] <uaBArt> Name of main game class
[22:01:25] <uaBArt> public class Gyaya extends Game
[22:01:33] <Xoppa> read it again: sscce.org
[22:01:51] <abs25> Xoppa: http://i.imgur.com/HUY0QPc.png
[22:02:00] <Xoppa> or this uaBArt: https://github.com/libgdx/libgdx/wiki/Getting-Help#executable-example-code
[22:03:20] <Xoppa> abs25, ok, looks like it might be easier to recreate the project and copy over the code
[22:04:53] <abs25> Xoppa: t-t-t-t-hanks
[22:04:55] <abs25> lol
[22:05:46] <uaBArt> @Xoppa http://pastebin.com/sdt422zn
[22:06:42] <abs25> why is this gradle soo bad
[22:07:28] <uaBArt> But even without Viewport everything is bad
[22:07:43] <Xoppa> uaBArt, great! can you make it depend on the test assets, so i can see it? https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests-android/assets/data/maps
[22:07:48] <abs25> Xoppa: definitly not gona do that, Il repull my project from git
[22:08:14] <Xoppa> sounds like a plan abs25
[22:08:49] <Xoppa> im not very experienced with gradle, just enough to know how make it do what I need
[22:08:55] <uaBArt> I'm bad in this all, only beginer, try "data/maps/tiled/tiled.tmx" instead of level1.tmx
[22:09:46] <uaBArt> @Xoppa http://pastebin.com/K0Xp4LNK
[22:10:04] <Xoppa> uaBArt, ok, one second
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[22:11:55] <uaBArt> @Xoppa or maybe with this Orthogonal Test Map http://pastebin.com/zYNhhLui
[22:12:02] <uaBArt> I don't know :/
[22:13:17] <Xoppa> uaBArt, can you show a screenshot of how that last paste looks like and what is wrong with it?
[22:13:30] <uaBArt> I've black screen
[22:13:34] <uaBArt> nothing renders
[22:14:29] <Xoppa> is that what your problem is?
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[22:16:41] <uaBArt> Yes
[22:17:17] <uaBArt> Or it renders only two bottom left tiles
[22:17:39] <uaBArt> If without renderer.setView(gameCamera);
[22:18:59] <Xoppa> remove the viewport
[22:19:14] <Xoppa> make it either pixel perfect or set the unitscale
[22:19:24] <Xoppa> gameCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
[22:19:51] <uaBArt> two tiles http://imgur.com/28PdhVP
[22:20:06] <uaBArt> @Xoppa I'll try what you're saying
[22:21:28] <uaBArt> yes
[22:21:30] <uaBArt> two tiles
[22:21:31] <uaBArt> http://imgur.com/UdLdPs1
[22:21:32] <uaBArt> same
[22:22:24] <Xoppa> ow you havent implemented the resize method as wll
[22:22:27] <Xoppa> *well
[22:23:00] <uaBArt> http://pastebin.com/agPLp7Ac
[22:23:16] <uaBArt> How it supposed to be?
[22:23:26] <uaBArt> this code gives only two tiles
[22:23:30] <uaBArt> as on imgur
[22:26:10] <Xoppa> uaBArt, http://pastebin.com/uEE9Bfpu here you go
[22:26:29] <abs25> Xoppa:
[22:26:29] <Xoppa> note that i´m totally not experienced with tiled, so it might not be best practice
[22:26:43] <abs25> I got the project working, but now without bullet, I need to only add it as module
[22:26:50] <abs25> trough maven or something?
[22:26:59] <Xoppa> no maven
[22:27:16] <Xoppa> abs25, https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle#bullet-gradle
[22:28:08] <mj> Can I include version of a separate library in extension.xml of gdx-setup?
[22:28:13] <uaBArt> @Xoppa works, but everything really huge, even bigger than map
[22:28:44] <Xoppa> uaBArt, as said, either adjust your virtual units or set the unit scale
[22:28:47] <uaBArt> http://imgur.com/XMTnkJH
[22:28:58] <uaBArt> oh, ok
[22:29:09] <mj> My lib has an extra dependency and I want to add its source to the HTML project, but its version doesn't match my own lib.
[22:30:03] <Xoppa> uaBArt, you typically set the unitscale so that one unit is one tile
[22:30:07] <mj> Basically, will something like that work: <dependency>some.group:some-lib:0.0.1:sources</dependency>
[22:30:41] <abs25> Xoppa: I did, but it doesnt get added to the list of dependencies
[22:30:52] <Xoppa> mj, that doesnt have anything to do with extension.xml, unless you want to include it in the setup utility so everyone using it can add it
[22:31:05] <abs25> OMG OMG OMG its downloading it
[22:31:12] <Xoppa> mj, https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle
[22:31:16] <Xoppa> abs25, yay!!
[22:32:56] <uaBArt> @Xoppa, how to make working super.resize for screen?
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[22:33:04] <mj> @Xoppa, I want to add my gdx-lml-vis (v. 1.2.1.7.1) library to gdx-setup. It depends on vis-ui (v. 0.9.2). In the example: https://github.com/libgdx/libgdx/wiki/Third-Party-Extension-Supporthttps://github.com/libgdx/libgdx/wiki/Third-Party-Extension-Support ...if you add multiple libraries, they inherit the version you originally added with
[22:33:05] <mj> <version></version>.
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[22:33:13] <Xoppa> uaBArt, dont call it
[22:33:33] <uaBArt> main idea was in renderer.setView((OrthographicCamera)gameViewport.getCamera()); ???
[22:33:53] <mj> @Xoppa, so, I'm basically asking if gdx-setup will honor the version setting in one of the libs if it doesn't match your own <version>.
[22:34:01] <Xoppa> mj, im afraid that goes beyond my limited gradle knowledge, perhaps Kotcrab knows
[22:34:35] <Xoppa> uaBArt, i dont have a clue what you mean with that
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[22:35:09] <uaBArt> Why it didn't worked before
[22:35:19] <uaBArt> And why exactly it works right now
[22:35:25] <uaBArt> Can't get it
[22:35:48] <Xoppa> isnt that the same as it was, but without having a reference to the cam?
[22:36:11] <Xoppa> you didnt implemented resize
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[22:36:41] <uaBArt> Ok, but I had implemented in myScreen class
[22:36:49] <uaBArt> and it didn't worked
[22:36:55] <uaBArt> anyway - big thank you
[22:36:57] <uaBArt> :)
[22:37:03] <mj> @Xoppa, I don't think it's just gradle, cause this is actually how you add dependencies (you can select the version in gradle file). Never looked at the code, but I'm pretty sure that gdx-setup app does some parsing and adds the version by itself based on the data in XML.
[22:37:32] <mj> @Xoppa, but then again, I might be wrong if it does use gradle internally, not doing any parsing itself. Oh well.
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[22:38:23] <Xoppa> mj, what exactly is the problem? you want to change a version value in the gradle file? because thats all what the setup utility does, generate the gradle file for you
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[22:40:30] <abs25> Xoppa: I got it all working, git is the best thing around
[22:40:43] <Xoppa> yay!
[22:41:15] <abs25> :D
[22:41:18] <abs25> thanks for help
[22:41:36] <mj> Xoppa, From what I understand <version> field is "inherited" by all of the libraries that you add in your dependencies, so if my version is set to 1.2.1.7.1, it would probably result in generating this dependency: compile "com.kotcrab.vis:vis-ui:1.2.1.7.1:sources". I'm asking if I include a custom version of vis-ui library, will it be honored and not
[22:41:37] <mj> overriden by <version> setting?
[22:42:44] <Xoppa> mj, are still focussing on the extensions.xml?
[22:42:51] <mj> Well, I'm probably better off just trying it out. And here I was, thinking it's a simple question. : P
[22:43:15] <mj> Yes, I want to make one of my libraries public.
[22:43:47] <Xoppa> ow, sorry, i didnt get that mj. I thought you wanted to add something to your local setup
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[22:44:37] <Xoppa> i dont know much about the inner workings of the extensions.xml config the setup utility uses
[22:44:48] <Xoppa> you could ask Tomski or read the source
[22:45:08] <mj> I see, I'll just replace the XML in the jar and see how it works.
[22:45:20] <mj> I doubt it requires changes in the source.
[22:45:21] <Xoppa> sounds like a plan!
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[22:52:42] <Z11> does anyoen know of any good libgdx tutorial sites
[22:52:57] <Xoppa> https://github.com/libgdx/libgdx/wiki/External-tutorials
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[22:55:02] <Kotcrab> mj: yep version is inherited for all dependencies, somebody needs to pr gdx-setup
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[22:56:17] <Kotcrab> btw Xoppa could you merge https://github.com/libgdx/libgdx/pull/3536 :)
[22:56:34] <Xoppa> sure
[22:58:28] <Z11> ty
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[23:16:59] <mj> OK, added my libs in https://github.com/libgdx/libgdx/pull/3537 (one of them will have to wait until the version problem gets sorted out).
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[23:19:21] <Xoppa> sounds like something you should add to the description of the pr mj
[23:19:34] <mj> Xoppa, btw, when I include the version in the dependency, this is generated: compile "com.kotcrab.vis:vis-ui:0.9.2:sources:1.2.1.7.1"
[23:19:38] <mj> Sure.
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[23:21:50] <Xoppa> mj, ok, make sure to include all relevant info and give it some. Tomski will look at it, but it might take a few weeks, because iirc he´s not available atm
[23:23:43] <mj> Done.
[23:23:55] <mj> Maybe I should create an issue?
[23:24:36] <Xoppa> why not create a pr to fix it?
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   November 3, 2015  
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