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   November 19, 2015  
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[00:01:41] *** Krash has joined #libgdx
[00:02:30] <bazola> anyone else have a game where the user can rotate the screen and the UI lays out correctly for landscape and portrait? ive been working on my solution for the last couple of days and I have something that works pretty well but I am curious about how others approach it
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[00:45:51] <mrk> hi.. i'm launching on desktop no problem but on android it crashes on start claiming that couldn't load 'gdx' for target: Linux, 32-bit and after that the next caused by says could't find libgdx.so. I havent changed anything in the dependencies i thing
[00:46:11] <mrk> this is the actual stacktrace https://www.filepicker.io/api/file/2zmU0OtuSD2n5uyjfnmU
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[00:47:40] <TEttinger> that's an odd one, mrk. are you using gradle to build?
[00:47:49] <mrk> yeah
[00:47:59] <mrk> wanna check my build.gradle?
[00:48:04] <TEttinger> can you pastebin that, yeah?
[00:49:03] <mrk> http://pastebin.com/CVFQB8kD
[00:49:07] <TEttinger> thanks
[00:49:17] <mrk> :)
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[00:53:51] <TEttinger> huh, that looks... fine. I can't see anywhere where you might have made any breaking changes even
[00:54:08] <mrk> yeah its pretty odd
[00:54:56] <TEttinger> what device is running it?
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[00:55:01] <mrk> nexus5
[00:55:13] <mrk> i've runned other games on it tho
[00:55:21] <mrk> run*
[00:55:25] <TEttinger> even weirder, nexus should be google's favorite in terms of updates
[00:55:53] <TEttinger> so hm. how did you build the APK?
[00:56:22] <mrk> well i just do run as in eclipse, but that's always workd
[01:00:25] <TEttinger> can you tell if the step you're calling is similar in name to this: https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline#packaging-for-android
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[01:01:21] <mrk> I was reading that article now
[01:01:59] <mrk> doing gradlew android:installDebug android:run with debug and stuff to see if i get a lead but now I have another problem (something like this http://stackoverflow.com/questions/26243480/could-not-find-method-android-for-arguments-when-building-android-project-from )
[01:03:35] <mrk> okay, i did change something
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[01:04:54] <mrk> it's fixed now. just for the record in the build.gradle in android project i had android{......dependencies{//nothing}} and i assume this empty dependencies were overwritting the other ones in the main build.gradle?
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[01:05:41] <TEttinger> uhhhh I have no idea. did that get changed from what was generated at the start?
[01:05:53] <mrk> nono
[01:05:56] <mrk> totally my bad
[01:06:07] <mrk> I was trying to add a lib
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[01:06:25] <mrk> sorry
[01:07:14] <TEttinger> I found an example project that I don't think was changed, so I think android's build.gradle (which is rarely changed by most games) should look like this https://github.com/alex-place/corporate_crawler/blob/3fa4a11ca05c9b95c6ec256e42fbd16e33b2f9d5/android/build.gradle#L20-L23
[01:07:32] <TEttinger> it's a little older than yours
[01:07:46] <TEttinger> yours uses the newest libgdx, he's a few versions back
[01:07:49] <mrk> yeah i got it working :)
[01:07:52] <TEttinger> cool!
[01:08:05] <mrk> i just had to take out the dependencies I had "invented"
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[01:40:16] <d0d0> Hi guys .... need your help ... I just added a android.suppport.v4 library for the android fragments to my project and Gradle is stuck .... it looks like adding this library to my libGDX project is causing this issue ...
[01:40:38] <d0d0> can u guys help ? has anyone encountered this issue?
[01:41:19] <d0d0> i am using android studio
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[01:47:56] <d0d0> hey guys ... does the gradle build process go on for 15 mins .... ? is this normal for libgdx projects
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[01:56:46] <TEttinger> d0d0: gradle build can take longer, but only if it needs to download something and is having trouble
[01:57:13] <TEttinger> (I've had maven central take an hour to download some libs; it has good days and bad days)
[01:57:39] <TEttinger> it should only take that long once
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[02:20:58] <pold10> Hello
[02:22:16] <pold10> I wanted to make some question regarding updating my libgdx libs for my project
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[02:28:04] <pold10> Here is the question: I've been updating my project libs manually, getting the .jars from the latest nightlies, 1 by 1. But I noticed I couldn't find all the files in the latest nightly. For example I couldn't find a gdx-box2d-platform-1.5.6-natives-desktop.jar equivalent, or any -platform- equivalent.
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[02:34:41] <Mezzenstein> I don't have a real answer for your question, but why are you doing this manually?
[02:36:24] <pold10> Because I didn't make my project Gradle based. And I don't really know if I can Gradle base it now, I have advanced quite a lot.
[02:37:01] <pold10> And as far as I know, if I don't have my project Gradle based, I have to update manually.
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[02:39:07] <Mezzenstein> Oh. Try to create a new project with gradle? It would make things much easier for you pold10.
[02:40:01] <TEttinger> pold10: you can, oddly enough, get the latest jars from maven central
[02:40:45] <TEttinger> http://search.maven.org/#artifactdetails|com.badlogicgames.gdx|gdx-box2d-platform|1.7.1|jar
[02:41:07] <TEttinger> the whole bunch should be somewhere in here http://search.maven.org/#search|ga|1|badlogicgames
[02:41:09] <d0d0> HI Tettinger..... thnx for ur response ... i stopped the build at 1hr and 5 mins ....
[02:41:16] <TEttinger> geez!
[02:41:22] <TEttinger> what step did it stop on?
[02:41:51] <d0d0> I stopped the build .... it did not finish ... i wonder what gradle is doing behind the scenes ....
[02:42:11] <d0d0> preDexDebugg
[02:42:23] <TEttinger> it may have been downloading something
[02:42:25] <TEttinger> not sure what
[02:42:27] <pold10> @Mezzenstein, thank you, I'll see if this is too messy and start a new Gradle project if it doesn't work.
[02:42:49] <pold10> @TEttinger, thank you, will try downloading from there now.
[02:43:13] <TEttinger> cool, it's the only way left to get 1.6.x and newer jars on their own
[02:44:22] <d0d0> i am going to enable the verbose option and see what the hell it is doing ...
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[02:51:20] <barodapride> Hello
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[02:53:40] <barodapride> Can somebody please tell me where a skin.json file references its .atlas file?
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[03:00:41] <d0d0> this is the error I am getting Caused by: com.android.ide.common.process.ProcessException: org.gradle.process.internal.ExecException: Process 'command '/usr/lib/jvm/jdk1.7.0_79/bin/java'' finished with non-zero exit value 3
[03:05:22] <d0d0> out of memory exception
[03:05:33] <TEttinger> out of memory exception is an ugly one
[03:05:43] <TEttinger> there's nothing you can do except free up some memory
[03:05:53] <d0d0> now i changed it to 4GB
[03:06:13] <d0d0> fingers crossed .... but I am not sure why i am getting this memory all of a sudden
[03:06:34] <TEttinger> (I am currently running one of my asset generators so I closed Chrome entirely. the asset thing uses up to 7 GB occasionally, and has gotten a similar OOME before)
[03:06:55] <d0d0> wow
[03:07:55] <TEttinger> maybe check what's using memory on the system, if there is 4 GB free that it can use
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[03:08:59] <d0d0> well in my case if it had been a gradual increase i would have understood .... but this seems like I messed up somewhere and i dont know where or why ;-)
[03:10:21] <d0d0> I know its me ...
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[03:17:05] <d0d0> yup ... i figured it out ... its me .... now the problem is fixed
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[09:12:49] <_3xp0n3nt> @Tomski Any chance of getting this reverted? Can't build 1.7.2-SNAPSHOT from source anymore because of it, and I'm not the only one https://github.com/libgdx/libgdx/commit/e1aa0e56415f76df6de67aaafc4ce3bc2cc4f9c1
[09:14:57] <TEttinger> haha Nate strikes again
[09:15:01] <Tomski> mmm
[09:15:13] <TEttinger> what is that commit for?
[09:19:27] <Tomski> Changing where the openal natives are extrated too apparently
[09:19:56] <Tomski> _3xp0n3nt, what errors do you get when building? What OS?
[09:20:04] <Tomski> to*
[09:20:58] <_3xp0n3nt> @Tomski OS X Yosemite, but people are getting the same stacktrace on Linux & Windows
[09:21:09] <_3xp0n3nt> com.badlogic.gdx.utils.GdxRuntimeException: Unable to extract LWJGL natives. at com.badlogic.gdx.backends.lwjgl.LwjglNativesLoader.load(LwjglNativesLoader.java:67) ~[gdx-backend-lwjgl-1.7.2-SNAPSHOT.jar:na] at com.badlogic.gdx.backends.lwjgl.LwjglApplication.<init>(LwjglApplication.java:76) ~[gdx-backend-lwjgl-1.7.2-SNAPSHOT.jar:na] at com.badlogic.gdx.backends.lwjgl.LwjglApplication.<init>(LwjglApplication.java:64) ~[gdx-backen
[09:21:12] <_3xp0n3nt> whoops
[09:21:15] <Tomski> ew
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[09:21:40] <_3xp0n3nt> http://pastebin.com/jfWZxFBb
[09:22:46] <blotunga> oy, so many commits
[09:23:30] <Tomski> _3xp0n3nt, cool
[09:23:33] <TEttinger> _3xp0n3nt: I'd say post an issue so Nate can explain why this commit was done
[09:23:55] <TEttinger> maybe there's something that can fix both the issue he tried to fix and the issue he caused
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[09:28:50] <Tomski> Seems to extract just fine
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[09:29:07] <TEttinger> any commits between the two?
[09:29:21] <Tomski> My method is access rather than dir
[09:29:40] <Tomski> oh nvm
[09:30:44] <TEttinger> Tomski: now it breaks for you too?
[09:31:03] <Tomski> I had to clear out the cache
[09:31:18] <TEttinger> good ol' cache
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[09:33:36] <_3xp0n3nt> https://github.com/libgdx/libgdx/issues/3578
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[09:41:33] <_3xp0n3nt> @badlogic Hi ;-) Did you see https://github.com/libgdx/libgdx/issues/3578 yet?
[09:44:44] <Tomski> Directory is being fed in instead
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[09:45:54] <blotunga> too bad nate almost never uses IRC
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[09:57:32] <Tomski> I wonder how the build server didnt die...
[09:58:15] <Tomski> No i dont
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[10:08:46] <_3xp0n3nt> @Tomski I was watching the demo-cuboc build in progress, build server doesn't extract the natives?
[10:08:53] <Tomski> nop
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[10:10:41] <_3xp0n3nt> @Tomski that should really be addressed with some tests
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[10:11:14] <Tomski> It would be a very niche test
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[10:35:10] <EngineerBetter> Morning all
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[10:36:10] <EngineerBetter> I've got a project using LibGDX 1.3.1, and RoboVM plugin 0.0.14. I'm trying to follow the instructions to set up my RoboVM license key, but there's no Gradle task
[10:36:24] <EngineerBetter> $ gradle :activateLicense --Probovm.licenseKey=R88H-6RB9-G5UM-S2X7-QGY8-V4UK-F6TA
[10:36:24] <EngineerBetter> Configuration on demand is an incubating feature.
[10:36:25] <EngineerBetter> FAILURE: Build failed with an exception.
[10:36:25] <EngineerBetter> * What went wrong:
[10:36:27] <EngineerBetter> Task 'activateLicense' not found in root project 'number-jumble'.
[10:36:35] <EngineerBetter> Any ideas on what I should do?
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[10:36:49] <mk1> not posting the license key
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[10:37:50] <EngineerBetter> HA!
[10:37:56] * EngineerBetter facepalms
[10:38:06] <EngineerBetter> Not enough coffee, clearly
[10:38:07] <_3xp0n3nt> @EngineerBetter now it's permanently in the archive on the internet
[10:38:19] <EngineerBetter> Oh well, my time machine is broken so I'll have to sort another one
[10:38:25] <EngineerBetter> In the mean time...
[10:39:55] <Tomski> EngineerBetter, update your plugin
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[10:41:20] <Tomski> Not sure when that task was introduced, but 0.0.14 is way too olld
[10:41:23] <Tomski> try the latest, 1.10.0
[10:41:36] <EngineerBetter> @Tomski Thanks!
[10:41:50] <Tomski> EngineerBetter, Its developed in lockstep with robovm, so ues the same version for robovm as you do their plugin
[10:45:36] <EngineerBetter> Ah, okay
[10:46:09] <blotunga> I really can't use play services without Achievements? Wtf?
[10:46:40] <Tomski> get some achievements!
[10:47:06] <blotunga> I mean in theory it's easy to implement a lot of achievements, but that's not my goal right now
[10:48:00] <mk1> blotunga: add fake achievements. just fill it with mumbo jumbo and don't use them ingame
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[10:54:41] <TEttinger> you achieved Wasting Your Time! You played 5 minutes of the game!
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[10:55:25] <mk1_meeting> achievement unlocked: no achievement unlocked yet
[10:56:05] <TEttinger> make all the achievements the names of public domain books (might I suggest H.P. Lovecraft) and make the text for when you get them the _entire text of the book_
[10:57:08] <TEttinger> Rated M for un-unlockable achievements mentioning fish-rape
[10:57:25] <TEttinger> also M for Madness
[11:02:50] <Tomski> Pegi 7
[11:02:52] <Tomski> fish rape
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[11:40:26] <blotunga> hmm I added com.google.android.gms:play-services-games: to build.gradle, and it seems to pick it up correctly, but it can't find GoogleApiClient
[11:40:30] <blotunga> I wonder why
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[11:42:20] <mk1> had that with eclipse. switched to Android Studio
[11:44:25] <blotunga> :(
[11:45:53] <blotunga> I like intellij, but it's frustrating how slowly it builds compared to eclipse
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[11:47:45] <TEttinger> eh? I have never had that problem. are you using gradle integration in one and not the other?
[11:49:25] <blotunga> I have gradle integration in eclipse too
[11:49:31] <blotunga> but yea in intellij also
[11:50:06] <blotunga> anyway i see play-services-base-8.3.0.aar and co. in the libraries section
[11:50:41] <codi^r> how does your "Run/Debug Configuration" look like?
[11:50:55] <codi^r> if you use the gradle task to run from intellij, thats pretty slow
[11:51:48] <blotunga> i think that's how I used it, i couldn't figure out any other way. but i don't have it at hand
[11:51:54] <Tomski> blotunga, just remove the gradle facets
[11:51:57] <codi^r> oh wait, its android, I don't know about that
[11:52:13] <blotunga> anyway why doesn't eclipse see the Google stuff
[11:52:18] <blotunga> that's the big Q now
[11:52:36] <Tomski> "It seems to pick it up correctly"
[11:52:38] <Tomski> What do you mean by that
[11:56:44] <blotunga> Tomski: it says the import com.google.android.gms. cannot be resolved
[11:56:56] <Tomski> Why do you think it picked it up correctly?
[11:57:52] <Tomski> Did you install the google repository? Have you checked on file to see if the GPGS dependencies are in the google repository?
[11:59:23] <blotunga> i have the google repository and with gradle it shows stuff like this: ::android:prepareComGoogleAndroidGmsPlayServicesBase830Library UP-TO-DATE
[11:59:28] <blotunga> so it should be ok
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[12:00:53] <blotunga> also when i build with gradle the import doesn't shows an error
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[12:01:20] <Tomski> Clean in eclipse, otherwise rebuild model
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[12:02:16] <Tomski> Or run the eclipse task
[12:02:20] <Tomski> Who knows what eclipse is doing
[12:03:48] <blotunga> clean didn't help
[12:04:00] <blotunga> bbl lunch, i'll see after that
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[14:24:07] <hllink> there's a way to publish the game so the client doesn't have to download java on 'em platform?
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[14:24:39] <hllink> i was thinking about get the html5 version of the game and embbed it on node.js to make linux/win/mac executables
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[14:27:20] <Epoch`_> You can package a JRE with the game, there are a few kits that do that.
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[14:28:33] <vixus> hllink: https://docs.oracle.com/javase/8/docs/technotes/guides/deploy/self-contained-packaging.html
[14:28:45] <hllink> thank you guys
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[14:30:12] <Tomski> hllink, look at packr
[14:31:09] <hllink> packr support libgdx games, cool
[14:32:26] <Tomski> it was built for libgdx games
[14:32:45] <hllink> ^-^
[14:33:10] <Scellow> hllink: packr
[14:33:25] <Scellow> but i'll make your package relatively big
[14:33:34] <Scellow> +=~60mo
[14:34:41] <Scellow> [14:33:08] <Scellow> hllink: packr
[14:34:41] <Scellow> [14:33:24] <Scellow> but i'll make your package relatively big
[14:34:42] <Scellow> [14:33:33] <Scellow> +=~60mo
[14:34:46] <Scellow> oops
[14:35:02] <Tomski> Its about 30mb extra
[14:35:11] <Tomski> Can be less
[14:35:23] <Scellow> oh i tought it was bigger, that's good to know its lighter :)
[14:35:28] <Tomski> Standard jre is about 60
[14:35:35] <Tomski> And thats unpacked
[14:35:38] <hllink> well it was less than building with node.js kit
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[14:35:46] <hllink> it is*
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[15:06:25] <blotunga> i've tried everything, to no avail
[15:06:43] <blotunga> i simply can't get eclipse recognize import com.google.android.gms.*;
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[15:14:53] <mk1> blotunga: do you have the google repository installed?
[15:15:04] <blotunga> mk1: yes, with gradle it works
[15:16:15] <mk1> ok
[15:16:19] <blotunga> and in eclipse in properties->JavaBuildPath->gradle dependencies i have the play-services stuff
[15:16:27] <mk1> as I said before. had the same problem, switched to Android Studio
[15:16:37] <mk1> it's the better IDE anyway imo
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[15:17:18] <blotunga> so no other way?
[15:17:20] <blotunga> damn
[15:17:25] <blotunga> i can't work like this
[15:18:34] <blotunga> btw can you watch logcat messages in android studio without running something in debug?
[15:18:39] <blotunga> it's a neat feature in eclipse
[15:18:41] <Tomski> yup
[15:18:55] <Tomski> Did you rebuild model blotunga ?
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[15:19:13] <blotunga> Tomski: I removed everything and re-added
[15:19:20] <blotunga> that should've solved it
[15:19:32] <Tomski> So you did rebuild model?
[15:20:21] <blotunga> i had to click on build model when importing so i guess so
[15:20:34] <blotunga> is there some other way?
[15:21:08] <Tomski> Oh they are aars arent they
[15:21:22] <Tomski> ye eclipse dont like them with gradle
[15:22:00] <Tomski> I have a hack for the scripts to automatically link
[15:22:03] <Tomski> but honestly its not worth it
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[15:23:04] <blotunga> :(
[15:23:08] <Tomski> blotunga, follow TomGrill here http://badlogicgames.com/forum/viewtopic.php?t=19624&p=82181
[15:23:11] <Tomski> see if you get some luck with that
[15:25:14] <blotunga> Tomski: thanks, I'll check into it
[15:26:09] <blotunga> and in the mean time install IntelliJ
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[15:28:05] <Tomski> blotunga, i always advise people to use it, its far better imo
[15:29:38] <blotunga> Tomski: what build configuration do you use for Desktop?
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[15:30:43] <blotunga> for me it builds with gradle
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[15:34:36] <blotunga> and I don't like the fact that I have to set the working directory to the android/assets
[15:36:45] <blotunga> but that I can solve with symlinks
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[15:44:34] <Tomski> blotunga, well you only set it once, then its done
[15:44:43] <Tomski> If you go to project structure, facets
[15:44:46] <Tomski> and remove everything
[15:44:55] <Tomski> You'll be back to normy java, and it wont use gradle to build
[15:45:07] <Tomski> Much faster, and you get back features like hotswapping
[15:45:12] <blotunga> cool
[15:45:23] <blotunga> so i can modify variables on the fly while debugging
[15:46:03] <Tomski> yup
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[15:46:15] <blotunga> where is facets?
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[15:47:37] <Tomski> In project structure
[15:47:41] <Tomski> Ctrl + alt + shift + s
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[15:50:39] <blotunga> Tomski: I only have these: http://imgur.com/mlpUEV9
[15:51:11] <Tomski> blotunga, they might be defined the modules
[15:51:29] <blotunga> ah
[15:51:30] <blotunga> found it
[15:52:02] <blotunga> actually i found lavors
[15:52:04] <blotunga> not facets
[15:52:43] <Tomski> Is that IDEA? Or Android studio?
[15:52:55] <blotunga> Android Studio
[15:52:58] <blotunga> with some dark skin
[15:53:38] <Tomski> blotunga, whats the modules page look like?
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[15:54:30] <blotunga> most are empty, android has properties, signing, flavors, build types, dependencies
[15:55:28] <Tomski> Eh, you probably cant in AS
[15:55:45] <blotunga> you told me to use AS
[15:55:47] <blotunga> :P
[15:55:51] <Tomski> No I didnt
[15:55:57] <Tomski> I told you to use IDEA
[15:56:12] <blotunga> ok, I'll get IDEA too
[15:56:22] <blotunga> btw what's the difference?
[15:56:26] <Tomski> Unless you are strictly doing android, you might as well get IDEA
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[15:57:26] <Tomski> android studio is built with intellij idea code
[15:57:52] <Tomski> Its basically just a tiny version of IDEA, more taylored specifically to android
[15:58:59] <blotunga> it's not really tiny, it's twice as size of the intellij
[15:59:00] <blotunga> :D
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[15:59:37] <Tomski> Your download of AS probably came with Android SDK
[16:00:11] <blotunga> nope
[16:00:19] <blotunga> as it used my already existing one
[16:00:29] <Tomski> Doesnt mean they didnt bundle one
[16:02:28] <blotunga> it does have some plugins
[16:02:37] <Tomski> Android Studio provides everything you need to start developing apps for Android, including the Android Studio IDE and the Android SDK tools.
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[16:04:52] <blotunga> and it has gradle
[16:06:08] <blotunga> and keystore management
[16:06:13] <blotunga> apparently which isn't in idea
[16:06:27] <Tomski> It is
[16:07:47] <blotunga> but found facets and deleted them
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[16:11:07] <blotunga> but now I get: Exception in thread "main" java.lang.ClassNotFoundException: com.blotunga.bote.desktop.DesktopLauncher
[16:11:08] <blotunga> :D
[16:11:45] <Tomski> Force a recompile
[16:12:06] <Tomski> highlight your core folder and press Ctrl + shift + f9
[16:12:47] <Tomski> Sometimes it happens when you first delete them, which is why this isnt in any of the guides
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[16:13:19] <blotunga> it says files are up to date
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[16:15:27] <Tomski> And your desktop project
[16:16:50] <blotunga> ah
[16:16:57] <blotunga> it has to be built separately
[16:16:58] <blotunga> figures
[16:17:15] <blotunga> so far so good
[16:17:25] <blotunga> how do i set up the keystore to autosign the apk?
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[16:17:59] <EvilEntity> you click few buttons and type in few passwords
[16:18:29] <d0d0> in windows, I believe in the philosophy "when in doubt, restart"... it did the trick... in Android Studio, "when in doubt, invalidate caches, clean and rebuild project" ;-) ...
[16:18:32] <d0d0> morning guys
[16:18:48] <Tomski> Same way, build > generate signed apk
[16:18:51] <Tomski> etc
[16:19:00] <d0d0> it is under build opton
[16:19:16] <Tomski> then in the project structure for android you can add your config so it automatically signs
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[16:24:44] <blotunga> ok trying now
[16:26:54] <blotunga> it has a custom debug keystore
[16:26:57] <blotunga> would that be it?
[16:27:08] <blotunga> why would you want a different debug keystore?
[16:31:18] <Tomski> blotunga, because idea uses its own debug key by default
[16:31:48] <blotunga> ah so if i want my normal key to be used, I have to set that one
[16:31:57] <Tomski> Sure, but that is debug remember
[16:31:59] <blotunga> otherwise android would uninstall the app
[16:32:00] <Tomski> Not release
[16:32:14] <blotunga> i know, but if andro uninstalls the app, i lose the savegames
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[16:32:35] <Tomski> android isnt going to uninstall an app signed with the debug key
[16:33:32] <Tomski> Not when you are testing, that key isnt for deployment
[16:33:54] <blotunga> if I have the app already installed from the app store then it will say that apk already installed
[16:34:06] <blotunga> and ask me to remove the appstore version
[16:34:20] <Tomski> You cant put an app signed with a debug key onto the app store
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[16:35:34] <blotunga> Tomski: yes, i know, but if I already have my app installed from the appstore but want to install a debug version
[16:35:50] <blotunga> i can't without removing the appstore version or signing the apk without the same key
[16:36:04] <Tomski> You shouldnt be signing them with the same key
[16:36:14] <Tomski> app store = release key, testing = debug key
[16:37:24] <blotunga> but you can't have both in the same time
[16:37:29] <blotunga> on the same device
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[16:38:50] <Tomski> blotunga, not if they have the same identifier
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[16:39:22] <blotunga> exactly
[16:39:23] <Tomski> You can just change that in the manifest if you dont want to uninstall your release version
[16:39:39] <blotunga> but then the debug version won't have access to the save files made by the release
[16:40:49] <Tomski> Where are these save files?
[16:41:20] <blotunga> Gdx.files.getLocalStoragePath()
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[16:42:06] <blotunga> i can't even access them on a non-rooted device
[16:42:13] <blotunga> which is annoying
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[16:42:32] <Tomski> You can get the files through adb
[16:43:23] <blotunga> hmm, i haven't thought about that
[16:43:28] <Tomski> adb uninstall -k should uninstall without removing data
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[16:43:50] <Tomski> install -r installs new apk whilst keeping data intact
[16:44:04] <blotunga> ok
[16:44:07] <blotunga> good to know
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[16:44:15] <blotunga> making note
[16:44:16] <blotunga> :D
[16:44:32] <Tomski> can just automate that shit with gradle so you can easily swap between the two versions
[16:45:23] <blotunga> that's true
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[16:46:41] <blotunga> well, google stuff seems to work in intellij
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[16:49:21] <Mezzenstein> hey
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[16:53:46] <blotunga> btw how do you guys call stuff like Achievements.unlock(mGoogleApiClient, MY_ACHIEVEMENT_ID); from the core project? Do you use reflection for these?
[16:54:02] <Tomski> Use an interface
[16:54:32] <Tomski> https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code
[16:55:04] <blotunga> ah
[16:55:05] <blotunga> thanks
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[17:19:50] <duli> I started profiling my game using GDx profiler..but I can't make any sense of it
[17:20:02] <duli> what is considered opticam texture bindings and draw calls?
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[17:20:08] <duli> optimal*
[17:20:15] <duli> is there any guide
[17:20:26] <duli> what amount is considered safe
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[17:21:39] <Xoppa> duli, that depends on a lot of things, but i guess you could say that having more than 10 draw calls per frame is too much for most games
[17:22:23] <duli> I've got 38
[17:22:28] <duli> in one of my levels
[17:22:38] <duli> 38 texture bindings
[17:22:51] <duli> is that good or bad
[17:23:06] <Xoppa> looks at the draw calls, not at the texture binds
[17:23:56] <duli> draw calls are about 7-8
[17:24:18] <Xoppa> so you are using around 4 textures per draw call?
[17:24:49] <Xoppa> then that implies you´re using a custom shader and that would be quite a lot
[17:25:07] <duli> I've got a shader
[17:25:30] <duli> but you said having about below 10 draw calls per frame is ok?
[17:25:35] <duli> I've got 7-8
[17:25:57] <Xoppa> no i said that having more than 10 draw calls per frame is too much for most games
[17:26:38] <Xoppa> most games dont use 4 or 5 textures per draw call
[17:26:39] <duli> I've got a shader and I call batch.end ---draw the shader stuff --- batch.begin
[17:26:53] <Xoppa> but is there an actual problem you´re solving here?
[17:26:58] <Xoppa> *trying to solve
[17:27:18] <duli> I want to profile my game and if possible get rid of some loopholes using the profiler
[17:27:55] <duli> I manage to maintain 60 fps overall but sometimes after > 10 mins of playing my fps suddenly drops
[17:28:08] <Bernzel> I'm goin to try my hands on making my own animation like the example on the wiki with the running man. The making of the textures, is the process simply do create multiple images in different stages and put them together?
[17:28:09] <duli> for no obvious reason
[17:28:15] <Xoppa> then find the cause of that
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[17:28:27] <duli> I can't see any memory being claimed
[17:28:33] <Xoppa> which memory?
[17:28:41] <duli> dalvik
[17:28:50] <duli> so that's not the cause 100%
[17:28:55] <duli> I reuse all objects
[17:29:14] <duli> I can see some error vsync
[17:29:30] <duli> takes excessive amount of time
[17:29:34] <duli> is that related to the
[17:29:37] <duli> sound ?
[17:31:26] <Xoppa> should be easy to find out, check the log against the moment where you experienced the issue. If it is not at around the same time then it is not related
[17:32:15] <duli> do you know anything about "vsync
[17:32:15] <duli> takes excessive amount of time
[17:32:15] <duli> "
[17:32:34] <Xoppa> sounds pretty self explaining
[17:32:41] <Xoppa> but never had it, no
[17:32:48] <duli> how to deal with it is the question
[17:34:12] <Xoppa> copy paste the exact message, google doesnt find anything on this message.
[17:35:17] <davebaol_> why do I get "Unable to extract LWJGL natives" ?
[17:35:33] <davebaol_> just updated to the latest snapshot :(
[17:35:52] <Xoppa> davebaol_, https://github.com/libgdx/libgdx/issues/3578
[17:36:26] <Xoppa> and https://github.com/libgdx/libgdx/pull/3580
[17:36:27] <duli> W/qdhwcomposer( 230): Excessive delay reading vsync: took 42 ms
[17:36:35] <duli> W/qdhwcomposer( 230): Excessive delay reading vsync: took 45 ms
[17:36:36] <davebaol_> @Xoppa: I'm on windows though
[17:36:38] <duli> etc.
[17:36:58] <duli> exactly when the fps drops I get this error
[17:36:59] <Xoppa> davebaol_, i dont think that is specific to mac or linux
[17:37:11] <Xoppa> duli, https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=%22Excessive+delay+reading+vsync%22
[17:37:52] <duli> I've googled but I couldn't find any solution to the issue
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[17:38:25] <Xoppa> dont look for the solution, first look for the cause
[17:38:43] <duli> is there anyway I can switch off the vsync
[17:39:24] <Xoppa> not on most devices
[17:39:39] <Xoppa> perhaps try a different device to see if it is something device specific
[17:39:40] <duli> and what is it used for
[17:39:48] <duli> sry I am a complete newbie in this area
[17:40:07] <davebaol_> @Xoppa: any reason why the fix is not merged?
[17:40:15] <Xoppa> duli, https://en.wikipedia.org/wiki/Screen_tearing
[17:40:30] <Tomski> davebaol_, Xoppa I didnt commit it in case Nate had other ideas
[17:40:37] <Tomski> Not sure what he was trying to solve in the first place
[17:40:38] <Xoppa> davebaol_, probably because nate hasnt been around yet
[17:40:54] <davebaol_> ok thanks
[17:41:20] <duli> right I didn't say everything
[17:41:56] <duli> sometimes I display an interestial ad during the game play after a certain amount of shootings
[17:42:05] <duli> about 5 min after playing
[17:42:30] <duli> and since it uses a different activity I guess it could somehow cause the issue
[17:42:31] <Xoppa> sounds like a fun game
[17:42:38] <duli> based on the link you've sent me
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[17:42:54] <Xoppa> should be easy to verify
[17:43:43] <duli> just based on the screen tearing
[17:43:55] <duli> "non-matching refresh rates"
[17:44:21] <Xoppa> disable the ad, check the log, compare the results
[17:44:59] <duli> I will..the thing is that I can't replicate the issue so easily
[17:45:13] <duli> sometimes it happens, sometimes even after 10 min I don't get it
[17:45:19] <duli> it's really hard to catch it
[17:46:30] <Xoppa> make it easy to replicate
[17:46:53] <duli> is it a good idea to stop rendering when I am about to show an interestial ad?
[17:47:00] <Xoppa> either play it for an hour or so (automated) or show 10 ads per second or so
[17:47:23] <Xoppa> how would you not stop rendering?
[17:48:07] <duli> well, not show any images etc. if (showGame) { draw etc.}
[17:48:29] <duli> I mean not draw anything when I am about to show the ad
[17:48:31] <EvilEntity> if your ad is showing the game is paused
[17:48:54] <Xoppa> always render something when your render method is called
[17:49:03] <Xoppa> and make sure to call glClear
[17:49:56] <duli> yes, but as I get this vsync error only when I show an ad it seems that the video card can't synchronize with the old screen or something along these lines
[17:50:47] <EvilEntity> sounds like a guess
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[17:53:44] <duli> it is indeed
[17:54:07] <duli> but at least it seems like device specific and not related to my code
[17:54:31] <Xoppa> verify it
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[18:01:07] <Gem> hi there
[18:01:33] <Gem> have a small understanding problem with ashley EntityListener
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[18:03:29] <Gem> in the Ashley tutorial is is advised to have a ImmutableArray for keeping entities of a given family - as an EntityListener my System is informed, when an entity is removed - do I have to remove this entity from that array or do I have to create it again?
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[18:11:37] <hllink> hello
[18:11:40] <hllink> ops
[18:14:00] <Bernzel> Could anyone help me with the Rotation properties in the Particle Editor? I have 0-200 particles that I would like to move in a circle.
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[18:17:33] <Ralphanese> Oiiii
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[18:24:52] <jeffol> http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/
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[18:27:14] <isdera> how do you measure your draw calls exactly??
[18:28:36] <EvilEntity> https://github.com/libgdx/libgdx/wiki/Profiling
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[19:14:51] <Bernzel> Can I render a background color with some "tinting" / photoshop effect just using code? I need to minimize the assets.
[19:15:21] <ficopitiu> you can edit images using pixmaps
[19:15:38] <ficopitiu> and create
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[19:16:58] <[twisti]> Bernzel: yes, just set color with spritebatch
[19:17:33] <ficopitiu> Hello. Is using a phisics engine like box2d something too complex for a top-down game? I alredy have some "problems" or things that look weird with it, like the fact that the player slides a little bit before stopping, but I have spent quite a lot of time programming it so changing to something simpler would be quite a lot of work
[19:17:36] <Bernzel> [twisti] okey, any effect I can add onto that? I dont just want a basic color.
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[19:17:56] <ficopitiu> thats what you need the spritebatch for
[19:17:57] <[twisti]> Bernzel: http://puu.sh/lje6R/6c55122b81.png the number buttons are black and white assets that i paint with different tints
[19:18:19] <Xoppa> you can gradient them
[19:18:26] <Xoppa> with spritebatch
[19:18:29] <[twisti]> you can do all kinds of things with colours, different blending modes and such
[19:18:55] <Bernzel> Cool. If there's any docs on it, should I look at spritebatch then?
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[19:19:34] <Bernzel> found it! Thanks
[19:20:05] <wulax> you can also use draw multicolored transparent rectangles with ShapeRenderer
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[19:21:21] <Xoppa> wulax, you probably dont want to use ShapeRenderer for that
[19:21:40] <Bernzel> wulax , yes I thought of that since spritebatch need a texture to draw? It can't just draw a color out of the blue if I've got it right?
[19:21:56] <wulax> draw it on a framebuffer I guess
[19:22:09] <wulax> save that to a texture
[19:22:11] <Xoppa> just pass in a single texel TextureRegion
[19:22:21] <Xoppa> no need to fbo or shaperenderer for that
[19:22:21] <wulax> and just overlay it on your scene
[19:22:29] <wulax> oh, ok
[19:23:58] <Bernzel> Okey I'll give it a go
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[19:47:36] <Tomski> miroslav200
[19:47:45] <Tomski> k58
[19:48:16] <Tomski> ew irc bot :/
[19:48:32] <intrigus> ?
[19:48:43] <Tomski> Just my laptop going rogue
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[19:52:56] <isdera> so i have 35 texture bindings, and 52 drawcalls. is that good? lol
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[19:57:34] <Tomski> hand warmer?
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[20:40:22] <enstedt> Hi. Does any of you have an app development company that creates products on request from clients?
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[22:11:10] <Xoppa> https://twitter.com/xoppa/status/667448760088305664
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[22:21:36] <wulax> Xoppa: looks interesting, I will be following your tutorials
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[22:25:24] <Xoppa> if you like you can proofread before publishing when i´m that far
[22:25:31] <Xoppa> wulax ^
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[22:31:09] <wulax> Xoppa: sure, I'm no expert but can give it a try
[22:31:39] <Xoppa> ok, ill let it know
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[23:21:34] <ASneakyFox> when is this jam going to be announced?
[23:26:21] <Mezzenst_> on december 18th starts the jam I think
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[23:42:18] <TEttinger> wulax: I feel like I recall you asking newbie questions like less than 2 months ago. you seem to either be a different person than I'm thinking of or you gained a lot of skill really fast
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[23:43:16] <TEttinger> either way, good jorb
[23:49:29] <c0ke> Hey guys, I was wondering if anyone could give me a pointer regarding using Ashley for ingame effects
[23:50:13] <c0ke> I've largely used it for representing monsters and players in my game world so far, but now I'm adding effects for stuff like spells flying across the screen and such
[23:51:48] <c0ke> Is it 'ok' for me to create Entities for each individual effect? I don't think I'll have lots, I just want to show animated effects for each melee strike and such and I'm worried that creating and destroying lots of entities all of the time might melt peoples phones ^^
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[23:59:01] <jeffol> Apple didn't approve my app >:O
[23:59:17] <TEttinger> jeffol: did they give a reason?
[23:59:27] <wulax> TEttinger: nice to hear. I have had a light workload in school lately, so I have been able to devote time to learning libgdx.
[23:59:28] <jeffol> They couldn't find my third party ads
[23:59:33] <jeffol> Your iTunes Connect settings indicate that your app serves third-party advertisements. However, we were unable to locate ads in your app. Please reply to this message to provide the steps for locating third-party ads in your app. When we hear back from you, we will continue the review.
[23:59:42] <jeffol> Did you guys try pressing buttons? :(
[23:59:44] <jeffol> Lol
[23:59:48] <jeffol> I sent them a screenshot
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   November 19, 2015  
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