[00:03:50] <laubed> then i will aks a question :D
[00:03:50] <laubed> i have a strange issue in my new intellij setup. Whenever i run the gradle task ./gradlew projectname desktop:run the app runs fine but when i click the stop icon in intellij to stop the process the app keeps running and after about 30secs the app gets killed and gradle says: Failed to complete Gradle execution. Cause: Could not execute build using Gradle distribution 'some url thing'
[00:03:50] <laubed> In my last setup the app gets killed instantly :(
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[00:04:47] <Ashiren> oh
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[01:09:41] <gerds0n> hey guys. i want to achieve this UI effect that when you open a box (e.g., filled with items) it has this opening effect (scaling up related to an origin and back). e.g., target width 100, it starts at 80 goes fast to 110 and then back to 100. this is no problem for a single element. but if it contains many elements that all have to behave in relation to the "overall" origin it gets more difficult. how would you achieve this? i dont see
[01:09:41] <gerds0n> how this is done with scene2d actions
[01:11:30] <gerds0n> so the inner items also have to change their size and especially position correspondingly and so on while the effect is running
[01:24:21] <Loraunt> gerds, I'm not an authority on the matter, but you may try leveraging the Group class to apply actions to the set as a hole.
[01:24:28] <Loraunt> whole*
[01:25:13] <Loraunt> my apologies if I didn't understand the question corectly.
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[03:13:35] <TEttinger> hey jabb
[03:13:41] <jabb> yoyoyoy
[03:18:12] <TEttinger> how's your destructible terrain going?
[03:18:27] <TEttinger> have you stumbled on (compressed) bitsets yet?
[03:19:44] <TEttinger> libgdx has a Bits class in utils, which may be useful for storing many-many-many on/off values
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[03:31:39] <jabb> TEttinger: sending terrain updates would be silly
[03:31:53] <jabb> i can just send what caused the terrain to change and have the client do that
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[03:49:39] <TEttinger> I meant for storing what was present on the client side
[03:49:56] <TEttinger> any data structure that stores 1 bit for destroyed/not-destroyed would be good
[03:50:02] <TEttinger> (or less than 1 bit)
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[04:02:34] <TEttinger> Silferein: have ye any need of alien languages for your space merchant game?
[04:03:05] <Silferein> You know, I might- it'd be kind of fun to have a merchant that bargains in a foreign language.
[04:05:05] <TEttinger> I'll see if I can figure out some way to update Finnegan so it can handle all the new language stuff I've been working on
[04:05:16] <Silferein> Finnegan?
[04:05:34] <TEttinger> Finnegan is currently a single-file library for procedural language stuff
[04:05:59] <TEttinger> it would need some more files for the full set of features that are currently in the lib it originates from
[04:06:33] <TEttinger> the big ones are mixing of languages and reversible ciphering of text
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[04:13:59] <Silferein> Is it possible to replace ChangeListener anonymous inner classes with lambda expressions?
[04:14:26] <TEttinger> does ChangeListener have only one method?
[04:15:35] <Silferein> no, it has two- handle() and changed()- is that an issue?
[04:15:58] <Silferein> only changed is abstract, so I just have to override the one
[04:17:56] <TEttinger> hm
[04:18:30] <TEttinger> normally you can make a type that can be replaced with a lambda by having a "functional interface", which is an interface with only one method
[04:18:45] <TEttinger> not sure how it works with abstract classes
[04:18:48] <TEttinger> if at all
[04:19:21] <TEttinger> also GWT will not play too nicely with java 8 stuff unless the latest version got very good support all of a sudden
[04:19:39] <Loraunt> retrolambda handles that right?
[04:21:18] <Silferein> ah, too bad. Lambdas make the code a lot cleaner
[04:21:54] <TEttinger> Loraunt, no
[04:22:15] <TEttinger> retrolambda, as far as I can tell, changes the bytecode, while GWT can only translate source
[04:22:25] <Loraunt> Ah...
[04:22:42] <TEttinger> dragome I think does java 8 out of the box
[04:23:07] <Loraunt> what the heck is that
[04:23:19] <Loraunt> oh neat.
[04:23:24] <Loraunt> new stuff to catch up on T_T
[04:24:14] <Loraunt> so...
[04:24:26] <Loraunt> front-end developers came up with node.js to get rid of back-end java developers..
[04:24:37] <Loraunt> so java developers came up with this to get rid of front-end developers? XDDD
[04:24:59] <TEttinger> heh
[04:25:02] <TEttinger> GWT was that yeah
[04:25:14] <TEttinger> used in early versions of GMail before anything else
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[04:50:06] <myke>
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[07:10:23] <GeorgeP> Hey everyone, does anybody know what changed between pre 1.9.4 and 1.9.4 that broke using setScreen(Screen)? I pulled up my old project after a long time and now the only thing that's broken is setScreen(new GameScreen(game))
[07:10:47] <GeorgeP> And I googled for what changed and couldn't find a result. I'm going to look on the libgdx badlogic site now to see if I can find a changelog
[07:12:08] <TEttinger> GeorgeP: got a particular exception thrown?
[07:12:19] <TEttinger> or is it behaving strangely?
[07:13:00] <TEttinger> the changelog is mostly accurate. I would recommend checking the commits between 1.9.3 and 1.9.4 if you're comfortable enough with git stuff
[07:14:36] <TEttinger> I'd try changing your dependency to 1.9.3 first
[07:15:03] <GeorgeP> Alright. Actually what might have happened was something interesting happening to the imports
[07:15:10] <GeorgeP> I'll try switching to 1.9.3
[07:15:33] <TEttinger> so Game hasn't changed since january 2015
[07:16:10] <TEttinger> Screen not in 2 years... seems like an import thing
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[07:18:05] <TEttinger> GeorgeP: is that code you posted up there throwing an exception, or not changing screens correctly, or what's up?
[07:19:09] <TEttinger> if the project hasn't been updated in a fairly long time, there's a bunch of breaking changes over the last year, most very minor to fix
[07:19:47] <GeorgeP> Error:(18, 6) Gradle: error: cannot find symbol method setScreen(MainMenuScreen)
[07:20:51] <TEttinger> oh heh
[07:21:00] <TEttinger> you extended ApplicationAdapter instead of Game
[07:21:26] <GeorgeP> Alright... so that's one of the changes made since the past versions? I'll try extending Game
[07:21:34] <TEttinger> Game has setScreen, ApplicationAdapter is the more bare-bones basis for applictaions that Game uses
[07:22:11] <TEttinger> Game has been around since before 1.0.0, I think, that seems like a code change possibly by setting up the project over again?
[07:22:47] <GeorgeP> Yea, maybe! In any case, that fixed me up! My project can run now. Thank you!
[07:22:58] <TEttinger> woo!
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[07:24:08] <TEttinger> yeah, Game is a little funny at first, since a lot of learning resources use it but don't explain why (especially since it's slightly more code on very small games). it makes adding stuff to the game easier though, credits screens and other stuff like that
[07:25:30] <GeorgeP> That's good to know. I'll read the docs, hopefully this will be the only thing that stops me up for a while ;)
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[07:32:38] <TEttinger> I think the lib situation for things that work with libgdx has gotten a lot better
[07:34:49] <TEttinger> gdx-lml groups a bunch of utility libraries. I am maintaining/improving a regex lib that works the same on GWT as it does on desktop/android/etc, sorta related to larger lib stuff I'm doing. there's of course the extra parts of libgdx, like gdx-ai
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[08:15:55] <potato____> hi there, i have a libgdx project built with the official tool for android and desktop. both depend on the core project, which depends on a different java project containing a game engine. the desktop works fine, but the android one can't see the classes in the game engine project, despite it being a dependency. how do i fix this? thanks :) i use eclipse if it matters
[08:17:59] <potato____> google seems to suggest it's something i'd do with gradle configuration files but i don't know enough about that and need some help <3
[08:18:56] <Silferein1> Are the gradle files online somewhere?
[08:22:50] <potato____> no they're in the folders with the project files
[08:23:01] <potato____> i don't really understand gradle but i guess it's some kind of build system?
[08:23:54] <Silferein1> Yeah, it's essentially a set of groovy scripts which build your game
[08:23:54] <potato____> the message i'm getting is: E/AndroidRuntime(3694): java.lang.NoClassDefFoundError: Failed resolution of: Ltsgamecore/LiveAreaManager;
[08:24:03] <Silferein1> Can you pastebin the error you're getting?
[08:24:14] <potato____> sure i'll copy some more around it and do that 1sec
[08:26:38] <potato____> Desktop and Android depend on core, core depends on tsgamecore. TSClient2 is in core, so that works, but when it reaches something from tsgamecore (LiveArea) it fails
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[08:29:22] <Silferein1> hmm...
[08:30:22] <potato____> like, the Desktop and Android being based on a core project i'm sure you've seen cause it's the output from the libgdx setup jar
[08:30:39] <potato____> and it's the core project that i've set to depend on the external "engine" project
[08:30:52] <potato____> and desktop is happy with that, but i get these errors on android.
[08:30:59] <Silferein1> Yeah, I have that setup too. Can you pastebin the gradle file where you added the dependency?
[08:31:45] <potato____> i didn't, the gradle files are all untouched. i was asking if that's the right move, and how to do it. :P
[08:32:24] <potato____> i've found some stuff online but didn't know what section to paste it into or how to interpret it
[08:33:15] <Silferein1> I haven't had enough caffine then... yes, you want to update the gradle file to include that dependency.
[08:33:34] <potato____> what section do i put the dependency { ... } part into?
[08:33:36] <Silferein1> But you want to update the one in your root folder, not the android one
[08:33:40] <potato____> oh
[08:33:47] <potato____> root folder where? the eclipse workspace?
[08:33:51] <potato____> or the core project?
[08:34:25] <Silferein1> So your folder structure looks like this, right?
[08:34:26] <Silferein1> game-name/
[08:34:26] <Silferein1> /desktop
[08:34:26] <Silferein1> /android
[08:34:26] <Silferein1> /etc.
[08:34:34] <Silferein1> You want the gradle file in the root directory
[08:34:56] <potato____> ok let me look
[08:35:28] <potato____> ah i found the dependencies section in that one, thanks :)
[08:37:45] <potato____> yup looks similar
[08:37:53] <Silferein1> You'll need to add a "compile" line under core
[08:38:50] <potato____> ok.. trying some
[08:39:24] <potato____> crashed eclipse
[08:39:25] <potato____> neat
[08:40:20] <potato____> compile project('com.whatever.tsgamecore'); ?
[08:40:43] <Silferein1> Is this library in maven?
[08:41:03] <potato____> i don't know what that is
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[08:41:22] <potato____> it's just another project in the eclipse workspace
[08:41:32] <Silferein1> What's the exact name of the library?
[08:41:46] <Silferein1> Gradle is IDE-agnostic for the most part- it doesn't really care about Eclipse
[08:42:30] <myke> probably easier to debug from the command line
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[08:42:45] <Silferein1> Yeah
[08:44:07] <potato____> the project is just called tsgamecore
[08:47:32] <Silferein1> can you open up a command prompt in that directory and run:
[08:47:32] <Silferein1> ./gradlew desktop:run
[08:49:01] <potato____> gradlew isn't on the cmd prompt patch
[08:49:04] <potato____> *path
[08:49:22] <potato____> nvm
[08:49:27] <potato____> i understand now
[08:50:10] <potato____> says it's configuring things
[08:50:40] <potato____> 71 errors
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[08:51:42] <potato____> every place where it tries to use something from the tsgamecore library it fails
[08:57:12] <Silferein1> so the compile statement isn't right
[08:57:16] <Silferein1> Where'd you get the library from?
[08:57:40] <potato____> i'm writing it
[08:57:51] <Silferein1> oh
[08:57:57] <potato____> i just wanted to separate the game engine (networking, objects, whatever) in its own project
[08:58:07] <potato____> and no the compile statement is wrong so far
[08:58:43] <Silferein1> So where did eclipse put your library?
[08:58:53] <Silferein1> I think we need to add a second source folder...
[08:59:27] <potato____> well there's the eclipse workspace folder/root project folder
[08:59:41] <Silferein1> Or you you create a new gradle project similar to core
[08:59:45] <potato____> inside are desktop, core, android, tsgamecore, tsgameserver, spritesheetmanagement
[09:00:19] <potato____> still moving things around a bit
[09:00:49] <potato____> but i guess i just fundamentally don't understand how android looks for things and builds them. i'm in a class in school for it right now but we're using android studio there and it's all different and even more obscure
[09:01:40] <Silferein1> I started with Eclipse, but to be honest once I started using android studio/intillij I don't want to go back
[09:01:50] <Silferein1> It would probably help if you read up a little on gradle
[09:02:45] <potato____> yeah i think i should do that. so if i get these gradle build scripts working right, it should all pan out in eclipse as well?
[09:03:49] <Silferein1> Well, eclipse is kinda weird... it might fix it as well, but there might be some additional things you need to tweak
[09:04:08] <Silferein1> Out of curiosity, any reason you're using eclipse instead of android studio for development?
[09:07:22] <Silferein1> The benefit of getting gradle worked out first, is that it makes it really easy to import into eclipse or android studio or intillij
[09:08:05] <potato____> Only because i'm used to eclipse for a couple years and have just started android studio and find it a lot more.. arcane
[09:08:19] <potato____> it gives me the impression it's doing a lot more craaazy stuff in the background that may doom me
[09:08:26] <potato____> so far with homework it's certainly been true lol
[09:08:43] <potato____> eclipse feels clean and simple.. i guess it's pretty superficial and not a very technical reason though
[09:09:23] <Silferein1> Yeah, it was a weird transition, but in the end I actually think android studio does less weird stuff behind the scenes because it uses gradle to define the projects instead of its own settings.
[09:09:46] <potato____> hmm
[09:10:01] <potato____> and the libgdx setup does have an IntelliJ option.. and it's already installed
[09:10:04] <potato____> i could give it a whirl i guess
[09:10:42] <potato____> i'm down to two errors using gradlew desktop:run
[09:10:45] <Silferein1> again, fix gradle first so that you can run it from the command line
[09:11:02] <potato____> i found a file in the core folder and added the path of more source folders
[09:11:19] <potato____> "build.gradle" in core, added two lines for source folders and that cleared most errors
[09:11:25] <potato____> i'll pastebin the two that remain
[09:14:27] <Silferein1> So the first one says it can't find TSClient2
[09:14:45] <Silferein1> What directory is TSClient2.java in?
[09:15:21] <potato____> core
[09:15:31] <potato____> well core/src/com/whatever/tsclient2/
[09:16:53] <potato____> but core's build.gradle has its own src/ folder as the first one.. so i'm confused
[09:17:18] <Silferein1> Because it's trying to import hat class from "com.username.tsclient2.TSClient2"
[09:17:32] <Silferein1> which implies it's looking in src/com/username/tsclient2/
[09:17:47] <Silferein1> You might want to make sure your import statements are correct
[09:19:47] <potato____> i'm just using words interchangeably, we've said the same thing
[09:20:13] <potato____> TSClient2.java is in core/src/com/username/tsclient2/
[09:20:27] <Silferein1> ah, ok.
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[09:20:59] <potato____> so it's strange that it can't find something in its own folder
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[09:22:45] <Silferein1> That is definitely odd... it should be able to see anything that is in core/src, even without changing the default gradle files.
[09:22:57] <Silferein1> I'd have to take a look at it tomorrow- it's after midnight here
[09:23:16] <potato____> and it works fine for eclipse in the desktop side
[09:23:24] <potato____> reddit shrug emoji
[09:23:35] <potato____> thanks for listening though :D maybe i'll get it working by accident
[09:25:02] <Silferein1> hey, that's always worked for me
[09:25:09] <Silferein1> g'night
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[12:35:18] <ficolas> I want the screen to be 8 units width, and the height to be scaled acordingly, but when I draw a 1 unit x 1 unit image I cant see it because it is too small, and if I draw it bigger it is stretched
[12:35:52] <ficolas> I have done this exact same thing several times alredy and I always have some sort of problem... :c
[12:37:25] <ficolas> wait I found it...
[12:37:40] <ficolas> I set the batch transform matrix instead of the batch projection matrix
[12:38:01] <ficolas> I cant belive I spent so much time trying to find this xD
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[12:43:26] <Ashiren> glad to be helpful
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[17:27:50] <jwinterm> anyone know how I could set the user-agent for an HttpRequest in libgdx?
[17:28:08] <jwinterm> currently is: user agent: Java/1.8.0_101
[17:36:14] <jwinterm> nevermind
[17:36:15] <jwinterm> figured it out
[17:36:31] <jwinterm> httpGet.setHeader("User-Agent", user-agent-here);
[17:36:49] <jwinterm> where httpGet is an HttpRequest
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[18:47:48] <dnyy> are there any examples of using gdx-ai state machine with ashley ecs? not sure how to hook these together
[18:49:53] <dnyy> or even better behavior trees i guess? AI won't be super complicated but already my lil switch statement gettin unwieldy
[18:51:07] <dnyy> complication level: every entity has a list of personality types (only 6 so far, different entities have combination of different ones) + entities they avoid + entities they are aggressive to + tile types they avoid
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[18:54:33] <monsieur_h> dnyy: well, the AI should be only a component of your entity
[18:54:39] <monsieur_h> what are you struggling with ?
[18:55:45] <dnyy> that's how it as atm, right now i just have a BrainSystem that does it's own half-assed switch statement state machine lol. i think that's getting too much tho and should prob switch to behavior trees? i guess i have less a specific question and more if anyone has some examples or suggestions on doing half-complicated AI stuff
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[18:56:56] <monsieur_h> dnyy: I don't get it, using a state-machine should prevent you from using a switch in the first place
[18:57:23] <dnyy> atm i could see BrainSystem getting pretty terrible. right now there's only 4 states (waiting, wandering, targeting, attacking). but then adding personalities and stuff it'll be more states + a ton of conditions constantly
[18:57:43] <monsieur_h> dnyy: Are each of your state an object ?
[18:57:49] <monsieur_h> Or is it a enum you swith on ?
[18:57:53] <monsieur_h> switch*
[18:58:09] <dnyy> right but i guess is having 1 state machine that handles different personality types and stuff a good idea or do i do a state machine per type (so each entity has multiple state machines? seems wrong?) or do i go the behavior tree route or?
[18:58:19] <dnyy> BrainComponent has a State enum, BrainSystem does switch on that enum
[18:58:45] <dnyy> which works atm, but wanna make AI smarter and know that's not the best way to continue but not sure the right way to go i guess
[18:58:55] <monsieur_h> dnyy: In that case BrainSystem is going to grow as you add behaviors, that's what you want to avoid
[18:59:06] <dnyy> yea exactly, gonna be a mess pretty quick
[19:00:13] <monsieur_h> That's just an example of how to implement a proper state machine
[19:00:14] <dnyy> but then all the behavior tree examples are, like, for not ECS stuff. like you have a Troll class which has it's own state machine. is it just bad to have a generic tree that takes personality types into account and all enemies use that?
[19:00:33] <dnyy> just not getting how this AI stuff works along w/ the ECS idea of enemies being a bag of components and not their own classes and stuff
[19:00:49] <dnyy> also ty will read
[19:01:10] <monsieur_h> About the ECS stuff, try to see your component as member variable
[19:01:40] <monsieur_h> Is that really different to have a AIStateComponent and a this.AIState ?
[19:02:39] <dnyy> also i am bad at asking questions if i don't know wtf i'm talking about so my bad haha
[19:02:57] <monsieur_h> that's not a simple topic
[19:03:28] <dnyy> i mean it would be less work but also less modular to just have a state machine per enemy type, but i want to avoid that i think? but if i have a generic AIStateMachine the thing will be full of conditionals for "is it a solo creature? does it swim? does it hate bats?" and that seems a mess
[19:03:54] <dnyy> like whole idea is to be able to create a new enemy and just add personality traits that are already defined and viola works
[19:04:35] <monsieur_h> one way to do it is to replace the "Press B" in the flowchart above by "Whatever action is done AND personnality X exists"
[19:04:43] <monsieur_h> does that make sense ?
[19:05:16] <dnyy> yea i just worry about it becoming i a mess, i guess? if that's the normal way then that's cool, i was just wondering if there were cleaner ways i wasn't thinking of.
[19:05:20] <monsieur_h> dnyy: Read it entirely, the first half is about what *NOT* to do ;)
[19:05:28] <dnyy> no i know, i do what the 2nd half says haha
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[19:06:25] <monsieur_h> good
[19:06:43] <monsieur_h> what part is getting complicated then ?
[19:06:51] <dnyy> idk why it paste bined that lol
[19:08:34] <dnyy> i guess nothing is complicated yet. it's more, like, lemme try to give example: right now, if an enemy is wandering around and they see player, they switch to target and move toward player then attack when near. if i add that they're pack animals, they now only attack when in a group and if not in a group should go find other of their type. if they hate
[19:08:34] <dnyy> jaguars they should do all that plus keep away from jaguars. that for lotta enemies and personality types seems like it could become an unmaintainable mess of if/else i guess is my worry
[19:09:20] <monsieur_h> You can also make concurrent behaviors
[19:09:28] <monsieur_h> GdxAI handles exactly that
[19:09:46] <monsieur_h> Look at the steering behavior, it does exactly that : packing & objectives
[19:10:15] <monsieur_h> for the states
[19:10:46] <monsieur_h> not perfect but it worked :]
[19:10:58] <dnyy> ooh that'll help a lot, thanks
[19:17:05]
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[19:22:04] <monsieur_h> dnyy: no problem let me know if you have questions
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[21:59:19] <unicrongalactus> has anyone on worked with ashley?
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[22:02:03] <isdera> no, sorry
[22:02:26] <isdera> I just finished playing the Beginner's Guide.. what an odd game
[22:03:18] <unicrongalactus> i watched the trailer a littlw while ago
[22:03:23] <unicrongalactus> it looked kind of interesting
[22:03:31] <unicrongalactus> and odd
[22:04:00] <isdera> probably a game better played alone, lots of narrator introspection
[22:04:19] <isdera> some of the visuals though.. didn't realize Source engine was capable of that
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[22:09:48] <unicrongalactus> the visuals are pretty nice
[22:09:59] <unicrongalactus> is it all through a replicated windows interface?
[22:10:05] <unicrongalactus> just rewatched the trailer
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[22:32:27] <isdera> that trailer.. the game is nothing like what you see in that trailer. that must be out of date.
[22:32:58] <isdera> it's not a folder of EXEs. the game is 1 EXE.. it chains all the little games together with a narrative.
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