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[05:17:06] <bojack> Are there any plans to make an official backend for displaying your window in JavaFX applications?
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[05:36:27] <WickedShell> I've noticed that setting continous rendering false works in a LwjglCanvas but not in a LwjglAWTCanvas. Is this expected/is there some other trickerty that should bne used?
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[05:48:42] <TEttinger> WickedShell, weird. I'd expect AWT to default to not continuously rendering
[05:49:57] <WickedShell> TEttinger, (graphics! :set-continuous-rendering false) works as expected on the LwjglCanvas but not on LwjglAWTCanvas
[05:50:21] <WickedShell> It might be a failure in the play-clj bindings actually... Hm I should test that
[05:50:52] <TEttinger> check if LwjglAWTCanvas actually has a proper method that could call?
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[05:53:24] <TEttinger> a ha!
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[05:53:45] <TEttinger> you need to access and set it on the LwjglGraphics
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[05:54:11] <WickedShell> Is that not what the play-clj binding did? (I'm still chasing its source down)
[05:54:19] <TEttinger> canvas has a getGraphics
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[05:55:34] <WickedShell> TEttinger, yes? I'm not really following
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[05:58:33] <TEttinger> hmm
[05:58:46] <TEttinger> I can't figure out why it works on LwjglCanvas
[05:59:39] <WickedShell> Even if I pull direct access to the graphics and set it it doesn't have an effect (.setContinuousRendering (.getGraphics mapCanvas) false)
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[06:00:35] <TEttinger> a ha!
[06:00:43] <TEttinger> graphics! calls it directly on (Gdx/graphics)
[06:00:49] <TEttinger> which in Java is Gdx.graphics
[06:01:08] <WickedShell> Sure, but this (.setContinuousRendering (.getGraphics mapCanvas) false) doesn't do it either...
[06:01:12] <TEttinger> hmmm
[06:01:17] <TEttinger> uh
[06:01:20] <TEttinger> wait false?
[06:01:26] <WickedShell> (mapCanvas being my LwjglAWTCanvas
[06:01:26] <TEttinger> false is the default
[06:01:36] <TEttinger> err
[06:01:38] <TEttinger> nvm
[06:01:38] <WickedShell> false is don't do continous? :D
[06:02:07] <WickedShell> I'm wondering if something in the AWT hierachy/impl is requesting rendering all the time
[06:02:23] <TEttinger> input?
[06:02:33] <WickedShell> no input at the time
[06:02:41] <WickedShell> Or at least no input the other version wasn't seeing
[06:02:46] <WickedShell> (and not rendering on)
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[06:03:50] <WickedShell> Yeah, so in this scenario if I take the same application and turn all LwjglCanvas into LwjglAWTCanvas it will continously render
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[06:06:54] <WickedShell> Only reason I'm trying to use the AWT version is because the non AWT version crashes on ubjerjar due to to many instances of OpenAL (or at least it was)
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[06:07:19] <WickedShell> If I ask the awt version if continous is on it says its not...
[06:07:28] <WickedShell> I wonder if the AWT chain is messing it up
[06:07:55] <WickedShell> either through events or display clearing
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[08:50:47] <Delmadan> guys I have a silly question
[08:51:03] <Delmadan> So you know how when you're using a laptop you use the touchpad
[08:51:25] <Delmadan> I want to recreate what a touchpad does onto a phone screen
[08:51:41] <Delmadan> where the screen is the touchpad and the cursor is a sniper scope, or something
[08:53:25] <Delmadan> so when you touch the screen at say, (10, 20), and move 20 pixels to the right so you end up at (30,20), then the sprite you're moving which is at say (100, 40), goes to (120,40)
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[09:01:32] <WickedShell> Delmadan: cache mouse position on touch-down, on touch-dragged see how far the mouse has moved since the cahced position, reset the cache for the next event
[09:01:54] <Delmadan> and add the delta to the current position of the scope
[09:01:58] <Delmadan> or sprite i want to move
[09:02:05] <Delmadan> Nice :) thanks WickedShell
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[09:29:08] <SolarLune> Yo!
[09:29:12] <SolarLune> How's everyone?
[09:30:02] <SolarLune> It's pretty late where I am, so I won't be on long - just wanted to pop on to let everyone know that the creator of BDX just released a new version today!
[09:31:05] <SolarLune> To let everybody know, BDX is a 3D LibGDX based game engine that works with Blender as an editor. What this means is no importing-exporting, a familiar world editor, and an API that adds a lot of stuff that speeds up development.
[09:31:20] <SolarLune> And of course, it's open-source and cross-platform.
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[09:36:01] <SolarLune> Seems like it'd be OK to use this in the upcoming LibGDX game jam.
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[09:36:06] <SolarLune> Anyway, just wanted to let you all know.
[09:36:07] <SolarLune> Thanks!
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[09:39:40] <WickedShell> TEttinger, have you ever setup AA from play-clj? I'm not really finding the equivelent of config.numSamples within it/the constructors for my use case
[09:39:57] <TEttinger> hm
[09:40:07] <TEttinger> can't say I have...
[09:40:22] <TEttinger> numSamples is an LWJGLConfiguration thing?
[09:41:08] <WickedShell> As best I can tell it should apply to both but it appears at a higher level.. I should check the lwjgl side... That's a good idea
[09:42:32] <TEttinger> should generate a source file in desktop/src
[09:42:53] <TEttinger> called desktop-launcher.clj , WickedShell
[09:43:07] <WickedShell> I'm not using the full play-clj generated stack though, just a lwjglAWTCanvas that I'm embedding in a swing app
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[09:43:15] <TEttinger> you can just change that to add args to the LWJGLConfiguration maybe
[09:43:16] <TEttinger> hm
[09:43:32] <TEttinger> so I wonder what is handling the config if you don't have that
[09:43:55] <WickedShell> I have no clue lol, thats the question I can't anwser once I started looking into this
[09:44:04] <WickedShell> It appears to be magically working....
[09:44:10] <WickedShell> Which is never good
[09:45:23] <TEttinger> I'd really expect there to be some kind of libgdx launcher
[09:45:31] <TEttinger> what's your main method?
[09:46:03] <WickedShell> For the libgdx side of things?
[09:46:50] <TEttinger> if config is null
[09:46:53] <Tomski> pass it
[09:47:03] <TEttinger> second arg you can pass it one
[09:47:20] <WickedShell> right my main does some swing creation of jframes/windows/panels etc calls some init's I have, then at the end adds the canvas from LwjglAWTCanvas.getCanvas() to the swing layout
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[09:47:55] <WickedShell> When I make the LwjglAWTCanvas I pass it a defgame (which had a defscreen earlier)
[09:48:59] <TEttinger> the game will be the applicationlistener
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[09:49:18] <TEttinger> and the second arg (you have one now I think to the constrctor) will be a new configuration
[09:49:33] <TEttinger> *you have one arg now
[09:49:38] <WickedShell> no second arg atm, but no reason to not make one
[09:49:43] <TEttinger> yep!
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[09:52:53] <WickedShell> yup that did it, thanks
[09:53:31] <WickedShell> I had been tricked into thinking ShapeRenderer does more then just glLine which apparently is not the case...
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[10:15:43] <TEttinger> oh yeah, shaperenderer is immediate mode IIRC
[10:16:09] <WickedShell> Yeah, thats awful :D
[10:16:35] <WickedShell> I was slightly surprised there wasn't a wrapped method for a shader based version
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[11:19:34] <Delmadan> why does Gdx.input.getDeltaX() return an int rather than a float?
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[11:27:56] <Tomski> Delmadan, do you need sub pixel precision?
[11:28:02] <WickedShell> Delmadan, iirc all input from the user is in integer space (because the mouse has to be at a pixel, there is no subpixel mouse positioning)
[11:28:18] <Delmadan> Tomski, i do
[11:28:22] <Tomski> why?
[11:28:38] <Tomski> Not all devices support it
[11:28:43] <Delmadan> to move my tiny pixels around
[11:28:47] <Delmadan> oh dead set?
[11:28:50] <Delmadan> fair enough
[11:28:57] <WickedShell> What is your input that is subpixel?
[11:29:04] <Tomski> But i doubt you need sub pixel precision
[11:29:08] <Delmadan> sorry not sub pixel
[11:29:18] <Delmadan> it just looks choppy :S
[11:29:26] <TEttinger> that ain't input
[11:29:35] <Tomski> What looks choppy?
[11:29:46] <Tomski> Using getDeltaX to move something?
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[11:30:36] <Delmadan> yeah - to move my sprite around the screen by dragging
[11:31:07] <Delmadan> hmm, i might make a gif :)
[11:31:30] <TEttinger> on most phones you can't even see 1 pixel
[11:31:37] <TEttinger> imagine your thumb over it too
[11:31:46] <Tomski> Your fingers are probably touching at least 20 pixels anyway :P
[11:31:56] <Delmadan> Yeah I hear ya :P
[11:32:13] <Tomski> Is this a scene2d widget you are moving?
[11:32:28] <Delmadan> no ofcourse not, scene2d is for losers
[11:32:32] <Tomski> lol
[11:32:38] <Delmadan> just a texture region :P
[11:33:58] <Tomski> You can always use some interp to smooth it if it is too snappy
[11:34:09] <Tomski> But it shouldnt be choppy
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[11:36:47] <Delmadan> I really struggle understanding what's going on im my viewports and what's scaled down vs what's scaled up
[11:36:56] <Delmadan> but basically I have a tiny viewport
[11:38:16] <Delmadan> so it makes a single pixel of movement look like 20 pixels of movement on the screen
[11:38:21] <Delmadan> does that make any sense?
[11:38:58] <Tomski> If you are in world coordinates, you should work in them
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[11:39:22] <Tomski> So poll screen coordiantes each frame Gdx.input.getX() and y
[11:39:41] <Tomski> translate those into world coordinates, and compare that to the last frames world coordinates
[11:39:52] <Tomski> and use that to move your object in world, instead of screen space
[11:40:07] <Tomski> Let camera do the work for you
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[11:42:29] <Delmadan> you're so smart mate. I straight out love you
[11:44:06] <Delmadan> so by world coordinates you mean my tiny viewport right? as in if my window is 480 x 320 and my viewport is 10.5 x 7
[11:44:49] <Delmadan> 10.5 would equate to 480px in screen coordinate land?
[11:46:38] <Tomski> So a change in input (screen coordinates) might be 25, but when you convert through your viewport, 0.23
[11:47:40] <Delmadan> Tomski you're a king. it's working like a legend now
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[11:47:55] <Delmadan> are you still studying?
[11:48:32] <Tomski> nop
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[11:49:21] <Delmadan> oo nice, so what are you doing these days?
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[11:50:34] <Tomski> Hiding from the government
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[11:50:57] <TEttinger> he's a porn star by day, professional cocaine quality assessor bynight
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[11:51:34] <Delmadan> lol
[11:51:42] <Delmadan> I'd believe it
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[11:53:06] <Delmadan> whaaat that's amazing
[11:53:10] <Delmadan> did you do that all yourself?
[11:54:17] <TEttinger> looks good Tomski
[11:54:56] <Delmadan> I'm all about BlobRun
[11:55:12] <Tomski> Delmadan, working with a friend who does artz, thanks TEttinger :]
[11:55:39] <Delmadan> It looks really good bro :) Well done. Looking forward to playing it
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[12:03:21] <matty_r> Whats the best way to detect if someone clicks the mouse within a texture region?
[12:04:45] <EvilEntity> use a button damnit
[12:05:01] <matty_r> what?
[12:05:41] <matty_r> It's not a gui, it's just one of the entities on screen
[12:05:57] <Delmadan> you can check to see if your click coordinates are within that texture regions bounds
[12:06:48] <matty_r> Delmadan, I could easily do that - but the problem I face is the textures are rotated - the bounds therefore change
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[12:12:34] <EvilEntity> matty_r, Intersector.pointInPolygon
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[12:14:25] <matty_r> EvilEntity, thanks - which overloaded method should I aim for? isPointInPolygon(Array<Vector2> polygon,Vector2 point) looks like it might be the best bet
[12:15:14] <EvilEntity> whatever suits you, just dont make 5 new vectors each time...
[12:16:45] <matty_r> I actually already have an ArrayList that holds all Vector2s of my sprites - so the work is already there it seems... nice
[12:16:59] <matty_r> Yay for OOP!
[12:18:35] <EvilEntity> still, bothering with rotating rectangles is probably an overkill
[12:18:54] <matty_r> what do you mean?
[12:19:37] <matty_r> I'm controlling a vehicle in my game and rotating it when I turn
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[13:36:19] <[]J> hello friends
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[13:36:58] <[]J> does there happen to be a way to get 1.7.1 in the "old-style" build
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[13:43:16] <Tomski> []J, no, you can download all the artifacts from maven central directly though
[13:44:31] <[]J> I tried that but it looked to only have the 1.7mb gdx-1.7.1.jar, which isn't enough as far as I can tell :1
[13:44:51] <Tomski> They are all there
[13:45:35] <[]J> oh. hmm. thanks
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[14:00:58] <razieliyo> soooo libgdx jam :3
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[14:08:36] <davebaol> hopefully more than 1 out of 10 who's saying "cool" will actually join it :)
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[14:14:23] <gentlemandroid> Game jams are too much pressure
[14:14:32] <gentlemandroid> Actually finishing something? Crazy
[14:14:52] <lapinozz> agreed
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[14:19:59] <razieliyo> you can bet I'm joining it
[14:20:31] <cackling_ladies> dont have enough time for my game, let alone a jam.
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[14:53:59] <isdera> lol same
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[15:40:01] <[]J> hmm, doing Pixmap.setBlending( Pixmap.Blending.None ); messed up font outlining, that was not fun to figure out D:
[15:40:15] <[]J> can't tell if that's just me being dumb or something worth reporting
[15:41:41] <[]J> (ie if I did that before building the fonts with outlines, without setting it back to Pixmap.Blending.SourceOver )
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[16:53:26] <badlogic> so much time wasted on that game...
[16:53:55] <jeffol> Lol, me too. Loved it. I replayed and beat I and II two summers ago
[16:54:22] <badlogic> i think i last played it 20 years ago
[16:54:25] <badlogic> or 18?
[16:54:38] <badlogic> very long ago, when i rocked my 486 dx 40
[16:54:50] <jeffol> time to get the emulator out and pay homage to a solid game
[16:55:29] <badlogic> i actually still got my 486, and it's working :D
[16:55:38] <badlogic> with super optimized autoexec.bat and config.sys
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[16:55:49] <jeffol> nice. you're like strongbad or something
[16:55:55] <badlogic> close
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[16:56:37] <badlogic> btw you guys
[16:56:43] <badlogic> we are still coming up with possible themes for the jam
[16:56:51] <badlogic> go there, enjoy the crazy, and add a few themes
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[16:59:17] <Bernzel> Does it save any physical space to pack all my assets into one texture? I desperately need to minimize the size of my app.
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[16:59:46] <jeffol> Bernzel: not likely; it'll reduce draw calls, though
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[16:59:57] <SilenceDogood> Hi :)
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[17:37:19] <d0d0> Hi Guys ... I need some help with loading a blender animation into libGDX .... I cant seem to figure out what I am doing wrong :-( .... is this the right place to help
[17:38:12] <jeffol> this is an appropriate place to ask
[17:38:32] <kdarknight> Bernzel, try reducing the audio quality of your sound files
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[17:39:13] <kdarknight> no body notice that much of a difference in 320 and 128
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[17:42:48] <Bernzel> kdarknight, I'm not carrying any audio in my app. Lot's of texture though..
[17:43:24] <jeffol> Bernzel: have you compressed your textures?
[17:43:27] <d0d0> I am unable to see whats wrong with the code or blender animation .... I am new to libgdx though ...
[17:44:12] <Bernzel> jeffol nope. Never have done.. :/
[17:44:23] <jeffol> Bernzel: this is probably what you must do.
[17:44:46] <Bernzel> jeffol , any suggestion on where to start? I have no clue on how to do so.
[17:44:53] <Bernzel> Some software or something?
[17:45:21] <jeffol> Yeah, you could probably accomplish it with GIMP, a free imaging tool similar to photoshop
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[17:48:43] <jeffol> Setting your image to "indexed" rather than "rgb" can greatly reduce image sizes
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[17:53:53] <kdarknight> there are some online image compression sites too
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[17:59:11] <kdarknight> anybody up for teaming in with me?
[17:59:19] <kdarknight> for libgdxJam
[18:00:11] <kdarknight> it's just, you will have to create the whole game
[18:00:35] <kdarknight> and I will be responsible for guiding your path
[18:00:37] <kdarknight> :P
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[18:01:31] <d0d0> kdarknight ..... what sort of game do u have in ur mind ?
[18:02:08] <Bernzel> jeffol , awesome. Never knew that had such a huge impaction.
[18:02:25] <kdarknight> oh, never thought of that but I'll come up with something soon.
[18:02:31] <Bernzel> Are there any visual quality loses with that?
[18:02:37] <kdarknight> sooner than game jam overs
[18:03:11] <kdarknight> Bernzel, there are two types of compression, lossy and loseless
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[18:03:50] <kdarknight> and your textures are most probably lossy
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[18:03:53] <kdarknight> so yes
[18:04:03] <kdarknight> quality degrades
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[18:04:09] <Bernzel> bummer..
[18:04:17] <d0d0_dd> ?
[18:04:33] <kdarknight> you can customize the quality in photoshop at least
[18:04:42] <kdarknight> when exporting
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[18:05:30] <kdarknight> depending on visual changes
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[18:06:56] <d0d0_dd> Hi guys .... when I load my GDB into libgdx, I am just getting a blank screen ... the model and the animation is not loaded ... i dont see any error messages .... I dont know how to proceed .. can anyone help ?
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[18:09:38]
<d0d0_dd> I also posted on the forum explaining my issues .... here is the link for a more detailed description of the problem .... Hi Guys ... I need some help with loading a blender animation into libGDX .... I cant seem to figure out what I am doing wrong :-( Can you guys take a look at this link: http://www.badlogicgames.com/forum/viewtopic.php?t=21003
[18:11:06] <kdarknight> d0d0_dd, have some patience. someone with enough knowledge will soon take a look :)
[18:11:25] <d0d0_dd> thnx darknight
[18:11:41] <d0d0_dd> i can wait
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[18:27:06] <jeffol> Bernzel: making any progress on your app size?
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[18:33:49] <Bernzel> jeffol , haven't started yet I'm afraid. Too much business to do :(
[18:34:01] <jeffol> Bernzel: lol, I know how that is
[18:34:55] <benohohoh> I'm looking for clarification (and having some trouble wording the question): Should I use an actor in a stage to display/handle the game itself? Also, is it appropriate to use a different camera within the actor?
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[18:36:00] <Bernzel> jeffol , it really causes damage to my app development. Especially when it starts to become quite a vast system. You need to be in the code and framework continuously to be able to map around it. Wish I could write code as a living.
[18:36:35] <jeffol> Bernzel: right you are. You really have to be in and out of the code every day.
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[18:38:02] <Bernzel> jeffol yupp..
[18:38:27] <jeffol> what stops you from pursuing a job in app/software dev? :-)
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[18:39:05] <Bernzel> jeffol , the root of all evil of course, money ^^
[18:39:19] <Bernzel> Not enough money in purely working as a dev.
[18:40:18] <kdarknight> so what you do now?
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[18:41:40] <kdarknight> benohohoh, you want to handle whole game mechanics using stage? or just ui
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[18:42:01] <jeffol> kdarknight: he's _asking_
[18:42:16] <jeffol> kdarknight: so the answer is probably: just use stage for UI
[18:42:37] <jeffol> or just change your IDE
[18:42:42] <Bernzel> kdarknight, it's a vague description but I work as an entrepreneur sort of. I run multiple companies in the position of a COO and I hold shares in some side business as well. Currently I've brought a team together to create the first fully independent house for students.
[18:42:45] <jeffol> ^joke
[18:43:02] <benohohoh> kdarknight, I suppose I'm asking, are UI components all actors, in addition to the game itself being an actor?
[18:43:22] <kdarknight> all ui components are actors
[18:43:27] <benohohoh> Or should the game be handled in a stage and the ui components are actors
[18:43:33] <kdarknight> But game is not
[18:43:37] <benohohoh> Aaaah, okay
[18:43:42] <benohohoh> Is game displayed in the stage?
[18:44:22] <benohohoh> As well as handled?
[18:44:37] <benohohoh> Or should it be handled elsewhere?
[18:45:08] <kdarknight> what kind of game is it? I think you misunderstood the concept. see to handle your game you should use a separate camera and draw it manually
[18:45:14] <kdarknight> and use stage for ui
[18:45:25] <kdarknight> like touch buttons, health bar
[18:45:27] <kdarknight> etc
[18:45:42] <benohohoh> I definitely misunderstand the concept :)
[18:46:17] <kdarknight> there are some cool videos on YouTube, from a guy dermatfan, watch em
[18:46:23] <benohohoh> Will do
[18:46:39] <kdarknight> I don't know if I spelled it correctly
[18:47:03] <benohohoh> I'd previously used a tutorial that included all the game logic within a stage
[18:47:15] <kdarknight> don't do that
[18:47:19] <kdarknight> it's bad
[18:47:20] <benohohoh> (Other aspects of the tutorial were awful as well)
[18:47:27] <benohohoh> Yeah, I figured as much
[18:48:00] <benohohoh> Like, then it stored the actors in userdata for box2d items, but never touched the actors
[18:48:18] <benohohoh> Which meant that they had two separate x/y components, etc. It was a rough tutorial haha
[18:48:28] <kdarknight> Bernzel, sounds cool
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[19:08:29] <ftgf2> hey. when I update my ios game, should I bump up the app.build as well?
[19:08:40] <ftgf2> along with app.version?
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[19:11:54] <ftgf2> anyone?
[19:12:00] <ftgf2> I can't find any documentation on thi
[19:12:02] <ftgf2> this*
[19:13:58] <Bernzel> kdarknight, yeah I suppose. But it doesn't stimulate the creative part of you really.. so it's not enough in order to live fully.
[19:15:11] <kdarknight> once a wise men said to me, if you are worried about money, you are already doing it wrong
[19:15:43] <kdarknight> he was Xoppa :)
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[19:33:20] <Bernzel> kdarknight, I'm not motivated by earning money for myself. I want to reinvest every penny in hope of saving planet Earth from us. (And buy my mom a house :p)
[19:33:57] <kdarknight> :P
[19:34:10] <Bernzel> Xoppa.setName("Senpai");
[19:34:54] <scellow> me.inject(Xoppa.brain); :D
[19:36:33] <Bernzel> I read somewhere that programmers poses one of the smallest environmentally footprint among all different job titles. We are doing good.
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[20:10:01] <Wursti> Hi, did anyone already made use of gdx-pay in one of his games?
[20:10:32] <Bernzel> Wursti , yes.
[20:13:59] <Wursti> Bernzel, I already tried to use it in a game. It worked for android (ok, it was a little bit slow, I guess I did still not perfectly implement it) but I get an error when I use it for the iOS project.
[20:14:59] <Wursti> Bernzel, did you use it for an iOS project as well?
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[20:21:09] <Bernzel> Wursti I only know how to do it for iOS. Weird enough I use google
[20:21:20] <Bernzel> google's standard billing package.
[20:21:38] <Bernzel> You got any code now? With the error
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[20:25:55] <Bernzel> Wursti
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[20:27:22] <Wursti> Bernzel, I already changed the code once more, now I think it's totally broken :D But the last time it worked for android I got this error for iOS: ransaction failed: Error Domain=SKErrorDomain Code=0 "Cannot connect to iTunes Store" UserInfo=0x7f94124469e0
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[20:28:10] <Wursti> It could connect to the store, get the identifier for the purchase and the price, but the purchase did still not work
[20:28:30] <Bernzel> Wursti and you got your app set up in App Store with testers for IAP?
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[20:29:00] <Wursti> Bernel, yes, I have a sandbox account
[20:29:23] <Wursti> Or is there anything else I will need?
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[20:30:27] <isdera> how many places can a floating point decimal have after the decimal??
[20:30:55] <Bernzel> hm okey, nope I don't think so. I would suggest you clear your code and start over, organized and follow all the wiki's and guides and then starts logging pretty much everything. So that you know what is happening, when and to which element. Would be easier if I could see the code you run when experiencing these errors.
[20:31:15] <Bernzel> clear the billing code I mean, not the entire project.
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[20:46:08] <Wursti> @Bernzel I guess you are right, I should start over again.
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[21:25:16] <Bernzel> Wursti, It's easier that way. And it's a lot of struggle in the beginning with Gdx-Pay. I had that as well. But eventually you'll understand how it operates.
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[23:37:54] <jeffol> OMG
[23:38:01] <jeffol> JUST FIGURED OUT THE BEST THEME FOR THE LIBGDX GAMEJAM
[23:38:07] <jeffol> CHEETAHMEN III
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[23:40:49] <TEttinger> Darkest Africa GameJam
[23:41:38] <TEttinger> HP Lovecraft's books, but y'know, only the racist parts, GameJam
[23:42:16] <jeffol> Your game must include racism and hate crimes.
[23:42:49] <TEttinger> Race towards Race Riots
[23:43:26] <TEttinger> that was an excellent episode of Black Dynamite (TV show) btw
[23:43:30] <TEttinger> the Race War
[23:43:41] <TEttinger> about a race across america
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