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[00:16:16] <Aksui> how come shaperend.circle draws a shitty circle that isnt round
[00:16:53] <Aksui> nvm aha
[00:16:57] <Xoppa_> because you specified too few segements
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[01:13:21] <WickedShell> Does libgdx have a polygon triangulator that allows self intersection? EarClippingTriangulator does not
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[05:18:14] <OutOnALimb> Hey guys, how is it going?
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[05:21:18] <OutOnALimb> woah woah, don't all talk at once...I just want to know how you guys are approaching 2d animation in your projects...
[05:27:59] <wulax> approaching in what way?
[05:29:20] <OutOnALimb> Well....right now my workflow consists of gimp, ....and lots of redrawing, packing my images into a spritesheet....I estimated that it took me about 8 hours for 18 frames of an animated horse
[05:29:43] <OutOnALimb> lately, I've been looking at tools like....Spine, but the pro version seems kind of steep.
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[05:30:46] <isdera> piratebay
[05:31:04] <OutOnALimb> does it get easier, to animate frame by frame, or...should I hop to a tool like spine? I am just curious as to what those with.... I see! lol, so a tool it is then?
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[05:34:45] <mobidevelop> Don't piratebay
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[05:39:27] <BeautiCode> Hi...Is anyone here good with cameras/viewports?
[05:40:40] <OutOnALimb> I...got mine to function the way I wanted, after hacking around a little bit
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[05:41:32] <Lefanto> you have budget, OutOnALimb?
[05:42:12] <Lefanto> and have you considered vector? (or do you definitely want rasterized art)
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[05:46:11] <OutOnALimb> I am on a bit of a budget, since I'm funding everything out of pocket atm
[05:47:40] <BeautiCode> I made a game but I'm trying to support multiple screeen sizes, but I can't seem to get my viewports/camera working so that it resizes everything to fit on the screen
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[05:49:35] <OutOnALimb> I was having projection issues with my mobile version, what I ended up doing was hard coding in my screen resolution to like 1280 by 1024 and then running all of my code from that
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[05:50:16] <OutOnALimb> Within each application entry point you can edit the sizes you want to use, and the resize function for the app lifecycle is the solution to scaling things...*I believe
[05:54:22] <BeautiCode> Hmm, can you give me an example?
[05:55:03] <OutOnALimb> in my game I have a static class that is called screenSettings
[05:55:25] <OutOnALimb> so in my rendering screens I use import com.xxxxx.xxxx.screenSettings
[05:55:46] <OutOnALimb> render(myGuy.....screenSettings.screenWidth,screenSettings.ScreenHeight)
[05:56:32] <OutOnALimb> the other part on the entry points are under each different subsection from the core menu...android manifest, desktop lwjgl, the html section ect
[05:56:52] <OutOnALimb> For resize it is under the overrides so when the screen is "resized" you can call something like
[05:56:56] <OutOnALimb> getAppWidth()
[05:57:00] <OutOnALimb> getAppHeight()
[05:57:14] <OutOnALimb> screenSettings.screenWidth = newWidth ,...ect
[05:59:24] <BeautiCode> hmm, alright i'll look into that. ty
[05:59:48] <OutOnALimb> Sorry I know it is abstract, that is because I haven't been using the resize function yet...
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[06:00:03] <OutOnALimb> Switching to a static class with my screensize really seemed to fix the issues I was having
[06:02:24] <BeautiCode> ah, alright
[06:03:08] <OutOnALimb> are you using a ppm conversion?
[06:03:11] <OutOnALimb> sorry I didn't think to ask
[06:03:26] <OutOnALimb> myguy.getX() / PPM myGuy.getY()/PPM
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[06:04:03] <BeautiCode> I tried resizing the screen but that doesn't work
[06:04:17] <BeautiCode> I also forgot to mention I'm developing for android
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[06:05:04] <OutOnALimb> I was using a galaxy 3 for my test device, and after setting my screen resolutions to 1280 by 1024 in the static class it started rendering things in the right places
[06:05:25] <OutOnALimb> if it is box2d that is having issues the scaling factor of a PPM conversion ratio is also necessary.....
[06:05:57] <OutOnALimb> hmm
[06:06:16] <OutOnALimb> can you describe what is happening a little more?
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[06:08:35] <BeautiCode> So I'm developing for 1080x1920 but I'm testing it on a smaller screen. the smaller screen is only displaying a tiny portion of what it's supposed to
[06:08:52] <OutOnALimb> and the rest is in whitespace?
[06:09:06] <OutOnALimb> or it is like...looking at the shoelace of a giant
[06:09:09] <OutOnALimb> and the rest is offscreen
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[06:10:30] <BeautiCode> if i draw a house on a full piece of paper and then take a picture of it, zoomed in so it only shows the door of the house
[06:10:33] <BeautiCode> that's how it looks.
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[06:13:14] <OutOnALimb> when I render, I would try runinning, render(background, 0,0,1080,1920)
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[06:13:34] <OutOnALimb> the fully qualified render function with that many options takes a scael, sets the origin and stretches it to those last two numbers
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[06:14:01] <OutOnALimb> obviously,....if you wanted to be a "clean" coder write 0,0 as originX originY, and 1080 by 1920 as ,screenWidth,screenHeight
[06:14:13] <OutOnALimb> that should fix the problem of scaling
[06:15:33] <OutOnALimb> sorry it might be spritebatch.draw()
[06:15:41] <OutOnALimb> lol I don't have my source to look at
[06:16:29] <OutOnALimb> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html
[06:16:47] <OutOnALimb> draw(texture, float x, float y, float width, float height)
[06:16:58] <OutOnALimb> if your image is still offscreen, you have a projection matrix problem
[06:17:09] <OutOnALimb> try updating and fiddling with the ortho stage of the camera
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[06:34:10] <BeautiCode> When I do something like this
[06:34:11] <BeautiCode> http://gamedev.stackexchange.com/questions/83723/how-to-properly-change-resolution
[06:35:16] <BeautiCode> It sort of works. But the entire thing appears on the top-right of the screen when true isn't passed into viewport.update() . When it is passed into viewport.update(width,height,true), it appears on the bottom-left of the screen
[06:35:20] <BeautiCode> and only half of it is shown at that time.
[06:46:19] <OutOnALimb> well a quick hack is to set the origin to -1/2 1080, -1/2 1980
[06:46:26] <OutOnALimb> without the true *
[06:46:31] <OutOnALimb> but that ...
[06:46:36] <OutOnALimb> will not help
[06:46:40] <OutOnALimb> with all of your other images
[06:47:46] <OutOnALimb> you could try this...
[06:47:47] <OutOnALimb> camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
[06:47:47] <OutOnALimb> camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
[06:48:15] <OutOnALimb> then your draw call will be , 0,0,getWidth,getHeight
[06:49:55] <kdarknight__> use potato pixels
[06:50:30] <OutOnALimb> lol do tell
[06:51:25] <kdarknight__> never use PPM conversion, it sucks later on
[06:51:34] <kdarknight__> telling you from experience :P
[06:51:45] <kdarknight__> have you read xoppa article?
[06:51:51] <LiquidNitrogen> i like a 640x360 viewport and people can just get lost with their other screen sizes
[06:52:08] <kdarknight__> LiquidNitrogen, that's rude
[06:52:11] <kdarknight__> :O
[06:52:22] <LiquidNitrogen> it saves my sanity
[06:53:40] <kdarknight__> couldn't agree more, this handling of so many different types of screen size and hardware is always pain in the ass
[06:54:32] <LiquidNitrogen> life was fine when every game was 320x200
[06:54:48] <BeautiCode> what the
[06:55:03] <BeautiCode> lol i tried that line of code, just to see what would happen
[06:55:04] <BeautiCode> camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
[06:55:19] <BeautiCode> flipped my entire screen upside down and put it in the top-left corner
[06:56:00] <OutOnALimb> kdarkknight__ I haven't read that, I'll do a search for it, I'm using ppm right now in my game lol...
[06:56:30] <OutOnALimb> LOL beauti
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[06:57:23] <OutOnALimb> don't give up, I ran into that same projection problem at first, keep messing with the camera until it is correct...
[06:57:43] <OutOnALimb> I think I had more than one at some point, and that was causing an issue
[06:58:14] <kdarknight__> BeautiCode, set false
[06:58:19] <kdarknight__> in the argument
[06:58:32] <BeautiCode> ok
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[07:04:04] <OutOnALimb> I skimmed through the article, potatoe units sound interesting, as a way to be rid of binding my logic to pixels, but I think it's a little to deep to just take in on a skim, and I'm not sure how I would address box2d with potatoe units
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[07:09:47] <kdarknight__> potatoes are best for box2d
[07:10:21] <kdarknight__> like create a camera for size 20x16
[07:10:29] <kdarknight__> and everything works fine
[07:12:25] * BeautiCode graphics card fails while using android emulator for debugging
[07:13:55] <BeautiCode> i need to restart.
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[07:33:08] <abs25> time to write some ugly code
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[09:15:34] <WickedShell> Does anyone know how libgdx handles self intersecting polygons? (IE with a class like this: com.badlogic.gdx.math.Polygon ) I've seen the note that the EarClippingTriangulator can't handle self intersection, but how does the generic polygon class handle it?
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[09:25:17] <mk1> Is anyone here an Italian native speaker?
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[09:27:40] <blotunga> damn play services
[09:27:51] <blotunga> now i get java.lang.IllegalArgumentException: method ID not in [0, 0xffff]: 65536
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[09:31:45] <mk1> blotunga: you have too many methods, android supports only 2^16-1
[09:31:52] <mk1> (per dex file)
[09:32:09] <blotunga> yea
[09:32:11] <mk1> you need to enable multi-dexing
[09:32:16] <blotunga> play services have too many :D
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[09:34:26] <mk1> it has, yeah
[09:34:57] <mk1> as I said before: switch to Android Studio. it's a lot easier when it comes to such problems
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[09:50:11] <TEttinger> mk1: giuseppe linguini, fetuccini mozzarella!
[09:51:00] <TEttinger> are you localizing a game to italian, mk1?
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[09:56:59] <mk1> well, I'm considering it
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[10:17:02] <blotunga> mk1: I switched to IntelliJ
[10:17:12] <blotunga> but I still build my releases from command line
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[10:27:14] <mk1> you can do that
[10:27:38] <mk1> it's just easier to debug android apps because Eclipse can't multi-dex in debug mode
[10:28:30] <blotunga> ah
[10:28:35] <blotunga> I didn't knew that
[10:29:11] <blotunga> well, it seems I switched permanently to intellij now, because eclipse doesn't works with play services
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[10:32:20] <mk1> yeah, unfortunately
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[10:38:20] <blotunga> mk1: do you have an idea why my activity doesn't recognizes R.string constants?
[10:39:02] <mk1> rebuild
[10:49:23] <blotunga> now I get an error in BaseGameUtils that package R does not exist
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[11:22:40] <blotunga> mk1: I've copied BaseGameUtils and added using this: http://stackoverflow.com/questions/21766378/how-to-add-googleplayservices-and-basegameutils-libs-to-android-studio-4-4, but can't build it even with gradel
[11:22:42] <blotunga> gradle
[11:23:11] <blotunga> actually I can build it, but I can't build my code using R.string
[11:23:14] <blotunga> wth
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[11:33:40] <MadMenyo> Can I use a ninepatch like this? http://stackoverflow.com/questions/33868458/large-ninepatch-stretching
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[12:11:08] <kdarknight> blotunga, put Complete package name
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[12:11:27] <kdarknight> like com.example.android.blahblah.R.string
[12:12:27] <kdarknight> i had this problem too, wasted half an hour
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[12:17:06] <Tomski> MadMenyo: yup
[12:18:41] <blotunga> kdarknight: doesn't helps
[12:19:14] <Tomski> blotunga: run the gradle build task for the android project
[12:20:13] <kdarknight> Tomski, moved to idea today, just one question. What's the benefit of indexing maven repository
[12:20:21] <kdarknight> I always skip that
[12:20:30] <blotunga> Tomski: doesn't helps :(
[12:20:42] <blotunga> bbl, and will check afterwards
[12:20:45] <kdarknight> what's the error exactly?
[12:20:50] <Tomski> youll have to show the errors and your structure
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[12:21:49] <Tomski> kdarknight: allows you to select which repos you want, and use things like autocomplete for dependencies because they are indexed
[12:22:06] <Tomski> I never bother though
[12:22:32] <kdarknight> Oh, okay. I'll disable update then
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[12:33:46] <Mio_tz14> Hi guys
[12:34:45] <Mio_tz14> Has someone encountered a problem with Texturepacker's trim mode and an animation 'shaking' effect?
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[12:35:40] <Mio_tz14> It happens only when trim mode during texture packing enabled
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[12:37:37] <Mio_tz14> Looks like I'm loosing information about animation trimmed frames offset, but can't figure it out
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[13:01:43] <mduSenthil> somebody suggest cross platform multiplayer sdk
[13:04:36] <hllink> try kryonet
[13:05:37] <hllink> quite simple
[13:05:39] <Mio_tz14> kryonet good
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[13:13:42] <mduSenthil> Thanks for the suggestion
[13:13:46] <mduSenthil> will look into it
[13:13:52] <hllink> ^-^
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[13:31:29] <cackling_ladies> I also use kryonet
[13:31:58] <cackling_ladies> it must suck somewhere. Havent found that tho.
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[13:33:14] <hllink> there are some things that sux, like have the exactly same classes both on client/server, you need to be carefull to register classes in same order and other little things
[13:33:23] <hllink> but it's stable and very fast
[13:34:03] <cackling_ladies> you're even more nitpicky than I am.
[13:34:51] <hllink> ^-^
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[13:37:50] <Adnn> What's the word for Doodle Jump style jumps ? When you jump from below an obstacle it doesn't collide and when you're above it you collide.
[13:38:06] <Tomski> one way platform?
[13:38:59] <Adnn> thanks, I was having a hard time searching
[13:41:29] <mduSenthil> any example on using kryonet with libgdx?
[13:41:43] <mduSenthil> i have already made a search with google
[13:41:50] <mduSenthil> couldnt get something useful
[13:42:11] <Adnn> what do you want to know about using kryonet with libGDX ?
[13:43:53] <hllink> those libs are for different purposes, don't know what libgdx would be different to any other java application in kryonet use..
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[13:57:48] <Adnn> Has anyone tried making a tile-based platformer that will automatically generate its collision boundaries without manually drawing them with an object layer ? Using properties, maybe ?
[13:59:42] <hllink> you need to make a "contagious" method that get all the tiles arround the static tiles and create the box2d object
[14:00:20] <Adnn> You mean grouping adjacent tiles ?
[14:00:29] <hllink> imagine an large square 50x50, you will get only the border tiles and build box2d on em
[14:00:40] <hllink> yep
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[14:02:54] <Adnn> Well I have an idea in mind, I'll take a moment to make it clearer
[14:03:37] <Bernzel> startActivity(this); in Androidlauncher would "restart" the app since onCreate(); would be called again? Or am I way off ?
[14:06:01] <Adnn> hllink, not my idea, I remember reading it. How about scanning whether a tile has adjacent tiles with the collidable property, and generating the body this way ? Any drawbacks ?
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[14:06:31] <hllink> oh
[14:06:38] <hllink> i tought you were creating the tiles dinamically
[14:06:59] <hllink> yes, with a tile flag is simplier
[14:07:11] <hllink> simpler*
[14:07:41] <hllink> dynamically*
[14:08:15] <Adnn> I'm not creating them dynamically but since the property is set for the tile image itself, it should work the same I think.
[14:08:18] <Adnn> Not my issue here anyway.
[14:08:46] <Adnn> I mean all tiles with ID 10 will have the collidable property, I can't exclude one.
[14:09:14] <hllink> that depends on your game, you can use the same tile for diferent purposes
[14:11:07] <Adnn> Hmm yeah, I'll keep it simple.
[14:11:31] <hllink> if im not wrong the tmx map support adding areas for collision
[14:11:53] <hllink> that you can read and automatically transform to box2d objects
[14:12:17] <hllink> mapeditor.org
[14:13:23] <hllink> i dont use the libgdx map renderer
[14:13:35] <Adnn> Ah, you're not wrong
[14:13:45] <Adnn> I'll check how to use it, it should be better
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[14:14:03] <hllink> for isometric games it doesn't allow you to do a proper culling and sort the render order for objects
[14:14:39] <hllink> well, you actually can force to work properly but its more work than create your own map render, lol
[14:15:56] <Adnn> I'm into making a C&C-style isometric RTS, but I'm still afraid of diving into 3D, and it takes a long time. :)
[14:16:29] <hllink> actually is easier if you make the map isometric and render the units in 3d
[14:17:10] <hllink> but i like 2d graphics most
[14:17:18] <hllink> ^-^
[14:18:01] <Adnn> Have you made any games ?
[14:18:22] <hllink> working on my first project with libgdx
[14:18:46] <hllink> i made some prototypes long ago in C using an engine
[14:20:11] <Adnn> I see, good luck with your project
[14:21:24] <hllink> https://www.youtube.com/watch?v=G3nvOlGnmSU
[14:22:39] <hllink> from the time i used windows >.<
[14:24:29] <Adnn> That music is more sensual than my life. Looks good though I don't quite get it
[14:24:43] <hllink> lol
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[14:25:25] <hllink> kinda test to handle multi-thread objects on fuzzy logic, Conway's game of life style
[14:25:45] <Adnn> Can't find any documentation on how to use the collision editor with Tiled either :/. What happens after I specify the boundaries ?!
[14:26:10] <Adnn> oh okay, some low-level stuff
[14:27:04] <hllink> well when you create the box2d objects for your level try to get the boundaries info from the tiledmap
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[14:31:49] <Adnn> Yeah, trying to figure out where it's storing this data !
[14:32:22] <hllink> are you usind the tiledmaprenderer?
[14:33:09] <Adnn> I haven't started with the programming part yet. I'll check if it's in the methods. I thought it would be visible on Tiled first.
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[14:33:28] <hllink> oh, ok ^-^
[14:34:10] <hllink> well just a advice, you normally cant get layers tiles/info programatically from the libgdx object map
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[14:34:14] <hllink> you need to cast
[14:34:48] <hllink> like TiledMapTileLayer = (TiledMapTileLayer) tiledMap.getLayers.get(0);
[14:35:12] <hllink> first time i tried to render iso maps with it took me long time to figure it out
[14:35:15] <hllink> :P
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[14:37:42] <hllink> if you are creating your own renderer, tiled uses xml format
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[14:37:58] <hllink> it would be more simple to fetch data
[14:38:10] <hllink> and use at your will
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[14:42:45] <Adnn> Creating my own renderer is beyond my knowledge for now. I can say that right now I'm trying to figure out how to use a tool without its documentation for the first time ever.
[14:43:16] <hllink> it's not hard, you know how to render sprites right?
[14:43:47] <hllink> your tiled map renderer you just iterate from your map file and draw the sprites on the screen ^-^
[14:43:52] <Adnn> I just know to tell libGDX to render me sprites.
[14:43:54] <hllink> in the right order
[14:43:59] <hllink> yep
[14:44:14] <hllink> that's it for the first step
[14:44:59] <Adnn> Ah, I thought it would be more complicated, hah.
[14:44:59] <hllink> after get it done you need to take care of rendering sorting, culling among other things, very good experience to get in programming
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[14:45:37] <hllink> www.codingame.com
[14:45:41] <Adnn> I've used the renderer provided with libgdx in the past though, I can't say anything about it.
[14:45:49] <hllink> this site is very good to learn about game programming in any language
[14:45:50] <Adnn> I subscribed to this website yesterday, lol
[14:46:02] <hllink> hehe
[14:46:29] <Adnn> The problem is that it's more about doing math, I rather do "dumb programming".
[14:46:45] <hllink> it teaches how to handle positions, do some game logic/math, draw properly on the screen
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[14:47:57] <Adnn> I've already gotten into that ^^, my last half-game used Ashley. The code turned out to be pretty clean (except when I decided to add netwroking).
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[14:58:57] <Bernzel> Something in this code/process calls my app to pause into background and restart if resumed: http://pastebin.com/J0BwSsgN this is the log while it happens: http://pastebin.com/58X1x0pG not sure, but maybe someone can find a clue on why it happens. My own guess is the .start(this); where "this" is an activity. Anyone?
[14:59:52] <Bernzel> It doesn't go past beginCrop(); method, that's where the app shuts down, without error..
[15:03:26] <mk1> maybe you should use a different request code for your cropping
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[15:08:23] <Bernzel> mk1 , not sure what you mean
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[15:08:45] <Bernzel> in beginCrop() ?
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[15:09:20] <Bernzel> or when I handleCrop()?
[15:13:06] <mk1> ln22
[15:14:46] <Bernzel> mk1 , I must be slow. What would I place there instead?
[15:15:19] <mk1> any request code but the one you're already using (so anything but 1)
[15:16:17] <Bernzel> mk1 , so ".start(this, 2);" perhaps, and remove the int requestCode from the constructor?
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[15:17:23] <mk1> yes
[15:17:57] <mk1> also check your request code in handleCrop
[15:18:18] <mk1> (if possible)
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[15:22:53] <Bernzel> mk1 like this? http://pastebin.com/tC0cDCcS
[15:23:28] <Bernzel> or should I call handleCrop next after beginCrop() since I check for the requestcode in the method?
[15:24:32] <mk1> yes, like this
[15:26:26] <Bernzel> hm, still the app closes down.
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[15:27:01] <Bernzel> I can't grasp what causes it to close down. I would've expect it to turn back to the original screen it came from
[15:27:02] <blotunga> ok it seems that the first problem i solved... the sample is wrong in the developers.google.com site
[15:27:03] <blotunga> :D
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[15:29:31] <blotunga> i still get this: http://imgur.com/kcnu7uU
[15:29:42] <blotunga> mk1: where did you put BaseGameUtils?
[15:29:59] <mk1> nowhere
[15:30:02] <mk1> I don't use it
[15:30:09] <blotunga> ah
[15:30:35] <blotunga> so you wrote your own sign-in form?
[15:31:30] <mk1> why? there's a sign in form
[15:33:18] <Mezzenstein> google play games services?
[15:33:41] <blotunga> https://developers.google.com/games/services/training/signin
[15:33:56] <blotunga> I'm not sure why the BaseGameUtils is needed then
[15:34:14] <blotunga> Mezzenstein: yeah
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[15:34:21] <blotunga> google pray services
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[15:34:47] <mk1> well, I call connect ;)
[15:35:09] <Mezzenstein> I'm not sure also, but I think it's like a basic Activity to communicate with the play service. You just use the ActionResolver as an interface in the end.
[15:37:06] <Mezzenstein> mk1 you wrote your own activity instead, right?
[15:37:59] <mk1> I just call connect and sign in
[15:39:14] <Mezzenstein> could you show?
[15:39:33] <mk1> nope, sorry
[15:39:48] <Mezzenstein> :-( ok
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[15:40:09] <blotunga> then you don't have a layout or anything similar?
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[15:40:54] <mk1> I don't
[15:41:04] <blotunga> just simply connect and that's it
[15:41:06] <blotunga> :D
[15:41:10] <blotunga> well not a bad idea actually
[15:41:12] <mk1> and why would I if I can integrate it into the game itself?
[15:41:27] <mk1> doesn't break style
[15:41:35] <blotunga> true
[15:43:25] <blotunga> what about the achievement page, that's just web?
[15:43:33] <blotunga> the settings etc?
[15:45:15] <blotunga> btw mk1 did you know that your game crashes if the user is signed out and tries to view achievements?
[15:45:37] <blotunga> if he signs out in the same session
[15:45:50] <Mezzenstein> and if the user won't sign in. Is he still able to play a multiplayer game? :-O
[15:46:05] <blotunga> probably not using play services
[15:46:14] <blotunga> I want to use it for now for cloud saves
[15:46:45] <Mezzenstein> oh crap. If this is the case I'll use shepertz. That works without login or anything.
[15:47:49] <blotunga> you can use KryoNet for communication, however I have no idea about matchmaking
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[15:50:42] <Mezzenstein> yeah i know kryonet, but I want to use a server and I really don't want to care a lot about it :D
[15:52:09] <Mezzenstein> and I can copy paste from an older project, thats the main reason I'll switch to that.
[15:52:53] <Bernzel> mk1 , what activity do I call when I do ".start(this)" in AndroidLauncher? Cause the requestCode doesn't apply whatever I do.
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[16:04:56] <blotunga> wtf, if I move the R file from the generated dir to the com.google.example.games.basegameutils then IntelliJ stops complaining
[16:05:37] <blotunga> but then I can't build of course
[16:05:41] <blotunga> because of duplicate class
[16:07:18] <blotunga> how do i increase intellij's gradle's heap?
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[16:10:00] <blotunga> i tried in the VM Options but doesn't helps
[16:10:26] <waterCreature> studio exe options.
[16:10:38] <Mezzenstein> do you think thats necessary?
[16:13:02] <mobidevelop> blotunga: why do you need to increase heap?
[16:13:30] <blotunga> mobidevelop: because apparently I'm out of it
[16:13:49] <mobidevelop> That seems unlikely
[16:14:27] <blotunga> you'd be surprised :D
[16:15:01] <mobidevelop> You increase it in the gradle.properties
[16:15:19] <blotunga> UNEXPECTED TOP-LEVEL ERROR:
[16:15:19] <blotunga> java.lang.OutOfMemoryError: GC overhead limit exceeded
[16:15:34] <blotunga> and it works outside of IntelliJ
[16:15:40] <Mezzenstein> For me it sounds like something is not correct ;)
[16:15:40] <blotunga> but not inside
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[16:16:28] <Mezzenstein> if integrate the google service, I don't think there would be a memory error after that.
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[16:20:47] <blotunga> Mezzenstein: I do have a lot of code myself
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[16:20:58] <blotunga> so i wouldn't underestimate it
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[16:21:44] <blotunga> mobidevelop: do you have any idea why BaseGameUtils in intellij complains about cannot resolve symbol R, with gradle on the commandline it works
[16:21:56] <jeffol> \o/ robopods round 2 voting success!
[16:22:06] <jeffol> i like it!
[16:22:22] <Blitzcow> Anyone know if you can use both intellij and eclipse with libgdx at the same time?
[16:24:00] <blotunga> Blitzcow: you can
[16:24:15] <blotunga> however the moment you start using Google Pray Services, you have to drop eclipse
[16:24:16] <blotunga> :(
[16:24:35] <Blitzcow> The holy Google Pray
[16:24:44] <blotunga> phun intended
[16:25:24] <Blitzcow> xD Right, because I'm getting dep errors and such when trying out intellij
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[16:39:33] <Bernzel> mobidevelop , I had no success with writing to a tempFile as you suggested yesterday. I've found that the requestCode is the cause of my issues. Would you have time to take a look at my setup right now and see if you can spot anything?
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[16:40:08] <mobidevelop> O.o
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[16:43:05] <Bernzel> what? :S
[16:45:37] <blotunga> dexOptions {
[16:45:37] <blotunga> javaMaxHeapSize "4g"
[16:45:38] <blotunga> }
[16:45:43] <blotunga> seems to be the answer
[16:45:43] <blotunga> :D
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[17:17:08] <jeffol> *clicks RELEASE on iOS app* *processing for app store*
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[17:34:29] <scellow> Finaly it starts to look like something :p http://i.imgur.com/1806xQC.gifv
[17:34:54] <jeffol> scellow: nice!
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[17:35:19] <scellow> jeffol: thanks :)
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[17:59:53] <Bernzel> Have anyone integrated a cropping library to their Libgdx project? If so, which library?
[18:00:34] <jeffol> Bernzel: runtime rendering?
[18:01:32] <Bernzel> jeffol , cropping images from android gallery
[18:01:52] <Bernzel> So , no I guess?
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[18:04:29] <jeffol> Bernzel: android is a widely used OS so it seems like you could find something outside of any libgdx solution and more just android that works
[18:04:34] <jeffol> http://stackoverflow.com/questions/14658348/cropping-an-image-in-android
[18:05:54] <jeffol> Bernzel: it seems to be accomplishable by starting the android camera's crop intent
[18:05:55] <jeffol> Intent intent = new Intent("com.android.camera.action.CROP");
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[18:06:53] <jeffol> There look to be other solutions as well http://stackoverflow.com/questions/18312414/java-android-working-with-image-scaling-cropping-programmatically
[18:08:11] <jigidust> How does one set each second row in a table with a different background? I couldn't find much info about this subject.
[18:10:31] <Bernzel> jeffol: yes as described in your last link, there's a wide range of android versions that won't work using the crop intent. The irritating part is that almost every library I've tried, have worked sort of. I've managed to crop the image, but the same issue came back with all libraries when I wanted to take the cropped data and handle it, the app shut down all the time..
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[18:14:29] <jeffol> Bernzel: have you tried the BitmapRegionDecoder and BitmapFactory solutions?
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[18:19:46] <Bernzel> jeffol , I gave it a few hours this morning, but my knowledge on the android SDK put me back since I couldn't figure out how to stream the output data forwards to my core project
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[18:23:06] <Bernzel> jeffol the closes I've got to getting it to work was with this library : https://github.com/jdamcd/android-crop
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[18:24:20] <jeffol> Bernzel: seems straight forward from here then
[18:24:25] <jeffol> the example has it all
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[18:24:29] <jeffol> beginCrop
[18:24:37] <jeffol> handleCrop
[18:25:27] <Bernzel> jeffol , very straight forward. Yet, using the exact onActivityResult code, handleCrop() will never get executed. Right after beginCrop() is finished it will close the app and restart it if resumed.
[18:25:52] <Bernzel> Crop.REQUEST_CROP will never get called. Don't know why
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[18:27:44] <Bernzel> jeffol , I'm confused by the .start() method. It takes an activity and I simply put "this" as they do in the sample, but what activity will that call?
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[18:28:58] <jeffol> got a meeting bbiab
[18:32:15] <jigidust> Meh, still can't find a solution to my problem. I guess it is not possible to set a different background for each second row in a table?
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[18:41:02] <wulax> I have a shader class which begins/ends a shader program (extends DefaultShader). In this class I bind textures to the render context and pass the texture units to the uniforms. Different renderables want different textures. What is the best way to pass texture references to this class? Should I use Renderable#userData, a custom Attribute, or something else?
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[18:43:51] <wulax> Or is it impossible to answer because I provided to little information?
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[18:45:41] <Darkyen> You can bind multiple textures at once (8 IIRC?), would that solve your problem?
[18:46:44] <wulax> No, binding works fine, I'm just trying to figure out the best way to define which renderables should have which textures
[18:47:13] <wulax> But thanks for your answer
[18:47:17] <Blitzcow> Xoppa: Is frustrum culling with the new MeshPart.radius coming anytime soon to modelbatch #shamefulletaquestion
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[18:48:21] <Darkyen> wulax: Hmm, something with Material maybe? I don't know, I don't remember 3D api very well
[18:49:43] <wulax> Yeah, but a renderable can only have one material, so then I would have to use the custom Attribute approach
[18:50:29] <Darkyen> Isn't it what Attributes are for?
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[18:50:58] <wulax> yes, that is why i included it among the alternatives in my question :)
[18:51:21] <wulax> I guess I will go with that
[18:51:35] <Tomski> wulax: why do you need multiple material for renderable?
[18:51:53] <wulax> I don't, but I need multiple texture references
[18:52:00] <wulax> for one renderable
[18:52:11] <Tomski> You can supply multiple texture descriptions for one Material
[18:52:31] <wulax> Oh, I can? Didn't know that
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[18:52:49] <wulax> Thanks
[18:52:54] <Darkyen> There is even a TextureAttribute, I guess that answers your question then
[18:53:17] <Xoppa> Blitzcow, no, never will happen
[18:53:21] <Xoppa> wulax, https://github.com/libgdx/libgdx/wiki/Material-and-environment
[18:53:38] <Xoppa> Blitzcow, https://xoppa.github.io/blog/3d-frustum-culling-with-libgdx/
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[18:55:05] <Blitzcow> Xoppa: But why implement the MeshPart#update? Then I have to figure something else out to frustrum cull renderables from a ModelCache.java
[18:55:35] <cackling_grandma> night, folks
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[18:56:17] <Xoppa> Blitzcow, what do you mean? frustum culling is simply not the responsibility of modelbatch, that doesnt mean you cant use the radius and such in your code
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[18:58:26] <Adnn> I don't see how I can use the collision data added to a tile (using the collision editor in Tiled), is it not supported ?
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[19:05:50] <Adnn> Here's how it looks like: http://pastebin.com/iz4XxeJN It's the polyline part
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[19:25:37] <wulax> Tomski: How do I supply multiple textures for one material? Did you mean I should use different types of TextureAttribute like ambient, bump, diffuse and such?
[19:25:53] <wulax> I want them all to be diffuse
[19:26:10] <wulax> But I guess I should just make a custom attribute for it
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[19:32:33] <wulax> Oh, and I don't think I can add multiple TextureAttribute of the same type to one material, since same types overwrite each other
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[19:42:00] <Xoppa> wulax, you cant have two of the same attribute types just as you cant have two uniforms with the same name in your shader. So, use the attribute type just as you did in your shader and it should be good
[19:42:57] <wulax> Ok, thanks!
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[19:51:29] <mrk> hi, i'm trying to understand ashley through the docu and the superjumper game and I'm confused on how to create multiple objects of the same entity (say various enemies). The equivalent to e1 = new Enemy(); e2 = new Enemy(); in regular OOP
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[19:53:28] <mrk> or for example I have the tile entity (which has the tile component with tile type and stuff and also the position component and texture component) and I need to create several of those tiles in order to render them
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[20:02:14] <EvilEntity> mrk, you do just that
[20:02:31] <EvilEntity> make a bunch of entities and add stuff to them
[20:02:58] <mrk> but what i dont get is
[20:03:12] <mrk> you have the new Engine(); right?
[20:03:35] <mrk> say it's eng. Then you do eng.addEntity(new EnemyEntity());
[20:03:47] <EvilEntity> im sure you know what a loop is
[20:04:12] <mrk> and according to the javadocs in addEntity it will thow an illegalargumentexception if the given entity was already registered
[20:04:52] <mrk> yeah the loop is no problem, like I'd totally know how to do it without ashley, i'm just trying to learn this FW
[20:05:04] <EvilEntity> you cant do eng.add(entity = new Entity(); eng.add(entity);
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[20:05:21] <EvilEntity> you can add two new ones
[20:05:22] <mrk> ooh
[20:05:25] <mrk> nice
[20:05:30] <mrk> makes total sense
[20:06:08] <mrk> so like the object itself must not be the same, the class can be the same
[20:06:15] <mrk> this solves the issue lol
[20:06:17] <EvilEntity> duh
[20:06:27] <mrk> ;)
[20:06:34] <mrk> ty
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[20:25:22] <wulax> Xoppa: Oh, now I figured out what you meant, and that solution won't work. The textures I need for one renderable are all of type diffuse, or really of type x. I am using them for texture blending by vertex color. But the solution is probably to make a custom attribute where I can define the types myself.
[20:26:49] <Tomski> wulax: eh, how do you expect to be using these shaders at texture?
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[20:27:07] <Tomski> urgh
[20:27:12] <Tomski> textures at shader
[20:28:00] <wulax> I bind them to the render context, then pass the units to uniforms in the shader
[20:28:31] <wulax> Or was that what you were asking?
[20:29:34] <Tomski> What do you mean by type Diffuse, its just a named attribute, it doesnt do anything fancy by itself, unless you are talking in terms of the default shader, where it has specific behavior
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[20:30:20] <wulax> yeah, I know, it adds prefixes depending on type
[20:30:51] <Tomski> And it sets the uniform for the sampler
[20:31:07] <wulax> yes
[20:32:24] <wulax> So I will just make a custom attribute that has the behaviour I want
[20:32:49] <wulax> Basically I was just asking if this was the best way :)
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[20:44:18] <Mezzenstein> hey, need some help. I'm not able to add a library folder to my build.gradle file. How does that work? don't is just write something like apply plugin: "java"
[20:44:19] <Mezzenstein> dependencies{ compile fileTree(dir: "unodostres" include: '*.jar') }
[20:44:32] <Mezzenstein> don't I *
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[20:46:42] <Tomski> wulax: custom TextureAttributes? Ye!
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[20:47:57] <Tomski> Mezzenstein: missing a comma
[20:48:07] <Tomski> That direcctory is relative to the project btw
[20:48:49] <Tomski> Which isnt necessarily relative to the build.gradle file location
[20:54:04] <Mezzenstein> The comma was just a error in the chat and the folder is in the same destination as the build.gradle file. Maybe you can take a look? http://pastebin.com/4VAqqMWG
[20:54:41] <Mezzenstein> (line 34)
[20:54:48] <Tomski> Mezzenstein: dont add it to all projects like that
[20:55:05] <Tomski> Add it to the core and android project
[20:55:26] <Mezzenstein> oh I'll try that
[20:55:28] <Tomski> And its relative to the project you are adding the dependency to
[20:55:35] <Tomski> So either way, the path is wrong
[20:55:57] <Tomski> As you have it there, gradle will be looking in core/appwarp, android/appwarp, etc
[20:56:39] <Tomski> If you change it to, dir: '../appwarp' it should fix it, but you dont need to add it to all projects like that
[20:57:41] <Mezzenstein> okay, but what do you suggest then?
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[20:57:56] <cristian_> hello guys
[20:57:57] <Tomski> Just add it to the core section and android
[20:58:05] <Tomski> You have to duplicate for android because of a problem with flat files
[20:58:13] <Tomski> But other projects can inherit from core just fine
[20:58:13] <cristian_> do you guys know where is the asset folder located in the last version?
[20:58:36] <Tomski> cristian_: android/assets is the default location, unless you dont have an android sub project, in which case it is core/assets
[21:00:13] <Mezzenstein> but Tomski if I'll do that I get this crazy exception error "Exception in thread "main" java.lang.NoClassDefFoundError: com/badlogic/gdx/ApplicationListener
[21:00:14] <Mezzenstein> at java.lang.Class.forName0(Native Method)
[21:00:14] <Mezzenstein> at java.lang.Class.forName(Class.java:191)
[21:00:14] <Mezzenstein> at com.intellij.rt.execution.application.AppMain.main(AppMain.java:122)"
[21:00:20] <cristian_> oh, thanks
[21:00:41] <Tomski> Mezzenstein: please use pastebin if you want to share errors/code even if its just a few lines
[21:01:05] <Tomski> Make sure you can refresh gradle without error
[21:01:36] <Mezzenstein> pardon!
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[21:04:10] <Bernzel> How can I make my onActivityResult execute a second time when it's done?
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[21:09:17] <Mezzenstein> Tomski thanks for your help, works fine.
[21:09:39] <Tomski> Mezzenstein: victory!
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[21:25:07] <attachble> is it possible to create a box2d body that isn't influencing the physics (i.e. mass) of other bodys once it's attached using a joint? I tried setting the gravity scale to 0 but that didn't really work
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[21:47:08] <Darkyen> Have you tried making it very light? (I don't know if box2d suports weightless bodies)
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[21:49:42] <attachble> i already tried setting mass and other values to zero. Looks like setting the type to DynamicBody from KinematicBody makes the mass go to 1.0
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[21:58:43] <Darkyen> Hm, they probably require some weight so it does not mess up the simulation
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[22:11:19] <cristian_> guys
[22:11:30] <cristian_> are there any sprite sheet extractor for ubuntu?
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[22:15:26] <Darkyen> Sprite sheet extractor from where?
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[22:19:32] <cristian_> I have a sprite sheet
[22:19:38] <cristian_> that I want to convert into an atlas
[22:19:50] <cristian_> but I don't want to copy paste in GIMP
[22:19:59] <cristian_> and the extractors crash on wine
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[22:23:24] <jeffol> you need to compile an atlas? can't libgdx do that at runtime on desktop regardless of platform?
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[22:24:16] <cristian_> sorry, I mean
[22:24:22] <cristian_> I have a downloaded sprite sheet
[22:24:33] <cristian_> and I want to convert it into an atlas
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[22:24:47] <cristian_> the sprite sheet is downloaded from the web
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[22:26:49] <EvilEntity> open up gimd and start cutting
[22:27:01] <EvilEntity> you would be done by now
[22:27:06] <cristian_> I know
[22:27:14] <cristian_> but is a fighting game character
[22:27:19] <cristian_> so hundreds of sprites
[22:27:23] <Darkyen> Or make custom java tool and make it opensource so nobody has to do it again ;)
[22:27:26] <EvilEntity> sux
[22:27:48] <EvilEntity> if they are not packed you can just split that fucker
[22:28:03] <EvilEntity> region.split or whatever its called
[22:29:00] <Darkyen> Maybe pure java would be better for this, gl might not be pixel perfect
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[22:31:04] <cristian_> there's a bunch of windows unpacker utilities
[22:31:08] <cristian_> but they crash on ubuntu
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[22:31:36] <EvilEntity> running win app on ubuntu would do that
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[22:37:30] <cristian_> but both crash on wine
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[22:38:21] <ASneakyFox> virtualbox can be your friend :D
[22:38:40] <ASneakyFox> windows 7 suprisngly runs very well on virtual box on my ubuntu laptop
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[22:49:17] <cristian_> I guess I'll try to install windows xp on my virtual box
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[23:57:09] <Kotcrab> new VisUI is out guys http://kotcrab.com/blog/2015/11/23/visui-093-released/
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   November 23, 2015  
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