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   March 3, 2018  
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[00:13:18] <SuckyNoob> is there anything wrong with using multiple AssetManagers?
[00:13:38] <SuckyNoob> or should I just make one and point to it
[00:14:09] <SuckyNoob> nvm stupid question
[00:18:03] <TEttinger> Emperorlou: that doesn't look like a libgdx generator, that's GWT
[00:18:39] <TEttinger> nothing should be adding stuff to String, what
[00:19:42] <TEttinger> you can supersource the class javax.annotation.Nonnull so your code can see a compilable version of it
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[03:21:23] <SuckyNoob> is there a gdx collection that is equivalent to the normal java ArrayList<>
[03:22:40] <SuckyNoob> "collection"
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[03:33:41] <jayhost> Why not use java ArrayList?
[03:36:16] <jayhost> Similar is Gdx.utils.Array
[03:41:14] <SuckyNoob> i thought its more optimal to use the gdx ones
[03:41:29] <jayhost> Yeah sometimes
[03:41:52] <SuckyNoob> i guess IntArray?
[03:42:05] <SuckyNoob> I need to be able to put a class type or w.e in there
[03:42:08] <SuckyNoob> I think
[03:42:12] <SuckyNoob> lol
[03:42:21] <SuckyNoob> ill just try
[03:42:43] <SuckyNoob> hmm IntMap
[03:43:22] <SuckyNoob> hmm maybe not
[03:43:26] <jayhost> What kind of game are you making
[03:43:27] <SuckyNoob> ya ill just use ArrayList
[03:43:36] <SuckyNoob> a turn based strategy
[03:43:50] <SuckyNoob> with a fantasy theme
[03:44:54] <SuckyNoob> what u workin on jayhost
[03:45:19] <jayhost> Maybe take something that exists and hack at it https://github.com/rjurado01/MedievalSword
[03:45:36] <SuckyNoob> ah thats right Array<> allows me to put a type
[03:46:11] <SuckyNoob> wow awesome find jayhost thanks man
[03:46:25] <SuckyNoob> probably some good ideas in there
[03:48:11] <jayhost> Also if you want to explore more advanced concepts https://github.com/freeciv/
[03:49:58] <jayhost> Here's another open source game that looks pretty neat https://www.youtube.com/watch?v=KiDMCRNw9b8 FreeOrion
[03:52:59] <jayhost> Those are C games but you can still get ideas
[03:54:12] <SuckyNoob> thanks those are pretty cool
[03:54:31] <SuckyNoob> some of my two favourite games, and first games i played as a kid was Master of Orion and Civilization 2
[03:55:09] <jayhost> I'm working on trying to get Renderdoc working on Android. Seems some extra debug flag needs set
[04:00:47] <SuckyNoob> have you ever used the TMX loader and the getProperties code
[04:05:06] <SuckyNoob> ah nvm i see what I was doing wrong
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[04:19:06] <TEttinger> hallo
[04:19:33] <DB219> yo!'
[04:20:07] <TEttinger> yo DB219
[04:20:26] <TEttinger> any news on powerups?
[04:22:01] <DB219> TEttinger: your code works great but we gotta figure out how to evenly space a specific amount of points. Drawing the first n points covers only a isolated portion of the disk.
[04:22:33] <TEttinger> yep, you can adjust points per iteration
[04:22:50] <TEttinger> higher, like 20-40, will spread more evenly
[04:23:22] <TEttinger> I'm not sure exactly what it does, I only ported the algo and adjusted minorly
[04:23:24] <DB219> Yeah but I only need 8-10 points!
[04:23:37] <TEttinger> ohoho then you encounter the funz
[04:24:01] <TEttinger> do you need them to be the same distance to their closest neighbor?
[04:24:48] <TEttinger> also what radius are you using, I'm going to tinker in the tests for a sec
[04:27:14] <Emperorlou> any Canadians here?
[04:28:07] <SuckyNoob> lol
[04:28:18] <SuckyNoob> eh Lou im Canadian
[04:28:26] <SuckyNoob> I think there is another one around here
[04:28:29] <SuckyNoob> somewhere....
[04:29:07] <Emperorlou> ah yea
[04:29:18] <Emperorlou> I'm looking to hire some entry-level devs doing libgdx work
[04:29:32] <Emperorlou> unfortunately need to be Canadian for tax reasons -.-
[04:30:18] <SuckyNoob> I am Canadian
[04:30:36] <SuckyNoob> dont have that kind of experience tho
[04:30:43] <SuckyNoob> not professional
[04:30:55] <SuckyNoob> could maybe ask :O DB219
[04:31:31] <SuckyNoob> where you at in Canada?
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[04:32:15] <Emperorlou> Near Ottawa
[04:32:37] <Emperorlou> check PMs ^^
[04:34:35] <DB219> TEttinger: Yes for distance. Basically exactly what you did but with fewer points.
[04:35:24] <TEttinger> DB219, you could try a larger radius
[04:35:29] <TEttinger> err
[04:35:34] <TEttinger> minimum distance
[04:35:52] <TEttinger> radius for the circle sample is the radius of the bounding circle
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[06:22:44] <DB219> bbl
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[07:03:58] <LiquidNitrogen> some people are terrible
[07:10:34] <LiquidNitrogen> specially the ones from false memories which are hard to recall
[07:12:24] <jayhost> What?
[07:14:59] <LiquidNitrogen> if i knew, id tell you
[07:15:23] <jayhost> Having a distressing day?
[07:16:24] <LiquidNitrogen> no
[07:16:47] <bomb> your zombie plant ate your brain already?
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[07:21:41] <LiquidNitrogen> no
[07:22:46] <TEttinger> I ate his brain
[07:24:31] <bomb> i hope you're not starving
[07:25:29] <TEttinger> I'm full... of ideas
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[07:26:11] <SuckyNoob> mmm ideas
[07:26:27] <SuckyNoob> nom nom NOMNOM
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[07:33:50] <bomb> can you please listen to this audio clip and tell me if it's obvious that the voice is TTS? https://vocaroo.com/i/s0f1ANofg3aw
[07:34:23] <LiquidNitrogen> what is tts though?
[07:34:30] <bomb> text to speech
[07:46:25] <LiquidNitrogen> itd be really awesome to have a library which could do real time high quality voice synthesis for video game dialog
[07:46:56] <LiquidNitrogen> that would be probably a big money maker
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[07:52:17] <bomb> LiquidNitrogen: https://vocaroo.com/i/s1SEHWJr3w4f
[07:53:59] * LiquidNitrogen pukes
[07:56:07] <Ashiren> https://xkcd.com/481/
[07:57:22] <bomb> https://vocaroo.com/i/s1RiCNHXZUB1
[07:57:24] <bomb> it's not that bad
[07:57:37] <LiquidNitrogen> lol
[08:26:19] <jayhost> The british voice is better
[08:27:15] <bomb> yeah, still artificial as fuck tho
[08:28:13] <jayhost> It would fit a Cortana character
[08:28:24] <bomb> yeah
[08:29:48] <LiquidNitrogen> i tried taking a voice synth clip and running it over with ableton live. it was going well for a start and then it eventually turned into some sort of bizzare ambient drone music
[08:30:25] <LiquidNitrogen> the idea was just to try some different effects to see if it could sound not-robot
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[08:32:57] <jayhost> Could always do your own voice acting and change the pitch for every character :P
[08:34:08] <LiquidNitrogen> the idea with a real time voice synth library would be that it could speak procedurally generated dialog
[08:34:40] <LiquidNitrogen> i dont believe any game can do that currently?
[08:40:48] <jayhost> Not that I'm aware of.
[08:51:00] <LiquidNitrogen> see. itd be new ground. people would love it
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[09:07:19] <jayhost> certainly, I use to play this game called Eternal Lands and it had a psychiatrist with a basic markov chain text speech. That blew my mind at the time lol
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[09:19:19] <ChaseWaylon> freetype fonts doesnt look as good in libgdx app as in my inkscape image. what can i do to improve it?
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[10:18:02] <TEttinger> hehe wooo inversible PRNG
[10:18:39] <TEttinger> not only can I go forward and backward in the sequence, and choose many different sequences, I can get back to the current state from the output
[10:31:32] <LiquidNitrogen> prng is a sound
[10:35:01] <TEttinger> it is a sound PRNG
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[10:49:00] <ChaseWaylon> ttf becomes ugly on android device screen: https://pasteboard.co/HaauRGF.png any solutions?
[10:49:35] <TEttinger> hey ChaseWaylon
[10:49:39] <ChaseWaylon> hey :)
[10:50:06] <TEttinger> looks like you're making the ttf at a small size and scaling up
[10:50:14] <TEttinger> don't scale freetype fonts
[10:50:44] <ChaseWaylon> hmm font size is 29 and startLabel.setFontScale(1,1);
[10:51:37] <TEttinger> I could take a look at how you're setting up gdx-freetype
[10:51:44] <TEttinger> but I don't use it myself
[10:52:01] <ChaseWaylon> one sec
[10:52:11] <TEttinger> could be a HDPI screen issue too
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[10:53:16] <ChaseWaylon> https://pasteboard.co/HaawVPP.png
[10:53:27] <ChaseWaylon> https://pasteboard.co/Haax3yM.png
[10:57:32] <ChaseWaylon> in desktop app it looks ok. on android device not so much
[10:58:02] <TEttinger> you couldd try setting libfont.fontparameters.magFilter
[10:58:19] <TEttinger> sounds like a display resolution issue
[10:59:58] <ChaseWaylon> oh right, it probably is
[11:00:02] <TEttinger> magFilter and minFilter are set to nearest neighbor by default, which is pretty much "don't make it smooth"
[11:00:45] <TEttinger> so if it needs to magnify on android because there's a lot more pixels in a smaller space, then magFilter is used
[11:00:53] <ChaseWaylon> my "virtual" resolution is 480x800 probably font gets prepared for that, and android phone rez is higher
[11:01:01] <TEttinger> yes
[11:01:14] <TEttinger> a lot of phones are twice that in both directions
[11:01:24] <TEttinger> some are way more, like tablets
[11:01:52] <TEttinger> normally you'd make a font when they start up the game
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[11:02:08] <TEttinger> so that way it's the right size for their device
[11:02:41] <ChaseWaylon> normally?
[11:03:55] <TEttinger> yeah with gdx-freetype
[11:04:11] <TEttinger> ttf files are small to distribute
[11:04:27] <ChaseWaylon> wait isnt that what i am using?
[11:04:36] <TEttinger> big rendered textures are better to be generated at runtime if you can
[11:04:37] <TEttinger> yes
[11:05:07] <TEttinger> but you aren't making different sizes
[11:05:31] <ChaseWaylon> you mean make versions for different resolutions?
[11:05:36] <TEttinger> no
[11:06:09] <ChaseWaylon> well i will make different sizes later, this size is for a button, i will need more sizes later
[11:06:57] <TEttinger> there's android methods to check the DPI of a screen and get the generally-acceptable design term for how high resolution the display is
[11:07:28] <TEttinger> I think your button is sized and that is stretching the text
[11:07:41] <ChaseWaylon> how do i set font size according to screen resolution?
[11:08:07] <TEttinger> there are people who know this better than me
[11:09:00] <TEttinger> Tomski? Scellow? myke?
[11:09:01] <ChaseWaylon> i could do something like sizefactor = screenREZ / virtualREZ; fontsize = fontsize * sizefactor
[11:09:03] <ChaseWaylon> :)
[11:09:47] <ChaseWaylon> TEttinger: how do you use fonts in your apps?
[11:09:49] <TEttinger> yeah, do that when you make the font instead of using size 29 always, and it should be a little better on android
[11:10:04] <TEttinger> I use distance field fonts, and I just got MSDF fonts working too
[11:10:28] <TEttinger> both of those need a shader to work
[11:10:47] <ChaseWaylon> oh right, your text exploring game
[11:10:51] <TEttinger> yah
[11:11:01] <TEttinger> it's just a demo
[11:11:14] <TEttinger> I have a real game that's slowly coming together
[11:11:51] <ChaseWaylon> why slowly?
[11:12:02] <TEttinger> it's a huge project :)
[11:12:13] <LiquidNitrogen> cos making games is a right bastard
[11:12:59] <TEttinger> NZ English in action?
[11:13:34] <Frotty> just make it come together fast
[11:13:37] <Frotty> noobinger
[11:14:08] <TEttinger> it involves logic programming systems
[11:14:16] <TEttinger> to run the simulation
[11:14:38] <LiquidNitrogen> use more logic then
[11:14:49] <TEttinger> it's going to run fast, no doubt. I am the bitwiser
[11:17:01] <LiquidNitrogen> good good. i was playing minecraft before and had forgot how slow it goes. usually 20fps
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[13:20:02] <senthilkumark> I want a arrow to hit the player only when there is not obstacle in between arrow and the player. How to achieve this? Any standard approach to solve this problem?
[13:20:18] <senthilkumark> *an arrow
[13:20:32] <senthilkumark> *no obstacle
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[14:15:42] <ChaseWaylon> senthilkumark: how you detect if arrow hits player?
[14:31:19] <ChaseWaylon> use same detection technique to detect if arrow hits obstacle :)\
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[15:17:27] <ChaseWaylon> 1024x512 texture is still power of two?
[15:17:35] <ChaseWaylon> or it has to be 1024x1024
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[15:41:14] <Agnel> Hello Everyone!
[15:42:13] <Agnel> I have a problem with Particle Effects and asset manager
[15:42:54] <Agnel> when I try loading the particle effects the normal way it works just fine.
[15:43:24] <Agnel> But when I try using asset manager with an atlas nothing shows on screen.
[15:43:44] <Agnel> I'm not sure what I'm doing wrong.
[15:44:43] <Agnel> https://thepasteb.in/p/y8h6WlmQRJRtO
[15:45:55] <Agnel> I'm not sure how the particleeffectparameter gets the image from the atlas. which I packed.
[15:48:15] <Agnel> I found the code at http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=18714
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[15:57:26] <Ashiren> do you have file "world assets/World.atlas"
[15:57:59] <Ashiren> try pep.imagesDir = Gdx.files.internal("particle_effects"); instead
[16:00:18] <Agnel> yes
[16:00:28] <Agnel> Ashiren!
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[16:02:09] <Agnel> It worked!
[16:02:20] <Agnel> how'd you figure that out?
[16:03:43] <Ashiren> its essentially the same as your commented line
[16:04:25] <Ashiren> the atlas would probably work but i think there might be some simple mistake
[16:05:48] <Agnel> I want to get the file from the world atlas since I packed everything into it.
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[16:10:40] <Agnel> if I try with the normal image file it works fine as the code you suggested
[16:11:14] <Ashiren> when you try with atlas, is there any log?
[16:13:04] <Agnel> as in I try and see if the image is called when using the atlas?
[16:15:11] <Agnel> https://thepasteb.in/p/g5hPWLg85MoFr
[16:15:17] <Agnel> log doesn't say much
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[16:30:31] <Agnel> When I draw the image from the texture atlas it draws fine/
[16:31:48] <mobidevelop> Not directly related I'm sure but you should probably avoid having spaces in file paths
[16:34:52] <Frotty> gotta love random proguard induced errors
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[16:38:12] <Agnel> I removed the space
[16:41:27] <Agnel> So there has got to be a problem with how the particle effect gets the image from the atlas.
[16:42:09] <Agnel> But I dont understand how the ParticleEffectParameter works and how it accesses the image
[16:48:37] <Agnel> from the Atlas
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[17:06:43] <ChaseWaylon> how can i scale Image to my virtual resolution? i used to batch.draw textures, but now I use Image
[17:06:49] <ChaseWaylon> i used to do this batch.setProjectionMatrix(stage.getViewport().getCamera().combined);
[17:07:05] <ChaseWaylon> how can I achieve same thing with Image?
[17:08:01] <Frotty> set projection matrix of your stage
[17:20:26] <ChaseWaylon> doesn't seem to work, or I am doing it wrong: stage.getBatch().setProjectionMatrix(stage.getViewport().getCamera().combined);
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[17:40:38] <SuckyNoob> hey anyone here worked a lot with Tiled TMX maps and libgdx?
[18:01:55] <SuckyNoob> or sorry I meant, and gdxai
[18:02:37] <TEttinger> I've used the pfa stuff in gdxai
[18:02:49] <TEttinger> not the behavior trees
[18:06:09] <SuckyNoob> have u put a .tmx maps cells into an array then used that array to generate a node graph?
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[19:40:43] <isdera> im confused about transforms. I'm just trying to rotate my ModelInstance (a door) 90 degrees around the Y axis. But ModelInstance.transform.setToRotation(Vector3.Y, 90) does not produce the desired result, in fact I don't even see the modelinstance at all
[19:51:10] <isdera> it seems like it's not rotating around the ModelInstance's local axis
[19:51:27] <jayhost> try to use rotate instead
[19:52:11] <isdera> rotate method works but because I'm calling it every frame in Render method, it spins around like a fan lol
[19:53:08] <jayhost> Right haha
[19:53:20] <isdera> thats why I thought "setToRotation" would be more appropriate
[19:53:33] <jayhost> just use rotate when you make the model
[19:53:52] <isdera> yeah but when the player pushes a button, I want the door to (rotate) open
[19:55:33] <jayhost> if doorOpen == false { rotate. doorOpen = True ?
[19:57:14] <isdera> ya kinda of
[19:57:42] <jayhost> Which probably looks more like Class Door{ private open = false;
[19:58:38] <jayhost> With set to rotation you would probably need to take the current rotation and apply your 90 degrees to it because the current rotation is overwritten
[19:59:00] <myke> SuckyNoob: yes
[19:59:06] <myke> SuckyNoob: i got path smoothing working too
[19:59:31] <SuckyNoob> im still trying to get it working right
[19:59:39] <myke> it was cleaner to create a separate data structure for pathing because the gdx ai pathing requires a list of connections per node anyway
[19:59:56] <myke> and it's just not that much space by modern computer standards
[20:00:19] <myke> your best best is cloning the gdx-ai repo and poring over the test code for pathing
[20:00:31] <SuckyNoob> im not even at the pathing yet
[20:00:42] <myke> SuckyNoob: http://dollar.cashprofx.com/dump/darpg/
[20:00:44] <SuckyNoob> trying to make the graph from a TMX map
[20:00:50] <myke> that's where i'm at right now, going to start dungeon generation next
[20:01:08] <SuckyNoob> thats pretty sweet
[20:01:23] <myke> the way i did it, the only interaction the tmx map has for pathing is that i created an interface that allows my graph generator to query is a given square is passable or not
[20:01:26] <SuckyNoob> lol love the birthday cake hat
[20:01:35] <myke> other than that my pathing graph and tmx map are completely separate
[20:01:38] <SuckyNoob> ya thats all I want to do
[20:01:40] <myke> it's ca\keboy!
[20:01:55] <SuckyNoob> i have a map manager that i scanned the layer for getCell(x,y)
[20:02:20] <myke> i would recommend, install eclipse even if you won't otherwise use it, clone the gdx ai repo, go into the tests dir, do ./gradlew eclipse to generate the eclipse files, then import the project
[20:02:24] <SuckyNoob> and originally had it fill an Array<TiledMapTileLayer.Cell>
[20:02:24] <myke> and then you shoudl be able to run the tests
[20:02:38] <myke> one of which is a random 2d map with pathing and ui elements to let you enable smoothing, etc
[20:02:41] <SuckyNoob> ya ive got the tests here im using them as a base
[20:02:51] <SuckyNoob> the flattiledgraph
[20:03:05] <myke> i started by copying that code then modifying it
[20:03:17] <myke> it's a bit confusing because they have that node class with subclasses
[20:03:24] <SuckyNoob> how did u get it to query the given square
[20:03:26] <myke> you can eliminate all that and just use a fixed node class everywhere
[20:03:30] <SuckyNoob> thats specifically what I cant figure out how to do
[20:03:42] <SuckyNoob> from the TMX map
[20:03:55] <myke> in my case, for my pathing class, i defined a simple interface in the class with one method, it takes a x,y and returns a boolean if that grid square is passable or not
[20:04:12] <myke> then i have my map class that contains the tmx map implement that interface, and pass it in when creating the pathing object
[20:04:24] <myke> so it has a refernce to my map object but only as the interface with that one method
[20:04:43] <myke> and it only needs to do it when a level loads
[20:04:44] <SuckyNoob> https://pastebin.com/JWER8aZU
[20:04:53] <isdera> when I use Modelinstance.transform.setToRotation(Vector3.Y, 90) for some reason, the door appears on the other side of my map.
[20:05:00] <myke> that's as loose as i could get the coupling between my tmx map and the pather
[20:05:06] <SuckyNoob> did u get that info from Cell?
[20:05:33] <myke> yes, i have a trivial method that looks at the tile type and based on the tile index returns true or false
[20:05:45] <myke> but yeah the tile type is in the cell
[20:05:49] <SuckyNoob> hmm
[20:05:50] <myke> you get that directly from the tmx
[20:06:03] <SuckyNoob> i still dont quite get it
[20:06:05] <myke> ah nah i don't use a property
[20:06:20] <SuckyNoob> ah what do u use lol
[20:07:10] <SuckyNoob> that code doesnt really work for what I need it to do
[20:07:17] <myke> SuckyNoob: http://dpaste.com/12V38K2
[20:07:37] <myke> getId() as far as i can tell returns the index of the tile in the tsx
[20:07:43] <myke> left to right, top to bottom
[20:08:04] <SuckyNoob> well it works for you so it must work lol
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[20:08:20] <SuckyNoob> what is the type >=5 and <=10?
[20:08:28] <myke> unless you somehow are filling in a property called "isWalkable" it's probably blank
[20:08:57] <myke> Gdx.app.log() is your best friend, print out what's in there
[20:09:16] <myke> that's simply the tiles i decided are walkable, based on how they came out in the tile sheet
[20:09:34] <myke> so tiles 5 thru 10 are considered walkable
[20:09:44] <myke> if i reorder the tile sheet (which i will) that logic has to change as well
[20:10:07] <SuckyNoob> and then your gaph generator uses that to generate the graph
[20:11:29] <myke> SuckyNoob: http://dpaste.com/1665HXG
[20:11:49] <myke> as you can see, the only interaction with my tiled map is that one method that returns a boolean if it's passable or not
[20:12:07] <SuckyNoob> ya thats exactly what I was going for as well
[20:12:14] <myke> Graph() is a subclass of DefaultGraph that also implements the methods needed for the path smoother
[20:12:28] <myke> originally it was just DefaultGraph() here
[20:13:34] <myke> Gdx.app.log is your friend, print out your graph and make sure it looks like what you'd expect
[20:13:48] <myke> use a small map like 10x10 to start so it's not overwhelming to look at
[20:14:57] <SuckyNoob> awesome that helps make sense of it better, especially that boolean, I was all over the place
[20:15:21] <SuckyNoob> thanks
[20:15:37] <myke> no problem, i stared at that test code for a while to figure out how all the pathing stuff was intended to work
[20:16:09] <myke> i had map and pathing combined in one class but it was easier for me to make them completely separate
[20:22:57] <SuckyNoob> hmm
[20:23:09] <SuckyNoob> so whats your game myke
[20:23:31] <myke> ultra casual rpg
[20:27:13] <SuckyNoob> cool
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[21:03:26] <blahblah_> hello
[21:03:38] <royal_screwup21> how do you all learn to use high level libraries like libgdx?
[21:03:40] <royal_screwup21> I'm just starting out and while I understand on a super high level what I'm doing, I'm not entirely comfortable with all the abstraction
[21:03:49] <royal_screwup21> is this something I'm just going to have to get used to?
[21:05:05] <royal_screwup21> or am I learning it wrong?
[21:05:12] <blahblah_> I'm using the following function to change the color of a pixmap: https://pastebin.com/DDiU59G8
[21:06:23] <blahblah_> it mostly works but I still get black remnants in the resulting image where there was semi transparent pixel, any clue how make it work properly?
[21:20:40] <jayhost> royal ? You can read tutorials. What is the issue? What is so different from your super high level than the high levelness of libgdx?
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[22:12:40] <myke> royal_screwup21: work thru it at piece at a time
[22:13:11] <myke> libgdx is fairly modular so you can use the pieces separately, or not use them
[22:14:17] <royal_screwup21> yeah, it's what I'm planning on doing. It's just that I prefer working bottom-up so I like to have control over over everything I'm implementing, but perhaps this mindset isn't the right one to start out with
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[22:21:12] <myke> royal_screwup21: you can do that with libgdx as well
[22:21:36] <myke> you don't have to use actors or sprites. you can render your textures directly
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[22:32:20] <Ashiren> well working with abstractions is point of oop isnt it
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[22:40:18] <Tomski> royal_screwup21: libgdx lets you go as low level as you want
[22:40:28] <Tomski> And overall its a pretty low level framework
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[23:28:39] <smelc> and done with /r/roguelikedev sharing saturday: https://www.reddit.com/r/roguelikedev/comments/81k567/sharing_saturday_196/dv50nb1/
[23:30:33] <myke> nice
[23:34:07] <smelc> thanks
[23:35:01] <TEttinger> woo it's smelc
[23:35:12] <TEttinger> at an unusual time
[23:35:24] <smelc> indeed
[23:35:25] <TEttinger> are you doing a 7DRL?
[23:35:31] <smelc> lol no
[23:35:47] <smelc> you know my dev time is very scattered
[23:36:32] <smelc> there's no way I'll do a 7DRL until being widowed and with my children living their life
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   March 3, 2018  
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