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 1 
 on: 2016-07-28 12:44:04 
Started by printer - Last post by Icecore
Sorry but this did not work, as i said. Unit scale is a ridiculous size to scale down to. So thats why i need to seprate the ui stuff from the world stuff.

You do something totally wrong
You have pixel ground tiles – let say 32 x 32 pixels you draw them
No zoom – scale needed
Then you draw Npc – trees etc – also pixels 1:1
No zoom – scale needed

But when you try draw text above world – you’r text is scaled from nowhere
And looks totally wrong

 2 
 on: 2016-07-28 12:26:59 
Started by BurntPizza - Last post by matt_p
I had the idea to replace all reading and writing to the filesystm in my codebase to use a generic, abstract DataProvider instead. It was quite interesting to do and it also works as intended now Smiley

Now everything is loaded via this selfmade abstract DataProvider which already has 3 implementations:
- MemoryDataProvider (read and write directly into RAM; you can bulk import files from filesystem, load a ZipFile or just instanciate it empty; generally used for tests)
- FileDataProvider (so normal File IO behavior here)
- ZipDataProvider (as the name says, reading from ZipFiles; writing is not supported)
- I'm planning to make a DataProvider that uses my REST client to load the data from a REST service in the near future

This whole concept is like java.nio.FileSystems' little brother - but since it has to work on Android too I had to do this myself.
Since I use TinySound on PC side I had to change a bit of its source to be able to load from InputStream data instead of an URL...

 3 
 on: 2016-07-28 09:42:53 
Started by MrPork - Last post by CoDi^R
The libGDX skin files aren't valid JSON. This is ... known behaviour.

Quote from: MrPork
*How does the JSON file know what image to use?

In your example, "round" is the name of the sprite (TextureRegion) in your sprite atlas.

Quote from: MrPork
*Do I name an atlas file the same as the JSON file?

By default, yes: new Skin("myskin.json") looks for and loads "myskin.atlas". The skins are pretty flexible though, so it is also possible to create one from scratch, or load/add more texture atlases at runtime.

 4 
 on: 2016-07-28 08:10:49 
Started by printer - Last post by printer
But if it's not ideal, then how will i draw health bar at unit scale aswell?
Create 5-10 fonts that you needed
- they all have same img quality as you create them, if you not try to scale them.

If you have in game zoom and wants to zoom in-out camera with font zoom

you can scale font texture – for 10-20% its ok, but on 200-300% it looks terrible
so you can swap on bigger/smallest Texture font
//
or try use https://github.com/libgdx/libgdx/wiki/Distance-field-fonts

up:
http://stackoverflow.com/questions/14675007/how-to-draw-smooth-text-in-libgdx

Sorry but this did not work, as i said. Unit scale is a ridiculous size to scale down to. So thats why i need to seprate the ui stuff from the world stuff.


 5 
 on: 2016-07-28 07:20:22 
Started by MrPork - Last post by SHC
Slightly off topic, but what you had there is not valid JSON. The keys in JSON should be strings.

 6 
 on: 2016-07-28 06:45:07 
Started by winspeednl - Last post by Gornova
Yes I will put some videos and demos online soon.
(Likely tomorrow)
And sorry for the dead link still working on the documentation.

EDIT: Little unfinished demo Super Mario Bros remake

Mario's jump velocity is too high, for me (IMHO)

 7 
 on: 2016-07-28 06:17:40 
Started by Archive - Last post by Riven
Dude, this in WIDT? Emo

 8 
 on: 2016-07-28 05:49:10 
Started by MrPork - Last post by MrPork
Ok here it goes

*Skins can use JSON files
*You can define JSON files to stylize the skins

ie.

1  
2  
3  
4  
5  
6  
7  
8  
{
    com.badlogic.gdx.graphics.Color: {
        green: { r: 0, g: 1, b: 0, a: 1 }
    },
    com.badlogic.gdx.scenes.scene2d.ui.Skin$TintedDrawable: {
        round-green: { name: round, color: green }
    }
}


*How does the JSON file know what image to use?
*Do I name an atlas file the same as the JSON file?

 9 
 on: 2016-07-28 05:13:55 
Started by purenickery - Last post by Ecumene
Bloom works now, and it looks great!



in your face hydroque

 10 
 on: 2016-07-28 02:57:54 
Started by Archive - Last post by Archive
If anyone reading this can translate Pascal code to Java, send me a skype message/request. My skype is m.limits

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