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   March 12, 2018  
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[00:06:11] <mutilator> hamster is live on claw arcade! https://www.twitch.tv/clawarcade
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[02:22:16] <jayhost> mutilator nice ha
[02:41:53] <TEttinger> hamstar!
[02:41:57] <TEttinger> hammmmm
[03:46:24] <DB219> what's happening
[03:52:18] <jayhost> not too much
[03:52:38] <jayhost> been coding a little, also playing TEW2
[03:52:40] <jayhost> u
[03:56:19] <DB219> Still working on new powerups
[03:56:43] <DB219> Also, passed the 5K download mark! It now says 5000-10000 on the store now :)
[03:57:05] <jayhost> Oh yeah, well just round to 9999
[03:59:50] <DB219> I should do a video. It helps a lot apparently.
[04:00:16] <DB219> deployed made a good one for his liar's dice game.
[04:03:26] <DB219> How's TEW2, any good?
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[04:12:01] <jayhost> Oh yeah, aside from falling through the map once it's great
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[05:34:56] <SuckyNoob> any of you guys use CastleDB?
[06:23:03] <jayhost> no
[06:40:55] <SuckyNoob> hey jayhost what're you up to
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[08:11:25] <jayhost> SuckyNoob just gammin and chillin out atm
[08:11:32] <jayhost> you
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[09:12:49] <TEttinger> hey jayhost
[09:15:00] <TEttinger> I'm pretty pleased with this RNG. it took a while to figure out a new strategy since my old one seems to pass tests by cheating, kinda. the new one should produce all possible ints and use only GWT-friendly int math without relying on JDK int behavior
[09:15:09] <TEttinger> public static int zig(int a, int b) { b = (b ^ b >>> 15) * 0xAD7B5; b = (b ^ b >>> 12) * 0xCDD1D; return (b += a) ^ b >>> 13; }
[09:15:23] <TEttinger> looks too simple. unfortunately, it's called in a nonsimple way
[09:16:14] <TEttinger> int a = 123, b = 420, result = zig((a = (a = (a ^= a >>> 14) ^ a << 1) ^ a >>> 15), b = b + 0x632BE5AB | 0);
[09:16:17] <SuckyNoob> oh shit was reading lol
[09:16:21] <TEttinger> hehe
[09:17:09] <Ashiren> why | 0
[09:17:27] <TEttinger> GWT madness
[09:17:32] <TEttinger> good eye
[09:17:57] <TEttinger> if the increment would overflow anywhere else, on GWT it won't
[09:18:19] <TEttinger> you can get actual ints, as far as GWT can tell, that have a value like 2 to the 52
[09:18:32] <TEttinger> because they're JS numbers internally... guh
[09:19:16] <TEttinger> bitwise ops force it into the 32-bit range
[09:19:24] <TEttinger> even bitwise no-ops on JDK
[09:19:32] <TEttinger> learned about it from Guava
[09:20:01] <TEttinger> also from trying to debug hash codes on GWT
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[09:23:58] <TEttinger> Ashiren: the calling part is ugly because it's condensing a marsaglia-type xorshift generator into half a line of code
[09:24:29] <TEttinger> and that has period 2 to the 32 minus 1, the other part is almost a verbatim splitmix32 and that's 2 to the 32 for period
[09:24:51] <TEttinger> it all lines up nicely
[09:25:05] <TEttinger> probably pretty slow on desktop, on GWT it should be smokin'
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[14:15:02] <Kruppi> hi
[14:15:07] <Ashiren> ohai
[14:15:17] <Kruppi> has anyone worked with USL to create his or her skins?
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[14:24:08] <Kruppi> The USL-class parses a .usl file into Json but I can't create a Skin from that.
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[17:20:44] <royal_screwup21> is it good practice to share sprite batches across screens?
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[17:22:13] <Tomski> You will use up more time and more memory if you have multiple batches
[17:22:22] <Tomski> Its not the end of the world though
[17:23:12] <royal_screwup21> cool, thanks :)
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[17:34:34] <royal_screwup21> super noob question: so my render method of my main game screen looks like this: https://thepasteb.in/p/nZhlLZXP2nkTY I'm pretty sure I'm not adopting best practices because the if-else looks clunky. Essentially, if the game is over, the game over Screen is rendered, otherwise keep playing the game. Is there a better way to structure the code?
[17:38:20] <bomb> are you a web developer in your day job or something?
[17:38:36] <bomb> can you stop worrying about structure for a moment and code your game?
[17:39:21] <oseph> royal_screwup21 I think that would work just fine.
[17:39:35] <royal_screwup21> aha no lol, I'm just a first-year cs student who's spent far too long on the #java channel hearing people berate bad code :(
[17:40:09] <bomb> #java is by far the worst channel i've seen on freenode in the last 10 years
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[21:41:06] <smelc> hey gdxers
[22:00:39] <jayhost> hi
[22:02:07] <Kruppi> Hey, is anyone around that has experience with creating skins from USL?
[22:08:13] <bomb> what is USL?
[22:10:53] <Kruppi> https://github.com/kotcrab/vis-editor/wiki/USL
[22:11:44] <Kruppi> it's supposed to be easier than writing in json format
[22:12:17] <bomb> didn't know visui guy is THAT serious about this thing
[22:12:33] <Kruppi> and it does indeed parse the usl files to json format, but now I don't know how I can turn a Skin out of it / feed it into VisUI (https://github.com/kotcrab/vis-editor/wiki/VisUI)
[22:12:44] <bomb> client-side Java isn't worth learning another layer of abstraction, IMHO
[22:12:46] <Kruppi> I don't know either tbh. I just started yesterday with libgdx
[22:13:25] <Kruppi> I know I wanna use kotlin and I don't want much hassle with UI
[22:13:35] <Kruppi> the visui template looked very promising
[22:13:40] <bomb> switch to something else when you still have time
[22:13:59] <Kruppi> i.e?
[22:14:29] <bomb> what type of game you make?
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[22:15:33] <Kruppi> I was thinking of the gameplay style (at least for one part of the game) of papers please
[22:15:45] <Kruppi> rather, player controls
[22:15:58] <bomb> kinda UI-centric then
[22:16:04] <bomb> papers please is written in Haxe
[22:16:21] <Kruppi> never heard of it :O
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[22:16:23] <bomb> it's a nice language that targets everywhere
[22:17:21] <Kruppi> anyhow, I'm stuck with kotlin. I've gotta learn it for work and I thought using libgdx would be a fun way to do so
[22:19:19] <bomb> we have very different senses of fun
[22:21:02] <Tomski> Kruppi: if it makes libgdx json skin files, you just load it like a libgdx skin
[22:21:49] <Kruppi> I've got the json as a string
[22:22:08] <Kruppi> do you know how I can turn it into a temporary file or something without too much overhead?
[22:23:43] <Tomski> Kruppi: any reason you are trying to do this at runtime?
[22:23:51] <Tomski> seems that it should be used as a preprocessing step
[22:24:27] <Kruppi> that's true, but the jar file on the wiki is not working and I haven't found a fix yet
[22:26:46] <Kruppi> "USL files are converted to JSON by vis-usl.jar or by USL class when using from code. Jar usage: java -jar vis-usl-x.y.z.jar <input usl file path> <output json file path>" <- this part specifically. It's written like it could be done in the code (of course only during debug phase)
[22:27:15] <Tomski> Sure
[22:27:23] <Tomski> You can run it, save it to a temp file and load that file
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[22:36:03] <Kruppi> I'm going to verify that the jar not working is not only on my computer. I've just have to get my laptop's battery loaded first
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[23:11:18] <TEttinger> Kruppi: if you just want to write a String that contains JSON to a file, Gdx.files.local("filename.json").writeString("{someKey: someValue}", false);
[23:12:03] <TEttinger> this is one of those things that I love in libgdx because it's a complete pain in regular Java code with just the standard JDK lib
[23:12:16] <Kruppi> Thanks, I'll try that piece of code :)
[23:14:53] <TEttinger> it might be a little tiny bit different in Kotlin, but not much
[23:15:13] <TEttinger> maybe it doesn't need a semicolon
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[23:42:02] <royal_screwup21> I accidentally changed my project name via the command line (mv original_name new_name). I rechanged it back to its original name and now it's not importing any of the badlogic libraries ('cannot resolve badlogic"). How do I fix this?
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[23:51:26] <TEttinger> royal_screwup21: is it eclipse or is it intellij that can't import?
[23:51:38] <royal_screwup21> android studio :(
[23:52:13] <royal_screwup21> but never mind, lesson learned, I'm creating a new project and just copy/pasting my files into it
[23:52:49] <TEttinger> moving the folder should be reversible, as long as you close and reopen the project
[23:53:15] <TEttinger> moving the project files would be weird because it shouldn't be possible with the project open
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   March 12, 2018  
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