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   November 17, 2015  
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[00:08:07] <rcdvl> hi guys
[00:11:25] <bazola> hey
[00:12:20] <rcdvl> have you ever had the feeling like you were making the game wrong? my project is fairly simple, a game like tiny wings, but I got myself writings lots of renderer classes... do you have any advice/blog posts maybe about ecs+box2d?
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[00:14:13] <Xoppa> rcdvl, http://gameprogrammingpatterns.com/contents.html
[00:16:23] <Adnn> i'm currently working with ashley+box2d too, they're kinda incompatible, so you have to know how to merge them
[00:17:33] <Lefanto> as a noob programmer, I wrote a couple of prototypes that crashed on a ceiling i created by writing unsustainable fast code. ultimately my debts of lousy engineering caught up to me.
[00:17:49] <rcdvl> thanks xoppa
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[00:18:46] <Lefanto> Then I became obsessive with scalability, modularity... and planning ahead everything, just to drown in dependencies, slow development/results.. etc.
[00:19:03] <Lefanto> and now i'm reading clean code. and it's blowing my mind.
[00:19:08] <Xoppa> sounds like http://mattbriggs.net/blog/2015/06/01/the-role-of-a-senior-developer/ Lefanto
[00:20:32] <rcdvl> http://gameprogrammingpatterns.com/component.html looks pretty complete, will definetly take a look later
[00:21:54] <rcdvl> it's weird when you can write android apps with a good architecture but when you go to games development you get lost
[00:22:01] <Lefanto> ^agreed. I with I had encountered both those links a year ago @Xoppa. i recklessly thought i'd learn only by doing
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[00:25:30] <Adnn> Tomski, I'm supposed to run those commands on the kryonet jar itself or the kryonet project folder ? Sorry for the dumb question
[00:25:52] <Tomski> Adnn, in the root dir of the kryonet source
[00:26:04] <Tomski> Where the project pom is
[00:26:13] <Adnn> alright I did that
[00:26:14] <Tomski> You can run it anywhere as long as you specifiy where the pom.xml is
[00:26:25] <Tomski> You should see the build status
[00:26:27] <Adnn> first of all it insisted on running the tests
[00:26:32] <Adnn> And the build failed after it
[00:26:53] <Tomski> Um
[00:27:13] <Tomski> try, -Dmaven.test.skip=true
[00:27:16] <Tomski> as the arg
[00:28:21] <Adnn> much appreciated
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[00:53:30] <Adnn> uh, networking sucks
[00:53:45] <Adnn> i mean i suck at it
[00:53:57] <Adnn> the patch didn't work :/
[00:55:19] <guardianL__> quack
[00:55:27] <Adnn> I'm seriously considering switching to a non-networking project because it's taking too much time. Anyway, I'll stop being the blabberer tonight, goodnight y'all
[00:56:11] <guardianL__> night
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[02:00:24] <Bashman> Would anyone happen to know why something would render into the correct aspect ratio only after being resized?
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[04:15:47] <Epoch`_> Interesting performance question: Lets say I have a scene where each render pass is hundreds of instances of 12-20 sprites. Each sprite instance overlaps the other a little bit. Now, since the sprite draw regions are rectangles, would clipping the rectangle with a polygon improve performance by reducing the overdraw of the alpha channel?
[04:16:21] <Epoch`_> The sprites are blended together by the feathered alpha channel, like Braid (check the bottom sprites) http://saltares.com/blog/wp-content/uploads/2012/11/gleed-editor.png
[04:17:51] <Epoch`_> Spine2D seems to think so, with their "meshes" argument here http://esotericsoftware.com/spine-in-depth
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[06:15:05] <Meronhunter> Hey guys, I have a question about the iOS admob, I've been looking at it and the github doesn't have the getting started anymore. Is there any news or does someone know links to where it is working for iOS?
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[06:42:54] <WickedShell> Finally back to feature parity with where I was with a swing renderer, performance with a LwjglCanvas from libgdx is ~6ms for a frame, where as the swing renderer was doing ~62ms per frame. And thats without having optimized the libgdx one heavily and a heavily optimized swing one :)
[06:50:17] <TEttinger> yowza, nice WickedShell
[06:50:24] <TEttinger> glad you stuck with it
[06:50:47] <TEttinger> 6ms a frame is rather good!
[06:51:03] <TEttinger> and this is on the atom or whatever processor?
[06:51:14] <WickedShell> Early indications were pretty clear it would preform better (which makes sense with my past experience both java and GL). And yeah this is on a Atom 2600
[06:51:29] <TEttinger> I'm amazed the atom hasn't exploded yet :)
[06:51:32] <WickedShell> We're not doing anything crazy here, rendering a map, drawing some waypoints/the aircraft on top of it :P
[06:51:54] <TEttinger> it seems like you're pushing that tiny processor to it's absolute limits
[06:51:57] <WickedShell> On my desktop this is around 1-2 ms per frame :P
[06:52:19] <TEttinger> this is clojure too?
[06:52:27] <WickedShell> But its the lowest end hardware :), all I really needed was 32ms frames on it, 16 was the target so this was a win
[06:52:32] <WickedShell> yeah its all clokure
[06:52:34] <WickedShell> *clojure
[06:53:03] <TEttinger> so other than the startup (and there's skummet for that), you seem not to be having any perf trouble now (since everything is just calling GL anyway)
[06:53:11] <WickedShell> I'm warning you though 4 little reflections (one per draw call) in the rendering loop is a 50% performance hit
[06:53:20] <TEttinger> dayumn
[06:53:36] <WickedShell> skummet does not like my project sadly
[06:53:39] <TEttinger> mm
[06:53:57] <TEttinger> I know skummet doesn't work on certain macro-y things
[06:54:16] <WickedShell> I was trying to jump ship to it early on when my swing stuff was slow, but it was dieing in some clojure library I use
[06:54:38] <WickedShell> If it was dieing in my code I'd actually chase it down, but I didnt want to get lost in editing libraries for it
[06:55:03] <TEttinger> that is interesting. I wonder if a PR could fix that if you had a pretty exact idea what lib and part of that lib it was
[06:55:16] <TEttinger> not that it matters I guess
[06:55:33] <WickedShell> I had no clue which sub lib at the time. I didn't investigate to heavily after figuring out it wasn't in my code.
[06:55:37] <TEttinger> for games and other apps like maps and such, startup isn't a huge problem since it should stay open
[06:56:31] <WickedShell> Yeah that's about my conclusion
[06:56:47] <WickedShell> although I'm all in favour of small binary sizes :)
[06:56:53] <TEttinger> yah
[06:57:27] <WickedShell> One day I'll look more deeply into typed clojure, for now I haven't really done it, I just turn on warnings on reflection/boxed math and address those
[06:57:46] <WickedShell> (Whcih I can't actually fix some of those sadly, I don't really get why)
[06:58:24] <WickedShell> actually speaking of I have a ton of boxing happening in my current rendering loop, and no type hinting/primitve-math binding on the atan/sin/cos stuff I'm doing every frame, and that doesn't seem to slow
[06:59:48] <WickedShell> The last draw call reflection I fixed in the rendering loop (with 138 calls to draw in the spritebatch) was the jump from 24ms to 6ms
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[08:09:25] <TheWho> When you're using a viewport, is camera.setToOrtho still necessary?
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[09:34:37] <blotunga> has anyone tried to add a cloud backup/restore feature to their game which would be available to all platforms?
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[09:46:40] <noooone> blotunga: I've started to do that with GPGS
[09:47:32] <blotunga> noooone: but can that be used platform independently?
[09:47:57] <blotunga> for example if I want to move my saves to the PC to continue there?
[09:48:03] <blotunga> or viceversa?
[09:48:07] <noooone> "available to all platforms" != "platform independently"
[09:48:29] <blotunga> ok, is that available on all platforms? or just android?
[09:49:44] <noooone> https://developers.google.com/games/services/common/concepts/savedgames
[09:50:24] <noooone> they have it for android and ios, and a c++ version as it seems that one might use on desktop... but maybe they also offer a webservice that you could use on all platforms, I'm not sure about that
[09:50:56] <noooone> a restful webservice that just stores json would work the same on all platforms with libgdx's net api
[09:52:34] <blotunga> i know that one, but isn't this a limiting factor: "Google Play games services currently enforce size limits on binary data and cover image sizes of 3 MB and 800 KB respectively."
[09:52:55] <blotunga> does this mean that the savegame cannot be larger than 3MB or that all saves can't be larger than 3MB?
[09:53:02] <noooone> oh yeah, they do https://developers.google.com/games/services/web/api/snapshots
[09:54:15] <noooone> I think it's 3MB per snapshot
[09:54:53] <blotunga> if it's 3MB per binary data file than it would be ok, but I wouldn't want other limits placed
[09:55:23] <noooone> 3MB in total per user sounds not like a google-scale limit
[09:55:58] <blotunga> that's too little I'm afraid
[09:56:24] <blotunga> one savegame can reach around 500KB (compressed)
[09:56:42] <noooone> I meant that I don't think google would have such tiny limits
[09:57:15] <noooone> I haven't tested it though, my save games are tiny
[09:57:21] <blotunga> well most android games have tiny saves
[09:57:37] <blotunga> but for a 4x game you have to save a lot of stuff
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[09:58:16] <blotunga> and kryo + compression does a really good job, but still
[09:59:31] <noooone> you could try it, might be a bit work to set everything up correctly until it works the first time, but if it does, it's a good solution I think
[09:59:50] <noooone> otherwise you could look for some other free webservice that allows you to store binary files >3 MB
[09:59:55] <noooone> I don't think there are that many
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[10:00:37] <mk1> what are you trying to save that needs more than 500kb?
[10:00:42] <blotunga> I was actually thinking of using the user's google drive account
[10:01:26] <blotunga> mk1: an game with a 70x70 map has 4900 star systems, even if it's 3-400 bytes/starsystem, it adds up
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[10:01:47] <blotunga> i have to think about worst case
[10:01:50] <mk1> and how do you create these systems?
[10:01:55] <blotunga> in-game
[10:02:08] <blotunga> what do you mean by how?
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[10:02:27] <mk1> yeah, I mean: how much of the systems is persistent through-out the game?
[10:02:35] <mk1> and how much can actually change
[10:03:04] <blotunga> the systems themselves are persistent, the data they hold isn't
[10:03:10] <mk1> ok
[10:03:11] <blotunga> because they hold stuff about building, etc
[10:03:21] <mk1> and each system has buildings from the start?
[10:03:22] <blotunga> those can be built/demolished etc
[10:03:24] <blotunga> no
[10:03:29] <blotunga> not from the start
[10:03:34] <blotunga> but worst case they could
[10:03:37] <mk1> is it even possible to construct buildings in all systems?
[10:03:49] <blotunga> in theory it is
[10:03:57] <blotunga> if you generate a map with 100% stars
[10:04:05] <blotunga> and colonize every one of them
[10:04:14] <blotunga> of course it's unlikely
[10:05:04] <mk1> okay, let's say there're 300 different buildings. are they all unique or can you build two or more on one planet?
[10:05:42] <blotunga> some you can build once, others many times
[10:05:52] <mk1> ok
[10:06:08] <blotunga> some of them can be online,other offline
[10:06:09] <blotunga> etc.
[10:06:13] <blotunga> it's complicated really :D
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[10:16:47] <blotunga> I would rather use this: https://developers.google.com/api-client-library/java/apis/drive/v2
[10:16:58] <blotunga> this way I wouldn't limit myself
[10:16:58] <blotunga> :D
[10:17:01] <blotunga> in any way
[10:18:33] <blotunga> on the other hand: A game can write an arbitrary number of Saved Games for a single player, subject to user quota, so there is no hard requirement to restrict players to a single save file.
[10:18:39] <blotunga> so yea, the 3MB is per file
[10:18:54] <blotunga> I don't like the mandatory screenshot though
[10:19:48] <blotunga> how do I reduce its size if it's larger than 800KB.
[10:20:20] <blotunga> I will have to add some resampling methods
[10:22:20] <blotunga> I wonder, can I create a Jni from the Play Games C++ SDK Version and use that in the desktop version of my game?
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[10:25:32] <blotunga> noooone: find any easy way to integrate google play services with gradle? last time I tried it was a mess
[10:26:28] <Tomski> compile "com.google.android.gms:play-services-games:8.1.0"
[10:26:29] <Tomski> done
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[10:29:59] <blotunga> Tomski: this can be used only in the "android" dependencies section right?
[10:30:33] <Tomski> yup
[10:30:41] <blotunga> Tomski: wasn't there a problem with too many functions
[10:30:48] <Tomski> nop
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[10:31:11] <Tomski> Thats not something thats specific to GPGS
[10:31:27] <noooone> blotunga: you will also need a few more, if you want to use the snapshots, you will also need the drive api
[10:31:53] <blotunga> APIs required for basic Games Services to work Google+ API, Google Play Game Services and Google Play Game Management
[10:31:56] <blotunga> APIs required for Saved Games to work Drive API
[10:32:08] <blotunga> btw, these aren't in mavenCentral(), do I need an extra repository?
[10:32:25] <Tomski> They are in the google repository that you need to install from your android sdk
[10:33:03] <blotunga> ah yes
[10:33:36] <blotunga> and how can I integrate this in the desktop version?
[10:33:58] <Tomski> Use their web api probably
[10:34:30] <noooone> if you go for the web api, you could also use that on android
[10:34:38] <blotunga> what web api?
[10:34:43] <noooone> https://developers.google.com/games/services/web/api/snapshots
[10:34:55] <blotunga> i only saw the C++
[10:35:27] <blotunga> noooone: that's just a description of their json format
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[10:35:48] <blotunga> ah
[10:35:53] <Tomski> Thats the web api
[10:35:58] <blotunga> GET on https://www.googleapis.com/games/v1/players/playerId/snapshots
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[10:36:51] <noooone> hhmmm, only get and list... looks like you can't put/post it
[10:38:04] <blotunga> yeah
[10:38:05] <blotunga> weird
[10:38:26] <blotunga> i could probably just write a JNI based API using the C++ sdk
[10:38:36] <blotunga> that would work on everything
[10:38:56] <blotunga> would there be interest to be integrated in libgdx?:P
[10:39:09] <Tomski> no
[10:39:24] <noooone> it would work in all but web
[10:40:33] <blotunga> well, it's weird since the c++ sdk also points to android and ios only
[10:40:35] <blotunga> wtf
[10:40:53] <blotunga> why can't they provide access from the desktop
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[10:41:31] <blotunga> back to the drawing board
[10:41:43] <Tomski> Pretty sure you can use the web api.....
[10:41:53] <blotunga> if it has only get then no
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[10:43:06] <blotunga> though probably it's just not listing POST
[10:44:15] <noooone> yeah, looks like they don't use POST anywhere, but have special methods to do something... those are missing as well though
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[10:44:33] <blotunga> Tomski: is there some light HTTP implementation to do the GET/POST part?
[10:44:43] <Tomski> in LibGDX?
[10:44:48] <blotunga> somewhere
[10:44:49] <blotunga> :D
[10:44:49] <noooone> Gdx.net can do it
[10:44:54] <Tomski> Gdx.net everything
[10:44:56] <Tomski> More than enough
[10:45:26] <blotunga> ah
[10:45:28] <blotunga> :D
[10:45:29] <blotunga> great
[10:45:56] <blotunga> i assume that I still need to activate the Game Services in the play store
[10:47:38] <blotunga> and of course OAuth2
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[10:50:17] <blotunga> Google API Client Library for Java might be my answer
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[10:53:50] <noooone> Tomski: since we have a gdx-facebook extension, what do you think about a gdx-gpgs extension?
[10:55:16] <blotunga> that would be nice :D
[10:55:21] <blotunga> but probably there won't
[10:55:25] <Tomski> noooone, another layer?
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[10:55:37] <Tomski> Its already very easy to integrate
[10:55:57] <Tomski> You'd have to dumb down the API to make it cross platform enough to warrant the extension
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[10:57:26] <Tomski> Tomski, and its huge, you'll definitely get your method count overload in :P
[10:57:31] <Tomski> wtf
[10:57:35] <Tomski> noooone *
[11:00:16] <blotunga> well the google client api supports everything java except GWT
[11:00:23] <blotunga> so probably it's ok
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[11:02:19] <noooone> Tomski: we need more layers to dumb down everything
[11:02:39] <noooone> I'm still waiting for Gdx.generateGame().run()
[11:02:53] <blotunga> :D
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[11:05:01] <vurpo> noooone: I want it to generate and publish a game for me without having to muck around in any any low-level code like that
[11:06:00] <noooone> right, publishing would still be a problem
[11:07:01] <vurpo> but will I get to negotiate the percent revenue I share with LibGDX?
[11:07:30] <noooone> that's probably hardcoded
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[11:08:38] <noooone> I'm wondering if it's possible to generate random games..
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[11:08:56] <Tomski> how much entropy
[11:09:39] <Tomski> IM sure there is a robot game dev out there somewhere
[11:10:29] <noooone> of course, this is the internet. we've got everything
[11:11:14] <noooone> it's just a logical consequence. we have bots who play games, so there have to be game dev bots as well
[11:12:28] <vurpo> Of course it'd be easy to generate random variations on a game by changing around parameters, but I'm wondering how one would generate an entirely new random game
[11:12:53] <Adnn> by randoming
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[11:14:00] <vurpo> use Markov chains on existing games :D
[11:16:32] <vurpo> Alternatively, make a list of all functions in the classpath, shuffle it, and call them all with random arguments
[11:16:44] <vurpo> functions, methods and classes
[11:17:05] <noooone> markov chains on the bytecode of open source java games...
[11:30:24] <blotunga> oh man, these google api java client documentation are totally obsolete
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[11:55:08] <Ange_blond> Hi, do you have an idea how to snap in a picture the render of a RenderContext/Model batch ?
[11:55:36] <Ange_blond> I was thinking of an other FBO to make a render to texture... but if there is a best way... thanks :)
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[13:12:47] <Bernzel> I have this login function where the user enter username/password in textboxes. But the keyboard doesn't disappear when the user hits enter. Is this the keyboardfocus that I manually have to shut off?
[13:15:54] <noooone> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Input.html#setOnscreenKeyboardVisible-boolean-
[13:17:51] <Bernzel> noooone, that's what I was looking for. Thanks
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[13:46:26] <Simooon> Hi! Anyone have noticed that the Texture slot #1 won't work? 1 and 3 and so on works perfectly.
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[13:52:45] <Simooon> Okey so I think I found the problem: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/utils/DefaultTextureBinder.java#L121
[13:53:12] <Simooon> reused : boolean, is always set to false. And the binder will never bind?
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[13:59:37] <Tommy> Hola everyone!
[13:59:44] <Tommy> What are y'all wearing?
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[14:00:01] <Guest55764> fack
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[14:28:41] <shotty> I'm having an android-method return byte[] from an image file to my core project, but I cannot find a way to translate the bytes into a libgdx texture, Image or similar to be displayed in my app. What method can I use to accomplish this?
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[14:37:49] <Sablier> shotty: a pixmap ?
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[14:47:01] <shotty> Sablier , can a pixmap be used in a texture or Image then?
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[14:47:40] <TEttinger> yes
[14:48:19] <TEttinger> https://github.com/libgdx/libgdx/wiki/Pixmaps
[14:50:51] <shotty> TEttinger , excellent. Can't find anything in the docs about creating a pixmap from bytes though.
[14:51:43] <TEttinger> Pixmaps can be created from a byte array containing image data encoded as JPEG, PNG or BMP, a FileHandle (code), or a specification of dimensions and a format.
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[14:53:03] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Pixmap.java#L131
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[14:54:03] <TEttinger> a byte[] on its own doesn't mean much, is it just RGB888 data?
[14:54:38] <shotty> TEttinger , I'm not as sure actually. I'ts data I pull from the backend server that is supposed to be stored as PNG.
[14:55:42] <TEttinger> if it was a png then the byte[] constructor that takes the bytes of a png, jpg, or bmp should work
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[14:56:06] <TEttinger> but if it doesn't, there may be additional stuff between the png and what you're getting
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[14:58:10] <shotty> TEttinger , I see. Well I'll give it a try, thanks!
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[15:10:40] <shotty> TEttinger , a little niggle about the Gdx2DPixmap.. Texture won't take that of course, so I need to convert it to a vanilla Pixmap?
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[15:12:22] <Sablier> you don't have to use a Gdx2DPixmap yourself
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[15:13:51] <shotty> Sablier , I dont understand... A regular Pixmap can't take byte in it's constructor.
[15:14:10] <Sablier> public Pixmap (byte[] encodedData, int offset, int len) <<< this one can
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[15:16:13] <Sablier> shotty: something like "new Texture(new Pixmap(your_bytes, offset, len));"
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[15:18:07] <shotty> Sablier , how come it took the bytes just by doing it like that? Im curious
[15:19:42] <Sablier> the pixmap constructor create a new Gdx2DPixmap for internal use
[15:20:36] <Sablier> and the Gdx2DPixmap loads natively the bytes if it is jpeg, png,, bmp, gif, psd or pic
[15:21:27] <Sablier> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/Gdx2DPixmap.java#L275
[15:22:16] <shotty> Ah okey, thanks! But what exactly does "lenght" represent? The byte lenght? not sure what to put in offset either to be honest.
[15:24:16] <Sablier> if your_bytes[] is just one image, offset=0 and length=your_bytes.length
[15:24:40] <Sablier> but if you have multiples images stored in the same array, it's usefull
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[15:27:21] <shotty> Sablier , extraordinary. Thanks
[15:27:47] <Sablier> shotty: if you want, there is an example in the gdx tests
[15:27:50] <Sablier> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/TextureDownloadTest.java
[15:29:04] <Sablier> it download a png and fill a byte array, then convert it to a texture
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[15:35:51] <Sablier> shotty: if your byte array is not a jpeg, png, bmp, gif, psd or pic, you can create an empty pixmap, then fill the ByteBuffer pixmap.getPixels()
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[16:05:16] <Ange_blond> Sorry, maybe a noob question but... how from a Frame Buffer I can get and write on disk the picture please ?
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[16:08:24] <mk1> http://pastebin.com/aVpr30mh
[16:09:12] <Ange_blond> ok thanks, so the buffer draw in the texture
[16:09:42] <mk1> there's prolly a faster way
[16:10:32] <Ange_blond> Thanks, its a good start
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[17:00:07] <luyentm> dear all in here!
[17:00:37] <luyentm> any can give some guide about libgdx netwoking
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[17:03:57] <luyentm> current, my game can comunicator with other player in the same LAN networking, i'm using kryonet. but how i can cumunication with out network?
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[17:07:29] <luyentm> can any one help me?
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[17:10:32] <intrigus> http://lmgtfy.com/?q=kryonet+tutorial
[17:12:43] <luyentm> intrigus do you research kryonet?
[17:15:08] <wulax> I think you need to give more details and ask more specific questions, luyentm
[17:16:24] <luyentm> thanks wulax, as I know Kryonet is not suitable for multiplayer over out network. Can you give name of library support libgdx + networking?
[17:16:42] <luyentm> Or any ideas for implement that!
[17:17:10] <intrigus> Why should kyronet not be suitable for multiplayer?
[17:17:36] <wulax> luyentm: No idea, I just wanted to give you advice on asking questions here
[17:18:54] <luyentm> thanks intrigus, not suitable, because If we want to communicator between 2 player in difference network, we need to config port forwarting.
[17:19:35] <luyentm> And we can not open port and config route for any player!
[17:19:42] <Mezzenstein> well if you don't want to use kryonet with internet connections. Maybe you try a 3rd party service like shepertz or the google multiplayer?
[17:20:55] <luyentm> Mezzenstein, do you mean kryonet still support in over network without config port?
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[17:24:33] <Mezzenstein> Sorry, I'm not very experienced with kryonet. My mate used it in our last game jam just for lan. I made a small prototype a while ago with the help of http://appwarp.shephertz.com/ very easy lib with an interface class. Don't know what kind of performance you need.
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[17:28:11] <luyentm> thanks Mezzenstein
[17:31:05] <luyentm> many thank for all member in here! Thanks alot!
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[17:34:04] <Mezzenstein> you're welcome
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[19:05:29] <ycelik> dear all, by default my touchdown event nudges my actor, how can I disable this?
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[19:09:44] <wulax> ycelik: what do you mean by "nudges"?
[19:09:52] <ycelik> moves upwards
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[19:10:03] <ycelik> while I have no commands calling for such an action
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[19:10:36] <ycelik> hmm I think I might understand
[19:10:56] <ycelik> could it be that a click also additionally calls for the "enter" event
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[19:13:29] <wulax> do you have any code that moves an actor in any way?
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[19:14:20] <ycelik> yes I do, and I was just testing. I seem to be correct
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[19:15:40] <ycelik> I am trying to solve it by looking in the enter event, whether inputlistener.isPressed
[19:17:11] <FrottyZ> Kotcrab!!
[19:17:40] <Kotcrab> FrottyZ!!?
[19:17:54] <FrottyZ> did u answer last time?
[19:17:59] <FrottyZ> went off without looking
[19:18:25] <Kotcrab> about mobile version? yep
[19:19:37] <Kotcrab> i asked you if SkinScale.X2 is too small
[19:19:48] <Kotcrab> and you didn't answer
[19:28:53] <ycelik> man, it is such a pity that mouse enter and exit don't seem to work properly in Libgdx
[19:29:13] <ycelik> Someone else has also posted my issue on stackoverflow:
[19:29:16] <ycelik> " When i click the button without moving the mouse the exit method is activated. I don't know why this is happening"
[19:30:27] <TEttinger> did he post code that looks like yours, ycelik?
[19:31:23] <ycelik> No, but from what I can make out the messages, is that we are dealing with the same problem in respect to the eventlistener
[19:31:54] <TEttinger> hm, and you're sure it isn't a mouse physically moving when you click?
[19:32:38] <Mezzenstein> can you copy the code to pastebin.com ? :)
[19:33:00] <TEttinger> yeah, I am curious too
[19:33:17] <ycelik> sure
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[19:35:14] <ycelik> http://pastebin.com/97dCEx2e
[19:36:05] <ycelik> so basically, actor needs to go up on mouse enter
[19:36:18] <ycelik> and then on mouse exit, the actor has to go down
[19:36:37] <FrottyZ> Kotcrab: no, about the image button
[19:36:40] <ycelik> this works fine, but if you click on the actor, the exit event fires also
[19:36:51] <FrottyZ> Kotcrab: x2 is still way too small, needs more like x4-6
[19:36:52] <Bernzel> Anyone in here that posses expertise about Parse.com?
[19:37:15] <FrottyZ> Kotcrab: pls highlight me when u anser first time so I see it :P
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[19:40:01] <ycelik> So anyone have a clue?
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[19:41:21] <szymonz> Hi there, can anyone here help me with iOS Game Center? It works for me but if player clicks (and he isn't logged in) button that should show him leaderboardView it doesn't show any message like "Game Center is unavailable", anyone?
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[19:43:53] <Kotcrab> FrottyZ: visui borders are 1px there's nothing to decrease, you can turn it off though
[19:43:59] <TEttinger> ycelik: so there's nothing that acts on any old move, just on enter or exit...
[19:44:13] <FrottyZ> Kotcrab: not the focus border, but then it's probably just libgdx
[19:44:54] <Kotcrab> FrottyZ: huh, so what other border do you mean?
[19:45:07] <TEttinger> ycelik: you know that Actions.moveBy(0, +5, 0.2f, Interpolation.linear) moves the whatever the action is applyin to up 1 px?
[19:45:08] <Kotcrab> border around image itself?
[19:45:27] <TEttinger> (or at least whatever +y is)
[19:45:36] <FrottyZ> Kotcrab: yes
[19:45:39] <FrottyZ> Kotcrab: http://snag.gy/cT0QW.jpg
[19:45:43] <FrottyZ> the light grey stuff
[19:45:54] <ycelik> yeah, Tettinger which is good in respect to a mouse enter and exit
[19:46:15] <ycelik> its just that when you click on the same actor, it applies it again
[19:46:31] <TEttinger> ah. and there's no click event of any kind?
[19:46:45] <Kotcrab> FrottyZ: probably because background is 9patch https://raw.githubusercontent.com/kotcrab/VisEditor/master/UI/assets-raw/x1/button.9.png
[19:47:08] <FrottyZ> aha?
[19:47:26] <Kotcrab> so if you change it/remove your border should be gone
[19:48:08] <ycelik> Tettinger, exactly
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[19:50:15] <TEttinger> I'm guessing enter and exit may be called at some other point, I just have no idea where
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[19:52:34] <ycelik> I think Tettinger, that its just the way things work because
[19:52:50] <ycelik> someone else describes it here
[19:52:50] <ycelik> http://stackoverflow.com/questions/23174722/mouse-hover-libgdx
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[19:53:37] <TEttinger> ah!
[19:53:38] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/InputEvent.java#L149-L152
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[19:55:33] <TEttinger> I think enter and exit act like that for compatibility with android, where there is no concept of mouse hover
[19:55:49] <TEttinger> (and iOS)
[19:56:15] <TEttinger> you can use mouseMoved and just copy the code that enter and exit use I guess
[19:56:32] <TEttinger> or use enter and exit as they are in ClickListener
[19:56:43] <TEttinger> (where they just set an over or not over state)
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[19:58:17] <TEttinger> or use this method in mouseMoved https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/utils/ClickListener.java#L118
[19:59:04] <ycelik> I will check into it,thanks
[19:59:51] <TEttinger> there are two isOver methods, one will also check if the mouse clicked
[20:00:22] <TEttinger> this one I don't think you want because it will trigger on a click as well: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/utils/ClickListener.java#L155-L158
[20:00:38] <TEttinger> (you probably do want that on android)
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[20:02:55] <ycelik> hmm, I fear a slew of other problems will arise
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[20:03:15] <ycelik> I think the isOver
[20:03:25] <ycelik> will execute the moving, thereby moving the object infinitely
[20:04:32] <ycelik> I would have to register all details myself, like is already moved therefore don't move again, until rollout
[20:04:43] <Xoppa> o.O
[20:04:51] <Xoppa> what is it that you actually want to achieve?
[20:04:56] <Xoppa> can you show an example?
[20:05:12] <ycelik> Imagine you have a row of cards
[20:05:22] <ycelik> if the mouse pointer hovers over one card
[20:05:29] <ycelik> the card in question moves up a little bit
[20:05:34] <ycelik> when the mouse leaves the card
[20:05:41] <ycelik> the card will return back to its original place
[20:06:02] <ycelik> the code as such, can be read here http://pastebin.com/97dCEx2e
[20:06:03] <Xoppa> are you making a card game?
[20:06:07] <ycelik> yes I am
[20:06:16] <Xoppa> and those card can freely move in the game world?
[20:06:22] <Xoppa> dont use scene2d for that
[20:06:23] <ycelik> yes, they can
[20:06:46] <Xoppa> just render sprites and your inputlistener, it will save you a lot of trouble
[20:07:40] <ycelik> in what way?
[20:08:07] <Xoppa> in trying to hack game logic in scene2d
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[20:09:08] <ycelik> well currently I have a full month of work (evenings and weekends), wherein I set up everything in accordance with scene2d and it works great, except for this issue
[20:09:26] <ycelik> which is that a mouse click also fires another exit event
[20:09:30] <ycelik> which is weird as hell
[20:09:37] <Xoppa> it looks like a lot of users are trying implement game play in scene2d, why did you decide that?
[20:10:01] <Xoppa> you want to spend another month hacking things together or do you want to make a game?
[20:10:36] <ycelik> Well, from the sparse material I could read online, the general consensus was to not reinvent the wheel
[20:10:49] <ycelik> , therefore to use scene2d to set up your game objects as actors
[20:11:14] <Xoppa> not saying that you cant make a game in scene2d btw, but in the majority of cases it is not a good idea and if you decide to do it, you will have to work with the ¨restrictions¨ it implies
[20:11:17] <TEttinger> that's totally reinventing a lot of stuff
[20:12:39] <Xoppa> can you link to that page where it says that you should use scene2d for game play ycelik?
[20:12:50] <ycelik> Xoppa, I do fear that the problem I am currently facing will still exist as long as the touchdown event fires an exit event
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[20:14:19] <ycelik> whether I use an actor with an clicklistener (that renders a texture through an override method anyways) or a simple texture with a clicklistener
[20:14:20] <Xoppa> ycelik, either live with it, hack your way around it or dont use scene2d for game play
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[20:15:33] <Xoppa> ClickListener != InputListener
[20:15:39] <Xoppa> they are two very different things
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[20:16:21] <ycelik> Yes, sorry, I see that it extends the InputListener
[20:16:44] <TEttinger> yeah, you wouldn't have the code in place that is mixing the clicks in with mouseover if you implemented inputlistener yourself, huh...
[20:16:47] <Xoppa> euhm yes sorry i was wrong, i meant InputProcessor
[20:17:01] <TEttinger> or that
[20:17:28] <TEttinger> err, I am wrong too
[20:17:30] <Xoppa> InputListener and ClickListener are scene2d things
[20:17:40] <intrigus> I hate DDOS ...
[20:17:45] <TEttinger> inputlistener does consider mouse click to be an enter/exit event
[20:17:59] <TEttinger> inputprocessor does what you tell it
[20:18:06] <TEttinger> intrigus: who
[20:18:13] <TEttinger> intrigus: who'd you tick off?
[20:18:42] <ycelik> well, it boils down to the same thing
[20:18:49] <intrigus> @TEttinger https://twitter.com/IRCCloud/status/666678976849530880
[20:19:16] <ycelik> either build your hover event with inputprocessor (which is ofcourse custom work)
[20:19:29] <ycelik> or build a custom hover event in your clicklistener
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[20:20:19] <Kotcrab> intrigus: only downside of irccloud, they like to ddos it...
[20:22:30] <Xoppa> ycelik, sounds like a plan. btw, could you provide that link that advised to use scene2d for gameplay. I really like to see it and who wrote it.
[20:23:16] <ycelik> Xoppa, I really can't think of the link, it's just something that came through the bulk of information
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[20:23:41] <ycelik> it is not like a newbie I figured out to immediately use scene2d
[20:24:07] <ycelik> originally my idea was even to use a perspective camera and have the cards be double sided in 3d
[20:24:13] <Xoppa> ycelik, ok, if you do find it then make sure to let use know, we dont want newcomers to be put in the wrong direction
[20:24:17] <ycelik> but that just exceded my capabilities
[20:24:46] <ycelik> one of the problems was material mapping (having two different textures rendered on two different sides of the mesh)
[20:25:11] <ycelik> another was the ability to select the right card in perspective (needed to implement raypicking)
[20:25:25] <Xoppa> ycelik, i made this a while ago, was just a few loc https://www.youtube.com/watch?v=dfTJGXw6PW0
[20:25:54] <ycelik> looks gorgeous
[20:25:55] <ycelik> !
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[20:26:35] <Xoppa> i can assure you that wont be possible with scene2d :D
[20:26:49] <ycelik> hahah yeah, and I can assure you that I understand that :P
[20:26:50] <Xoppa> or well, i guess you could hack it
[20:27:54] <ycelik> I did try that, I rendered decals (so I could use perspective cam) by overriding the draw method of an actor
[20:28:28] <ycelik> which I attached an inputlistener to, so I could have click events on top of a specific card
[20:29:01] <Xoppa> yeah that really sounds like reinventing the wheel, but than by modifying a box
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[20:52:47] <hurricaneSlider> Hi. Sorry to bother, but I'm trying
[20:53:11] <hurricaneSlider> to deploy my game to html. I was wondering how you remove the reload button
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[20:53:52] <TEttinger> hurricaneSlider: isn't that only when launched in superdev mode?
[20:54:13] <hurricaneSlider> When I launched the dist gradle task, it also appeared
[20:54:36] <hurricaneSlider> I am obviously doing something wrong.
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[20:56:25] <TEttinger> no, that's correct during dev
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[20:58:31] <TEttinger> I have not done any html5 dev in libgdx, but I know this has been asked before... I don't remember what the answer was
[20:59:56] <hurricaneSlider> Thanks. Hopefully someone can remember
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[21:02:30] <TEttinger> I know there are people in here who have at least tried html5, but I mean, time zones... cackling is about what, 2 AM where he is? not sure if he even used html
[21:03:45] <hurricaneSlider> Thanks. There is no real rush. What time zone are most of the crowd here?
[21:03:58] <TEttinger> all over, haha
[21:04:10] <TEttinger> I'm in pacific standard time (southern california)
[21:04:25] <TEttinger> I helped someone in france a few months ago via teamviewer
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[21:04:40] <hurricaneSlider> I'm a Saffer
[21:05:04] <TEttinger> especially interesting was the fact that his windows xp computer had french language... everything. and I don't speak french
[21:05:24] <TEttinger> san francisco?
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[21:05:31] <hurricaneSlider> South Africa
[21:05:34] <TEttinger> ah!
[21:05:37] <intrigus> europe :)
[21:05:40] <TEttinger> that is a different time zone!
[21:06:28] <hurricaneSlider> Sadly most of the folks here use Unity and Game Maker.
[21:07:13] <TEttinger> I'm always kinda amazed by how nigeria is a bigger economy than south africa, but I see a lot more computer programers from south africa. I did help a newbie from nigeria with quite a lot of programming questions, it was rewarding since he got much better over a few weeks
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[21:08:51] <hurricaneSlider> I met a few Nigerian coders at Amaze, I was impressed. They are mostly all self taught. In SA there is a lot of opportunities for formal education in the field.
[21:09:58] <TEttinger> yeah, I got the impression the guy I was helping was also self-taught
[21:10:53] <TEttinger> it's ridiculous how every Nigerian I've talked to is extremely polite and friendly and in the same country they have boko haram terrorizing people
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[21:12:09] <TEttinger> it also sucks that the blade runner guy shot his girlfriend and that was the only news about south africa anyone ever heard, crime drama
[21:13:04] <TEttinger> it's like if there was OJ Simpson in a police chase and suddenly everyone thinks there's a police chase every day in los angeles oh wait there usually is
[21:13:08] <hurricaneSlider> Yeah. A lot of interesting political developments are happening at the moment. A lot of protest action.
[21:13:25] <hurricaneSlider> But sensationalism wins unfortunately
[21:16:01] <TEttinger> https://www.youtube.com/watch?v=QBz9dBEKym8
[21:16:11] <TEttinger> this was the best chase
[21:18:04] <hurricaneSlider> That is the best :)
[21:21:32] <Adnn> USA chases are pretty cool, I remember watching them like series a few months ago. Including this one
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[21:37:42] <hurricaneSlider> BTW have anyone here used Overlap to any serious extent?
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[22:10:32] <Adnn> You can't use it to a serious extent. I've tried playing with it but it crashed sooner than later, but the issues are getting fixed. It's promising though
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[22:14:42] <hurricaneSlider> I really like the great tools coming out. Spriter, SpriteLamp, Spine, etc.
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[22:16:27] <jigidust> Overlap2D?
[22:16:40] <jigidust> I had problems with implementing buttons, it kept crashing, had to stop using it
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[22:18:45] <hurricaneSlider> Hopefully it will grow more stable.
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[22:21:53] <Adnn> jigidust, you can help by posting the issue
[22:23:40] <jigidust> Yeah i tried, but the forums didn't let me register back then, things might have changed thou. I will check it again.
[22:24:55] <Adnn> I submitted my issue on the github page, I think it'll be better to post it there
[22:25:18] <Adnn> https://github.com/UnderwaterApps/overlap2d
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[22:40:10] <ASneakyFox> why does making games have to be so hard?
[22:41:08] <hurricaneSlider> Because it involves people?
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[22:47:18] <Adnn> What are you making, ASneakyFox ?
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[22:49:45] <hurricaneSlider> (On balance that was probably not very helpful)
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[23:08:03] <Ralphanese> Heyo.
[23:09:18] <Ralphanese> So, I have an issue. I made an animator tool to pass my spritesheet to!
[23:09:23] <Ralphanese> http://pastebin.com/uHWjp6u5
[23:09:27] <Ralphanese> The issue is that i
[23:09:35] <Ralphanese> am NPE-ing.
[23:10:32] <Ralphanese> http://pastebin.com/x0z2WcxV <=== My player class.
[23:11:03] <Ralphanese> Can anyone help?
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[23:13:54] <Adnn> Stack trace
[23:15:43] <Ralphanese> Hmm.
[23:18:08] <Ralphanese> It's throwing an Exception at line 81 of my player class, but that doesn't reveal any pertinent information
[23:18:20] <Ralphanese> It's just saying there's something wrong with tool that I tried creating.
[23:19:05] <Tomski> Ralphanese, unless screen is null that is
[23:19:32] <davebaol> yep I put my money on null screen
[23:19:34] <Adnn> Any object at line 81 can be the one causing the NPE
[23:19:43] <Tomski> Only one can, and thats screen
[23:19:58] <Ralphanese> Deleted screen from my imports, but no luck.
[23:20:08] <Ralphanese> Still NPE'ing unfortunately
[23:20:16] <Tomski> Why would deleting the import help
[23:20:27] <Tomski> You removed it from the constructor too?
[23:21:00] <Ralphanese> I actually imported into the class and instantiated it for my tool, but realized I didn't need it
[23:21:13] <Ralphanese> Yeah, I deleted it from the constructor as well
[23:21:22] <Tomski> Pastebin your new code and the stacktrace you are getting
[23:22:23] <Ralphanese> http://pastebin.com/dwewVxZW
[23:22:27] <Ralphanese> new code.
[23:23:17] <davebaol> and the NPE is at line?
[23:24:00] <Ralphanese> http://pastebin.com/cnbR8PED
[23:24:04] <Ralphanese> stack trace
[23:24:25] <Tomski> So whats at 81 in your player class
[23:24:39] <Ralphanese> My new instance of the Animator tool
[23:24:59] <Tomski> We dont know what you have there
[23:25:03] <Tomski> pastebin it
[23:25:08] <Ralphanese> which means it could be anything inside my tool, really
[23:25:16] <Adnn> No
[23:25:16] <Tomski> It doesn't
[23:25:20] <Tomski> It means its on that line
[23:25:35] <Adnn> pastebin the whole thing though, not just line 81
[23:27:15] <Ralphanese> When it refers to line 81, it's talking about my Player class
[23:27:27] <Ralphanese> http://pastebin.com/ssvyhtCH <==== this
[23:27:43] <Tomski> Ralphanese, screen is null
[23:27:52] <Tomski> On line 81
[23:28:01] <davebaol> in Player.jva
[23:28:29] <Ralphanese> I SEEEEEEE
[23:28:34] <davebaol> scree is never initialialized
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[23:30:16] <Ralphanese> Got it working. Thanks, guys. Pulling my hair out over here,
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[23:30:32] <Ralphanese> Or I would be, had I had any hair
[23:30:41] <davebaol> lol
[23:30:59] <jeffol> Ralphanese: the stack trace was telling you exactly what was wrong :)
[23:31:08] <Ralphanese> Yeh.
[23:31:15] <Ralphanese> I was being super dense, though
[23:31:17] <Ralphanese> lol
[23:31:20] <jeffol> Stop that!
[23:31:42] <Ralphanese> Hahaha. I'll be sure to do that
[23:31:50] <jeffol> and success will follow ;D
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[23:33:31] <Adnn> I just spent a minute wondering why my code wasn't working, it was because I initialized everything in the render method, so don't worry
[23:38:31] <Ralphanese> XD
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   November 17, 2015  
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