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1  Games Center / WIP games, tools & toy projects / Re: audio dsp on: 2014-03-14 14:00:55
This is awesome  Shocked
Ok, it's still in an early alpha state but there's huge potential.
I could use something like this myself as I'm working on a 2D game engine with graphical Editor for nearly everything. We didn't start on the sound system yet but this would defiantly make it a lot cooler to use  Smiley
I don't know if it's possible ATM but you could think of a random function to make a simple sound sound different everytime it's played due to random pitch or other effects.
I'll watch this and once it's Open Source (I hope it will be one day) I'd try to contribute and (as I mentioned) use it myself.

Best regards
2  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy [Android beta released!] on: 2014-03-12 19:09:00
This looks really awesome!
But you should have a look at the GUI scaling.
On a nexus 5 (With it's fill HD screen) it looks like that:

Imagine this image scaled down to roughly 5". It's damn small and the list (the one that appears after clicking "New game") is nearly unusable!
And maybe you could think of a way to enable the player to select units while they are on their way to a planet.

3  Game Development / Newbie & Debugging Questions / FreeTypeFontGenerator RAM usage on: 2014-02-08 10:24:39
Hi everybody,
I have some big trouble with generating multiple, large sized fonts with libGDXs FreeTypeFontGenerator.

Why do I need to generate multiple, quite big BitmapFonts?
ATM I'm working on a graphical UI designer, in which you can create user interfaces for our Mystery Game Engine. Every size (Actors size and position, font sizes, ...) can be specified by pixels, centimeters or percent. The problem is: If you create an Actor, which resizes depending on the stages size (lets say 40% of the stages height) and place some text on it with a height of 90% of the actors height, the fonts size changes each time the stage is resized. The stage is resized quite often, due to testing the GUIs resize behaviour.
With every font generation call the RAM usage raises depending on the font size (up to several hundred MB).
I made a little graphic which demonstrates what I'm doing:

What you can't see here: I save the BitmapFonts in a list, but I clear that list before generating the new Font sizes and dispose all unneeded BitmapFonts.

What I do not understand is the fact, that the JavaVMs RAM allocation doesn't raise, but the Processes RAM allocation does. If I repeat this code sample a few times my computer freezes since the java process consumes all of my RAM (6GB).

Any tips on how I can fix it? It seems like some native methods allocate the RAM but do not free it up again.
I hope you can help me,
4  Game Development / Shared Code / Re: Rhino-JavaScript on: 2014-01-04 15:11:44
Hi everybody, I'm coding with Phibedy so I can answer that querstion as well.
ATM we're developing a 2D Game Engine. To have maximum flexibility we decided to implement scripting. We can (once it's finished) script Entity behavior, link the user interface to the game and a lot more we can't event think of atm.  Yawn
5  Games Center / Android Showcase / Re: Flying Bob - fast-paced game arcade on: 2013-04-27 20:46:33
Wow, this looks REALLY good.
Great gameplay and nice, polished look.

Can't wait to play more Levels, keep up that work and it may be quite successful Cheesy
6  Java Game APIs & Engines / Engines, Libraries and Tools / libGDX Scene2D.ui ScrollPane doesn't move on: 2013-04-04 18:09:14
Hi everybody,
I've got some Problems with the Scene2D.ui ScrollPane.

I have a Table witch holds several Actors like TextFields, Buttons and Labels. Then I create a new ScrollPane based on that Table. The vertical scrollbar moves according to my mouse/wheel movement but the content itself isn't moving.

As you can see: The Bar moves but the Content doesn't.

The code for the ScrollPane:

Window w = new Window("someTitle", someWindowStyle);

Table content = new Table();

//'content' is filled with some Actors

ScrollPane scroll = new ScrollPane(content, someScrollPaneStyle);


That's a shorted version of course but basically that's how I do it.

Is this error known? I tried it for quite a long time now but it's not working and I have no idea why.
I hope there's someone around here who can help me with that problem.
If you need more information please let me know.

7  Games Center / WIP games, tools & toy projects / Re: 2d RPG with no name... on: 2013-02-10 17:14:42
It works fine for me as well but it took an external "tree.png" file instead of the internal one.

I uploaded the Image once again:
8  Games Center / WIP games, tools & toy projects / Re: 2d RPG with no name... on: 2013-02-10 15:16:57
I think there's a bug:

The images filename is "tree.png" and is located in the same folder as mc2d.jar
For some reason it appeared in your game.
Once the "tree.png" is renamed/deleted everything works as it should.
9  Game Development / Game Mechanics / Re: Rendering in order of Z-value, not array order on: 2012-07-01 19:55:25
We had the same Problem in our 2D RPG.
We solved it like this:

We have an ArrayList which holds every Static object. This List is sorted by the Y Value of the objects (mid of where they "stand", not the Image Y Value).
Before rendering, every static Object is copied into a RenderList. After that every nonstatic Object is sorted in that List.

After that we can render this List from 0 = ArrayList.size()-1 and everything is in the right order.

(yes our Player is a Smily....and the tree is stolen from Pokemon...)

I hope this was what you'te looking for :S
10  Game Development / Newbie & Debugging Questions / Re: JFrame - Problem with changing JPanel on: 2012-06-21 20:03:26
I'm making the game together with Phibedy.
We're now loading all recources (png's, Maps, Objects, Players.....ect. ) in a new Thread. Everything works as it should (even the loading screen Wink )

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