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[01:04:22] <euser> Hello everyone. Any suggestions what's the best way to get AudioDevice -functionality on iOS?
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[01:37:23] <Freiza> Is it okay to change texture in Ashley system?
[01:45:32] <Silferein> What do you mean?
[01:47:21] <Freiza> atlas.findRegions(Constants.playerIdle); I use this type of code all over in processEntity, is it okay?
[01:51:09] <TEttinger> it's probably a sign of some mixing of display with logic that isn't the cleanest way of doing things
[01:52:53] <TEttinger> you may want to move as much display stuff as you can to a separate "area" (this might be a system, but I don't know what terms ECS uses) where that area knows how to render some simple value like a string or number, and the rest of the code just updates the strings/numbers for the rendering to flexibly decide how to draw
[01:53:55] <TEttinger> in your case, you might just set some variable to Constants.playerIdle in one system, and then the rendering knows how to take that constant and draw it
[01:54:08] <TEttinger> possibly turning it or whatever for the case that's relevant
[01:55:38] <Freiza> Did not understand your third message.
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[02:04:35] <Freiza> Okay, I got it. Thank You very much.
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[02:27:31] <barodapride> hey all, does anyone have an example of how to use the 'Aligned' option in the libgdx particle editor - I can't figure it out
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[02:29:48] <Tomski> barodapride: angle of the particle is added to the rotation
[02:31:17] <mrk> hi, i'm planning to use libgdx after an unactive time. just a simple game but i want it to work on ios too. any good reason for one or the other backends that exist now? i used robovm for the last game a year ago
[02:32:44] <barodapride> I kinda see it working, maybe it's not what I'm looking for. I'm trying to get some water droplets to face the direction of velocity in the editor
[02:33:00] <Tomski> use aligned and dont give a rotation
[02:33:11] <Tomski> mrk: robovm oss for now
[02:34:05] <Tomski> unless you are writing a huge amount of platform specific code, and hooking into native frameworks, its pretty trivial to support both
[02:34:31] <barodapride> the particles seem to have random rotations.
[02:34:41] <barodapride> if I turn off rotation
[02:35:37] <mrk> as far as i understand we have both but will eventually one "officially" supported? not a lot of platform specific stuff.. maybe ads and score sharing
[02:36:08] <barodapride> mrk - i would advice to focus on one platform, then if the game is a hit you can port it
[02:37:16] <mrk> thanks to both!
[02:42:04] <Tomski> mrk: they are both officially supported
[02:42:15] <Tomski> I would personally recommend robovm oss at the moment
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[02:42:29] <Tomski> But hopefully MOE will end up being viable
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[02:42:47] <Tomski> well, more viable :)
[02:42:53] <Tomski> barodapride: give the rotation 0
[02:43:40] <barodapride> I did, I don't think I can do what I want. I switched to a more directionless droplet image
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[02:46:44] <Tomski> barodapride: works just fine
[02:47:40] <barodapride> I could see how it works for some effects but my effect has gravity and I'd like the rotation to change with the direction of motion
[02:47:54] <barodapride> so for example my particles splash upwards and then down
[02:48:10] <barodapride> I'd like the droplet particle to face the direction they travel throughout the effect
[02:48:15] <barodapride> if you get what I'm saying
[02:48:22] <Tomski> Yeah
[02:48:30] <Tomski> Gravity isnt handled very well with the editor
[02:48:51] <barodapride> it seems like gravity isn't really gravity also, it's just another velocity
[02:48:59] <Tomski> It just takes the raw values of velocity component
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[03:17:56] <Silferein> Hey, is there a way to tell a cell in scene2d or vis.ui to maintain an aspect ratio?
[03:17:56] <Silferein> For example, I have an image that I want to expand as much as it can vertically, and then expand the same amount horizontally.
[03:24:14] <Tomski> You can use image.setScaling to decide how the image scales
[03:34:33] <Silferein> Tomski- I didn't know that- thanks!
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[04:33:18] <rwarwaa> glClear/glClearColor seems to be ignoring the alpha value. Anyone know what I'm missing? >> http://hastebin.com/ohonevezaj.css
[04:35:21] <Tomski> How do you know its ignoring the alpha version?
[04:35:37] <Tomski> value*
[04:37:13] <rwarwaa> I'm expecting to see tracers when I set it to something other than 1.0f. I tried 0.01f and 0.99f -- no tracers
[04:37:46] <Tomski> tracers?
[04:37:52] <TEttinger> tracers?
[04:39:42] <rwarwaa> What I mean is that I'm expecting to see the output of the previous render loops gradually fade.
[04:39:48] <rwarwaa> Not sure if what I'm saying makes sense.
[04:40:04] <Tomski> glClear clears the whole buffer to the preset values
[04:40:17] <Tomski> It doesn't retain any data
[04:40:47] <Tomski> if you set glClearColor to 0,0,0,0, when you glClear(COLOR_BUFFER_BIT), it sets the buffer to those values
[04:41:10] <Tomski> Its not a drawing operation that blends with the previous values of the buffer
[04:42:17] <rwarwaa> Okay, so maybe I can use ShapeRenderer to draw a box the size of the orthographic camera bounds and set the alpha on that?
[04:42:27] <rwarwaa> And never call glClear?
[04:42:48] <Tomski> What is it you are trying to achieve?
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[04:46:13] <rwarwaa> I just want to draw on top of the previous render cycle, but I also want to fade out the previous render cycle when I start the new render cycle.
[04:48:50] <Tomski> You're probably better off drawing a frame to an fbo, then drawing that quad faded
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[05:21:56] <Silferein> Is there a way to set an actor's position based on a % of the group's width?
[05:22:41] <Silferein> I've been trying to do it myself, but the group doesn't appear to get a width from the table immediately.
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[06:22:25] <TEttinger> Silferein: there's various things that affect the width after being added, IIRC
[06:22:53] <TEttinger> I seem to remember a pack method in either scene2d or swing... but I might have the name wrong
[06:24:15] <TEttinger> https://github.com/libgdx/libgdx/wiki/Table#widget-size
[06:36:32] <Silferein> Hmm. I'm using a table cell as my canvas as it were, so that I can make sure I don't draw over the UI. Maybe that's my mistake.
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[06:42:28] <TEttinger> you probably want to move the cell based on percent of width?
[06:43:14] <TEttinger> there's a value here https://github.com/libgdx/libgdx/wiki/Table#values
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[06:43:37] <TEttinger> Value.percentWidth(somePercentageAsFloat)
[06:44:00] <TEttinger> ^ Silferein
[06:44:54] <Silferein> http://pasteboard.co/anjLqHhwO.png
[06:45:20] <Silferein> TEttinger- thanks, that's perfect- I must be going blind in my old age
[06:45:42] <TEttinger> cool
[06:45:57] <TEttinger> icons could be a little higher detail, they seem to have resized oddly
[06:46:15] <TEttinger> otherwise I like it so far, no idea what it's about :)
[06:46:45] <Silferein> Yeah, and it doesn't seem to antialias. I'm sure there's a way to turn that on somewhere.
[06:47:50] <TEttinger> yeah
[06:48:06] <Silferein> That's the star map for navigation. I'm trying to set the stars in positions relative to that big purple thingy so that I can change the screen size- right now it's hard coded.
[06:48:13] <TEttinger> you're probably using nearest filtering, and linear or bicubic or something might be better
[06:50:02] <TEttinger> https://github.com/libgdx/libgdx/wiki/Texture-packer#texture-filter-options
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[06:54:06] <Silferein> I'm not even using texture packing yet (although I should be). Tomorrow or tuesday I think I'll refactor everything to use the asset manager and texture packer
[06:57:35] <Freiza> Ashley, My PlayerSystem is growing very large (line of code), I want to divide it but read that system should not communicate with each other, then how to break system?
[06:59:21] <Freiza> Is 2000+ line of code in a class normal?
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[07:00:47] <TEttinger> not really
[07:01:12] <TEttinger> I mean, I do it all the time, but that's in code that I am fully aware is terrible
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[07:02:06] <TEttinger> this one's 9,000 SLoC and it isn't even complete https://github.com/tommyettinger/PixVoxelAssets/blob/master/PixVoxelAssets/PixVoxelAssets/TallFacesDithered.cs
[07:02:37] <TEttinger> 17,500 here https://github.com/tommyettinger/PixVoxelAssets/blob/master/PixVoxelAssets/PixVoxelAssets/VoxelLogic.cs
[07:02:55] <TEttinger> needless to say, this code is hard to manage
[07:03:02] <Tomski> loc
[07:03:14] <Tomski> tsk
[07:04:43] <Freiza> Okay then how do new people contribute? Do they read whole 17,500 lines of code?
[07:05:02] <Freiza> Especially when fixing bug?
[07:05:19] <TEttinger> that repo is not meant for people to look at except in abject horror
[07:05:25] <Silferein> Freiza- maybe you can break that system into subsystems internally?
[07:05:54] <Silferein> I'd have to see what those 2000+ lines are doing, but they could probably be decomposed.
[07:05:56] <TEttinger> that's the code used to render http://tommyettinger.github.io/home/PixVoxel/cu9_mini/Firing.html
[07:06:12] <Freiza> How? Using normal oop or there is some ashley way?
[07:07:14] <Silferein> It depends on why it is 2000+ lines. If there is duplicate code, then "normal OOP" should do- more likely it is doing too many things, and the Ashley way would probably be to break it into smaller, more focused, subsystems.
[07:07:43] <TEttinger> this is a fighting game, right? I think you mentioned that
[07:07:54] <Freiza> Yes sir :)
[07:08:41] <Freiza> Just being curious, why your firing is taking so many lines of code? Looks easy to me, but I am a newbie
[07:09:04] <TEttinger> I think it's normal to separate the display, physics, and internal gameplay logic, and that might be easily split into 3 subsystems
[07:09:33] <Silferein> You can also take any data (like those arrays of floats) and put them in a data file and have your code load it at runtime.
[07:09:38] <TEttinger> the firing actually is done elsewhere, but mainly that's a lot of code because not all of it is used there
[07:09:51] <TEttinger> Silferein: re: me?
[07:10:07] <TEttinger> it would be a bit harder to edit in a data file is all
[07:10:26] <TEttinger> I'm recompiling constantly when I run the renderer
[07:11:03] <Silferein> TEttinger- but if it's in a file it doesn't get compiled, right?
[07:11:15] <TEttinger> my compile times are fast
[07:11:20] <TEttinger> my run times are not
[07:11:28] <Silferein> hmm
[07:12:02] <TEttinger> also, if the backup or antivirus decide to dislike the data files halfway through a 10 hour multi-million file render, I'm screwed
[07:12:16] <TEttinger> about 2/3 of TallFacesDithered, at least, is used in other sections but not in the stuff I showed
[07:12:55] <Silferein> Oh, I get it.
[07:13:14] <TEttinger> mostly it's sloppy organization
[07:13:53] <TEttinger> but the exe isn't being redistributed on its own, no reason, so I'm fine if the code is sloppy
[07:13:54] <Freiza> is there any way to move in the map? No keys are working
[07:14:20] <TEttinger> the site I pasted is just a preview with gifs :)
[07:15:32] <Freiza> Does your missile goes to any tiles using projectile path in your real game?
[07:15:57] <Silferein> Well, I'd better hit the hay before I break all my code again. g'night
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[07:16:37] <Freiza> Who was he?
[07:23:07] <TEttinger> Silferein has been around here a lot, working on a game, not sure quite what, using GWT
[07:24:29] <TEttinger> the missile sorta goes high up and disappears, then reappears coming down further away. I could make it turn, but that would add a lot of images
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[09:40:59] <[AD]Turbo> hi there
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[10:19:05] <kdarknight> [AD]Turbo, hey
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[12:29:40] <tian_> Hi
[12:31:06] <tian_> I create a custom bitmapfont library. It can covert system font to custom bitmapfont and no need external ttf file. Multi-language https://github.com/tianqiujie/nativefont
[12:33:40] <tian_> welcome to help me Improve it.
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[13:55:08] <blotunga> I can't make sense out of how the scalingviewport works
[13:56:46] <blotunga> let's say I have a 800x600 window
[13:57:20] <blotunga> and set up an orthographic camera with the scenesize of 1280x720
[13:57:58] <blotunga> shouldn't Scale.fillY make me a window with black bars top/bottom like playing a movie on an old 4:3 aspect ratio tv?
[14:00:37] <Tomski> fillY would fill in the y direction
[14:00:45] <Tomski> so no black bars on top/bottom
[14:04:34] <blotunga> I meant fillX
[14:04:36] <blotunga> sorry, typo
[14:04:58] <Tomski> It may or may not give you back bars on the top/bottom
[14:05:40] <blotunga> Tomski: in this concrete example I mean
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[14:06:47] <blotunga> the closest I came to something almost good is using this code: http://pastebin.com/HvRXBhJU
[14:07:46] <Tomski> In that example yes
[14:09:09] <blotunga> http://imgur.com/a/DWXQO
[14:09:12] <blotunga> I get this
[14:09:15] <blotunga> the first is starting up
[14:09:23] <blotunga> the second looks like it has the correct AR
[14:09:32] <blotunga> but that happens only after redrawing
[14:10:40] <blotunga> I still don't understand the relationship between the viewport size and the resolution
[14:10:47] <Tomski> Nothing
[14:11:12] <Tomski> You are designing for a fixed world size of 1280x720?
[14:12:23] <blotunga> yes, all my coordonates are relative to that
[14:12:33] <blotunga> it was easier to layout the texts that way
[14:12:56] <blotunga> and it looks very good on 16:9 AR, somewhat decent on 16:10 and crappy on 4:3
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[14:14:15] <blotunga> i think I also stuck with the fixed world size because when I started the project that's how the first example was, and simply went with it
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[14:19:48] <blotunga> Tomski: so how can I have the same aspect ratio for any resolution?
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[14:20:50] <Tomski> blotunga: that is the same aspect ratio
[14:21:02] <Tomski> You just see different amounts of the world
[14:25:58] <Tomski> youre always going to be seeing 1280 units win x with fillX
[14:26:13] <Tomski> in*
[14:26:24] <Tomski> but in y, could be a whole range of values
[14:26:44] <Tomski> I suggest you play with viewports in a test bed, rather than trying to hook it up to your app straight away
[14:27:02] <Tomski> https://gist.github.com/Tom-Ski/dcfb2da308382960861398f3b073f0f2
[14:27:22] <blotunga> well, the main menu is one of the simplest bits
[14:27:25] <blotunga> so I can test on it
[14:27:31] <blotunga> without setting up anything extra
[14:28:01] <Tomski> Not simple enough
[14:28:23] <Tomski> If you dont understand how viewports work, why would you make your life harder by complicating it
[14:29:40] <blotunga> because I have to create a new project for that :)
[14:29:52] <Tomski> No you dont
[14:30:33] <Tomski> Pop the class into your desktop project src folder, right click run, thats it
[14:33:24] <blotunga> ah yes
[14:34:14] <blotunga> and this example you gave me works as expected
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[14:48:37] <blotunga> now I have to figure out what breaks it in my code
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[14:53:47] <iprime> hi everyone
[14:54:09] <iprime> i have a font issue
[14:54:33] <iprime> with one of the fonts the label is rendered incorrectly: http://i65.tinypic.com/fyd1dz.png
[14:54:50] <iprime> switching to another font makes hte label have a correct height
[14:55:13] <iprime> both fonts were produced with different software, but the fnt files data seems fine in both
[14:57:51] <blotunga> fonts are a nightmare
[14:57:52] <blotunga> really
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[15:01:21] <iprime> yeah well, so far it's been manageable, but this seemed like a really strange issue
[15:04:37] <Tomski> iprime: are you scaling?
[15:05:02] <iprime> no, i'm debuging now to compare both font's bitmap data
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[15:05:24] <iprime> here's the data of the 'bad' font: ascent -65, capHeight 91, descent -117, down -110, lineHeight 110, xHeight = 69
[15:05:28] <iprime> will try the good one in a min
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[15:18:24] <iprime> ok the only striking difference is that the "ascent" of the bad font is -65, while that of the good one is 21
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[15:26:17] <zymo> hey guys
[15:27:00] <iprime> changing 'base' of the bad font kind of fixed it, so it's probably something to do with the software used to produce it, shoebox
[15:27:41] <zymo> I gotta change all my pixel units to something better
[15:27:45] <zymo> i guess pixel per meters
[15:28:04] <zymo> just not sure how to go about changing things
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[15:36:59] <Ashiren> 1 pixel per 1 meter?
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[15:46:21] <iprime> so for anyone interested, turns out the problem is the improperly calculated 'base line' (this was done by shoebox, which is an app for producing 2d sprites/fonts)
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[15:59:46] <Tomski> no pixels per meter .....
[15:59:58] <Tomski> stap
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[16:03:20] <blotunga> Tomski: I've figured out my problem
[16:03:47] <blotunga> Tomski: it seems that if I don't apply the camera when creating the scalingviewport, something goes awry :)
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[16:06:39] <zymo> is it against convention to name a method PPM() instead of pixelPerMeter()
[16:06:51] <zymo> cuz it's really long and I wanna shorten it
[16:06:58] <Tomski> you dont
[16:06:59] <Tomski> stop it
[16:07:04] <Tomski> no ppm anywhere
[16:07:05] <zymo> ?
[16:07:13] <zymo> not even for camera?
[16:07:17] <Tomski> no
[16:07:26] <zymo> what about mouse clicks
[16:07:56] <Tomski> You pass them through the camera to convert input to world coordinates
[16:09:45] <zymo> is there an example of this?
[16:10:01] <Tomski> https://xoppa.github.io/blog/pixels/
[16:12:15] <zymo> is this even important if the game is desktop only?
[16:12:22] <Tomski> yes
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[16:20:28] <zymo> they are using ppm in this example
[16:22:13] <Tomski> If you read it, it states that the first examples are all examples of bad practice, and you should not use them
[16:23:54] <zymo> ah i see
[16:31:00] <cackling_ladies> ouch
[16:31:06] <cackling_ladies> copy paster baits? :D
[16:31:15] <zymo> how do you use the ResolutionFileResolver?
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[16:34:42] <zymo> Can i add like 50 different resolutions to it? haha
[16:34:49] <Tomski> If you wanted to
[16:35:07] <Tomski> You typically would only have a couple if that
[16:35:21] <zymo> so all it does is match the texture dimensions with the resolution of the device?
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[16:36:17] <Tomski> Check out the javadoc
[16:36:28] <Tomski> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/loaders/resolvers/ResolutionFileResolver.html
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[16:40:20] <zymo> oh so you have to make folders for all the resolutions and make the textures inside them be the appropriate dimensions
[16:42:25] <Tomski> You would make them for large leaps in device resolutions
[16:42:29] <blotunga> well, time for me to split, Tomski thanks for the help
[16:42:36] <Tomski> So you dont upscale/downscale too much
[16:43:18] <blotunga> btw in my experience if the device supports mipmapping, it's better to downscale than to upscale
[16:43:20] <Tomski> e.g. one for 1280x720, one for 1920x1080, one for 4k
[16:43:33] <zymo> i see
[16:43:37] <Tomski> This is an additional step mind you
[16:43:46] <Tomski> It doesnt have anything to do with what units you use for your camera
[16:43:50] <Tomski> or your world
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[16:44:54] <zymo> oh what about config.width and config.height in the desktop launcher?
[16:45:00] <zymo> shoud that also be in meters?
[16:45:02] <Tomski> If you aren't using ResolutionFileHandler at the moment, you can skip it until you think you need it
[16:45:16] <zymo> yeah i'll skip it for now
[16:45:36] <Tomski> Thats the window resoltuion
[16:46:29] <Tomski> so 'pixels'
[16:46:40] <zymo> cool, thank you
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[16:53:46] <zymo> im using tiled btw
[16:53:58] <zymo> what do i set my tile sizes to?
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[17:07:39] <Roergh> How do you guys usually save user accounts for multiplayer games? Just with mysql or individual txt/dat files or something else that I'm not thinking of?
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[17:09:06] <zymo> if im working with meters, properties.get("tilewidth", Integer.class); will give me a pixel value
[17:09:10] <zymo> how do i work around this
[17:09:59] <Tomski> zymo: why query that?
[17:10:31] <Tomski> What tiled renderer are you using?
[17:10:40] <zymo> I use it for pathfinding
[17:10:48] <zymo> and finding collisions
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[17:11:02] <zymo> orthogonal
[17:11:22] <Tomski> Let each tile be 1m wide
[17:11:29] <Tomski> Or whatver is appropriate
[17:11:34] <zymo> 1m sounds good
[17:11:35] <Tomski> You dont need o query the property
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[17:13:48] <Tomski> Your ortho renderer has a scale parameter in the constructor that you should feed in the scale you need
[17:14:00] <Tomski> If your tileset is 32x32 pixels per tile, feed in 1/32
[17:14:03] <Tomski> 1/32f
[17:14:11] <zymo> ah, so that effects .getCell( x, y ) on TiledMapTileRenderer?
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[17:15:41] <zymo> my brain is exploding
[17:18:07] <Tomski> getCell(10, 10) gets you the cell at 10m x, 10m y in world units
[17:18:40] <zymo> i do a lot of digital art so pixels are like super ingrained in my brain
[17:18:43] <zymo> thanks for the patience
[17:18:48] <Xoppa> Tomski, do you know whats wrong with jenkins?
[17:19:09] <Tomski> zymo: https://github.com/libgdx/libgdx/wiki/Tile-maps#rendering-tiled-maps
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[17:19:28] <Tomski> Xoppa: yeah, should be fixed
[17:19:33] <Tomski> the build is good though
[17:19:40] <Tomski> Was just a post processing step that failed
[17:19:40] <Xoppa> ow, okay, great
[17:19:57] <Xoppa> ah, i see
[17:21:16] <zymo> to think that i was gonna try my hand at isometric
[17:28:05] <zymo> so by basing the camera off meters, does touchDown in the InputProcessor return a scaled value?
[17:29:46] <Tomski> It returns the touch in touch coordinates
[17:30:36] <Tomski> Which is typically matched to actual pixels, top left of the screen being 0,0
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[17:32:06] <Tomski> You would use the camera#unproject method to convert to world cooridinates
[17:32:26] <zymo> thanks
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[18:23:40] <zymo> OrthogonalTiledMapRenderer(MapManager.map, 1/64f); makes my tiled map huuge
[18:24:45] <zymo> oh wait
[18:24:55] <zymo> its cuz i set my width to 4 meters
[18:25:02] <zymo> camera width
[18:25:21] <Tomski> are your tiles 64px x 64px?
[18:25:44] <zymo> yup
[18:25:50] <Tomski> nice
[18:26:03] <Tomski> You should see 4 tiles with that camera viewport width
[18:26:05] <zymo> i want my game to look nice haha
[18:26:20] <zymo> yeah im still getting used to this meter measurement lol
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[18:39:50] <zymo> alright so I unprojected the mouse coords to the camera but now I'm getting values around -500
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[18:45:10] <kdarknight_> anybody here made any cool spark effect in libgdx before?
[18:45:35] <Tomski> zymo: how are you doing that?
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[18:54:27] <zymo_> somehow fixed it
[19:02:03] <kdarknight_> i have a .obj 3d model, if i load it directly to libgdx it works fine, but if i convert it with fbx-conv and then load it, nothing shows up(no error)
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[19:56:09] <diphtherial> i'm puzzled by kotlin's liberal introduction of keywords
[19:56:26] <diphtherial> like, do you really need a separate keyword for a descending range (downTo) vs an ascending one (until)?
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[20:22:33] <Xoppa> kdarknight_, pastebin the g3dj file
[20:23:23] <kdarknight_> okay just a sec
[20:26:09] <kdarknight_> Xoppa, http://hastebin.com/etuyomazew.json
[20:26:31] <kdarknight_> its just a cone shape model, nothing fancy
[20:27:17] <Xoppa> the opacity is zero kdarknight_, set it to 1.0
[20:28:23] <kdarknight_> haha, thanks it worked, that was silly of me
[20:28:44] <kdarknight_> one more thing, its more of a math question, how to rotate a object facing the direction it is moving?
[20:29:29] <Xoppa> which direction is it facing when unrotated?
[20:29:55] <kdarknight_> default, i guess 0,0,0
[20:30:51] <kdarknight_> imagine a ruler, when the ruler falles, i want the pointed side face down
[20:31:22] <kdarknight_> or if the ruller flies in the air, I want the pointed side face the motion direction
[20:31:31] <kdarknight_> falls*
[20:31:44] <Xoppa> so, to which direction it the pointed side face facing if you only load the model and dont rotate it
[20:32:58] <kdarknight_> right now the rotation is constant if it falls or moves, pointed face is facing towards z axis
[20:33:27] <wulax> modelinstance.transform.setToLookAt(directionVector, upVector)
[20:33:28] <Xoppa> then it would be instance.transform.translate(0, 0, amount);
[20:33:30] <wulax> or something
[20:33:55] <Xoppa> that will move it forward, regardless rotation (so moving it in the direction it is facing)
[20:34:24] <kdarknight_> Xoppa, no, i don't want to move it the direction it is facing, instead rotate it the direction it is moving
[20:34:41] <kdarknight_> let me give you a picture to explain
[20:34:45] <kdarknight_> just a sec
[20:37:36] <kdarknight_> http://imgur.com/a/15hD2
[20:38:00] <kdarknight_> yellow thingy falls from above
[20:38:40] <kdarknight_> now when they move towards y axis, i want them to face downwards, if they move up, they should face upwards
[20:39:23] <kdarknight_> Xoppa, wulax ^^
[20:39:27] <Xoppa> how are you moving them?
[20:39:34] <kdarknight_> by translating
[20:39:51] <kdarknight_> instance.transform.setTranslation(position);
[20:39:58] <kdarknight_> adding velocity to postion
[20:40:28] <Xoppa> so you have a velocity, which contains the direction: direction.set(velocity).nor();
[20:40:54] <Xoppa> which side should be up or right?
[20:41:32] <kdarknight_> right one
[20:41:49] <Xoppa> say what?
[20:42:24] <kdarknight_> " which side should be up or right?" can you rephrase?
[20:42:36] <kdarknight_> sorry :P
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[20:43:33] <Xoppa> go stand up straight, now image your head being front and your feet being back. then rotate around, notice how there are unlimited rotation at which your head is up?
[20:43:55] <Xoppa> so, you´ll have to specify another side as well
[20:43:59] <kdarknight_> oh
[20:44:29] <kdarknight_> when the second rotation doesn't matter
[20:44:43] <kdarknight_> those yellow thingy will be kinda particle
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[20:44:53] <Xoppa> afk for a few minutes
[20:45:06] <kdarknight_> then*
[20:45:17] <kdarknight_> cylinder like particle
[20:46:03] <kdarknight_> 3d is hard mannnn!!
[20:48:39] <diphtherial> it involves a fair amount of linear algebra, yeah
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[20:54:15] <kdarknight_> this is what i want it to look when they falls
[20:54:19] <kdarknight_> http://imgur.com/a/3hJZC Xoppa
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[20:55:03] <Xoppa> if you dont care about the orientation other than z then you can simply rotate it using a dot product
[20:55:27] <kdarknight_> dot product between?
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[20:57:11] <Xoppa> something like: Vector3 current = new Vector3(), direction = new Vector3(); Matrix4 t = instance.transform; current.set(t.val[Matrix4.M20], t.val[Matrix4.M21], t.val[Matrix4.M22]); t.rotate(current, direction);
[20:57:33] <Xoppa> euhm, need direction.set(velocity).nor(); in there
[20:58:03] <Xoppa> also add a condition to only execute this when velocity.len2() > 0
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[21:00:17] <kdarknight_> haha, they are going crazy. Let me show you the code
[21:02:04] <kdarknight_> Xoppa, http://hastebin.com/hefanidisi.hs
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[21:03:56] <Xoppa> vel.add(acc) ?
[21:04:01] <Xoppa> that should be mulAdd
[21:04:55] <kdarknight_> still same, it just slows it down, as expected
[21:05:04] <kdarknight_> direction still crazy
[21:05:23] <Xoppa> log the values to make sure they are correct
[21:05:30] <kdarknight_> just a sec
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[21:08:22] <kdarknight_> looks fine to me, should I create a minimal runable single java file and show you?
[21:08:49] <Xoppa> which values do you see?
[21:09:02] <kdarknight_> velocity
[21:09:04] <Xoppa> perhaps the arguments need to be swapped
[21:09:11] <RedHatter> I'm trying to build an ios-moe project and I'm seeing a really weird error "IOSMoeLauncher.java:12: error: cannot access UIApplicationDelegate".
[21:09:23] <Xoppa> log the current and direction, not the velocity
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[21:09:35] <kdarknight_> oh, just a sec
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[21:10:31] <RedHatter> I had it working before but change some code in the core project (didn't touch anything todo with ios) and now it is not work for some weird reason.
[21:10:47] <minersail> Hello can I ask a question
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[21:11:51] <zymo> after i converted my game from pixels to meters, my pathfinding makes things steer along the edges of tiles instead of the center
[21:12:09] <Xoppa> you just did minersail
[21:12:25] <minersail> how do you scale fonts for skins?
[21:12:30] <minersail> I've tried two different methods
[21:12:44] <minersail> I've set properties in the json
[21:12:44] <kdarknight_> Xoppa, are you free right now to be able to run a libgdx java file if i provide?
[21:12:59] <minersail> and I've tried skin.getFont("default-font").getData().setScale(0.5f,0.5f);
[21:13:06] <minersail> neither of them have worke
[21:13:32] <Xoppa> i dont think thats necessary kdarknight_
[21:13:44] <Xoppa> update to snapshot minersail
[21:14:12] <kdarknight_> because I don't even know what to look for in log of direction and current :P
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[21:14:27] <Xoppa> did you swap the arguments?
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[21:14:59] <kdarknight_> just a sec
[21:15:02] <Wospy> Hey! anyone fo a quick question google doesnt have answers :(
[21:15:35] <zymo> i can try Wospy
[21:15:39] <minersail> was the swapping arguments addressed to me?
[21:15:59] <minersail> also this project was generated this week by the libgdx project generator so I think it's latest version
[21:16:39] <Wospy> I'm getting NoSuchMethodError exception with scene2d stage(setKeyboardFocus) after clicing actor using visUI extention
[21:16:40] <Xoppa> the setup tool generates a project using stable minersail, not snapshot
[21:17:23] <minersail> oh ok
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[21:17:45] <zymo> oh havent messed with any of that before sorry
[21:18:27] <Kotcrab> Wospy: you are using wrong visui version for your libgdx version, see https://github.com/kotcrab/vis-editor/wiki/VisUI#libgdx-compatibility
[21:18:43] <Wospy> :o I just checked it in the installation
[21:18:44] <Wospy> thanks
[21:19:21] <minersail> oh wow worked like a charm
[21:19:25] <minersail> Thanks a lot Xoppa
[21:19:59] <Xoppa> yay! yw minersail, pics or it didnt happen!
[21:22:14] <diphtherial> just a check, but is it common to have a directory structure for a texture atlas like this?: sprites/myguy/ and files like idle_1.png, idle_2.png, walking_1.png, etc. ?
[21:22:15] <minersail> well here's a pic
[21:22:17] <minersail> http://imgur.com/a/Gy2wx
[21:22:28] <kdarknight_> Xoppa, swapping vars did stopped them from going crazy and they are started to behave as what I am trying to achieve but they are not perfectly oriented. Let me show you a pic
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[21:23:07] <minersail> Xoppa > google
[21:24:08] <kdarknight_> Xoppa, http://imgur.com/a/fecDl
[21:24:12] <Xoppa> nice minersail! making your own tiled customizer?
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[21:24:53] <Xoppa> can use a different approach kdarknight_:
[21:25:01] <minersail> it's supposed to be a tile editor for a tile-based game
[21:25:18] <minersail> I just learned that there's already built-in ones but I figured I'd try my own
[21:26:26] <minersail> this is my first time on a freenode, if I'd known it was this easy to get help when google fails I'd have done this much sooner
[21:26:40] <Xoppa> direction.set(vel).nor(); up.set(Vector3.X).crs(direction); right.set(up).crs(direction); instance.transform.set(right, up, direction, position); kdarknight_
[21:27:04] <Xoppa> need to be in the conditional and replaces the previous code
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[21:27:11] <kdarknight_> what magic is this :O
[21:27:16] <kdarknight_> let me try
[21:27:58] <Xoppa> haha minersail, sounds like a fun project
[21:28:20] <kdarknight_> Xoppa, whats Vector3.X
[21:28:33] <Xoppa> its a static
[21:28:45] <Xoppa> just use it as-is Vector3.X
[21:28:56] <kdarknight_> okay okay
[21:29:04] <Xoppa> or, if you prefer: up.set(1, 0, 0).crs(direction);
[21:33:33] <zymo> can i make it so my body wont collide with the static body environment?
[21:34:37] <kdarknight_> Xoppa, it worked :D thanks a lot
[21:34:52] <Xoppa> yay! pics or it didnt happen kdarknight_
[21:35:13] <kdarknight_> btw i have zero idea what is going (math). Can you give me some terms to google and read about this?
[21:35:14] <wulax> Xoppa: wont that make up vector flip upside down sometimes? http://youtu.be/e-EEcmnz8Fo
[21:35:25] <zymo> fixed it
[21:35:55] <wulax> maybe it won't matter in this case
[21:36:07] <Xoppa> wulax, no, he said he doesnt care about the other orientations
[21:36:12] <wulax> oh, ok
[21:37:11] <minersail> ok one more question where can I find documentation on the JSON for scene2d ui
[21:38:07] <zymo> how bad am i if i make my human player taller than 1.8 m just to make them appear larger
[21:39:14] <Xoppa> kdarknight_, its basic vector and matrix math, the rows (or columns, depends how you look at it) of the matrix are the transformed right (X), up (Y), forward (Z) and position vectors, the cross product makes sure that they are perpendicular and since you don´t care about them i just took a random vector that always kinda perpendicular (Vector3.X)
[21:39:53] <jeffol> 1.8 banana units
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[21:40:14] <zymo> banana units?
[21:40:58] <Xoppa> zymo, see: blog.xoppa.com/pixels
[21:41:05] <zymo> no yeah i followed that
[21:41:09] <zymo> i am using meters
[21:41:13] <zymo> no mo pixels
[21:41:55] <Xoppa> also this part: https://xoppa.github.io/blog/pixels/#potato-units
[21:42:10] <kdarknight_> Xoppa, it may not look like its working but it is http://imgur.com/a/3SaXT
[21:42:24] <kdarknight_> any gif maker tools suggestions?
[21:42:44] <Xoppa> gifcam
[21:42:48] <Xoppa> nice kdarknight_
[21:43:33] <RedHatter> I'm trying to build an iso-moe libgdx project but I keep getting this error "IOSMoeLauncher.java:12: error: cannot access UIApplicationDelegate". I don't even know where to start debugging this, can some help?
[21:45:07] <Xoppa> does a normal moe project (not libgdx) work RedHatter?
[21:45:47] <RedHatter> Xoppa: I don't know, I've only ever used moe with libgdx.
[21:46:07] <Xoppa> now you know where to start ;)
[21:47:09] <kdarknight_> Xoppa, http://imgur.com/a/8euOc yeyyy :D
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[21:48:16] <Xoppa> very cool kdarknight_! needs moar jumping straws though
[21:48:26] <kdarknight_> hahah
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[21:55:04] <minersail> how would you skin your own button using json?
[21:55:58] <minersail> I guess what I'm trying to ask is what the $ means in com.badlogic.gdx.scenes.scene2d.ui.TextButton$TextButtonStyle
[21:56:00] <Xoppa> https://github.com/libgdx/libgdx/wiki/Skin minersail
[21:56:15] <Xoppa> it means subclass
[21:56:43] <minersail> ok so if I just do woohoo.utils.gameobjects.TileButton it should work
[21:56:48] <[twisti]> doesnt it actually mean nested class
[21:56:51] <minersail> without the $?
[21:57:18] <[twisti]> class A { class B { } } should compile to A and A$B, if i recall correctly
[21:57:30] <Xoppa> thats correct [twisti]
[21:57:44] <Xoppa> minersail, one way to find out ;)
[21:58:26] <minersail> ok wasn't working before but that's because I'm an idiot and can't spell
[21:59:13] <[twisti]> 'bugs' like that never feel like they should feel
[21:59:30] <[twisti]> they mean you did everything right, understood everything correctly, and just made a meaningless typo
[21:59:36] <[twisti]> but they make you feel like the biggest moron
[22:00:32] <minersail> lol couldn't have said it better
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[22:01:17] <zymo> finally ditched the pixels
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[22:01:21] <zymo> thanks for the help yall
[22:01:42] <zymo> my game works now :)
[22:03:42] <zymo> gotta tweak the lights though
[22:03:50] <zymo> using box2d lights, and they are super bright
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[23:44:35] <zymo> can i set the brightness of box2d lights?
[23:48:25] <zymo> ahh you set the brightness with PointLight
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   October 3, 2016  
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