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1  Discussions / Miscellaneous Topics / Marmalade and Cocos2d-x on: 2014-09-19 09:12:11
I've just come across this: and it looks amazing.

Looks like it's got all the features Libgdx has, but with more successful commercial games out there made with Marmalade.

My friend told me about this today: which also looks good.

What do you guys think? Better than Libgdx? Other alternatives to these frameworks out there?

Personally I'm fine with Libgdx, but it seems like there's a lack of tutorials on integrating platform specific services such as Admob and Game Center (iOS). I got everything working eventually, but after all that, I really don't want to experience all that headache again, so I'm looking for an alternative.
2  Game Development / Newbie & Debugging Questions / Re: Game Doesn't Start on Android Emulator on: 2014-09-19 04:33:12
It worked in the end. Still comes up with the error message, but the game runs fine afterwards. It also runs on proper android devices Smiley

I had to turn GPU on and snapshot off in the emulator settings.
3  Game Development / Newbie & Debugging Questions / Re: iOS and Android Leaderboards and Ad Integration on: 2014-09-17 11:33:54
I'm following this tutorial:

and I'm stuck at the bit where AdRequests are created. In the tutorial, they do this:

AdRequest adRequest = new AdRequest();
        AdRequest fadReq = new AdRequest();

however I can't create an AdRequest, as eclipse says it requires a Builder parsed into the constructor. Any ideas on how this is done?

UPDATE: This solved the problem:
4  Game Development / Newbie & Debugging Questions / Game Doesn't Start on Android Emulator on: 2014-09-17 01:17:02

I've completed a game on Libgdx and it runs fine on desktop, but it when I compile it into an apk and install it into an android virtual device, I get the message "Unfortunately, [app name] has stopped". I couldn't find a log or anything so I have no idea what's wrong.

I've tried many different configurations, including Android L (Preview) and 4.4W as the OS. RAM is 512 MB and VM Heap is 64. I don't have a physical android device to test on.

Does anyone have an idea of what might be wrong?
5  Game Development / Newbie & Debugging Questions / Re: libGDX: UI using ImageButton in a table layout on: 2014-09-15 07:17:14
Hey @Norakomi have you figured it out yet? If not, what's the problem? That thread I started which you've linked to is pretty old,  but if I recall properly, I followed the advice I received there and used a Button rather than an ImageButton. I created skins programmatically by adding the textures I wanted, then created the Button, using the skin in the constructors as required.

And yes I agree with you, it was a horrible nightmare figuring out how to use scene2d in Libgdx, and now I create my own UI classes.

Anyways, after you've created a Button, you can add it to the table and use the chain methods to position it. I never used TextureAtlases, just changed the Button texture directly by giving it another texture when needed, e.g. in onClick actions.

BTW: I just noticed all the "star" buttons in your code. You could use a for loop to manage all that if you want, not relevant but I cleaned up something similar in my project just before writing this.
6  Game Development / Newbie & Debugging Questions / iOS and Android Leaderboards and Ad Integration on: 2014-09-14 07:31:19

I've finally fully completed a game and I'm looking into implementing leaderboards and ad integration for iOS and Android (maybe even PC).

I really have no idea where to start. Could anyone give me some advice? I'm using Libgdx.

7  Discussions / General Discussions / Re: How can I speed up my computer? (Gaming) on: 2014-09-08 04:05:02

by reformat and reinstall you mean you reinstall your entire os or just the game?

The entire OS, because it removes all viruses, bloatware, unneeded processes/services etc
8  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-08 04:02:58
I use python for small tasks like extracting information from webpages, calculations and string manipuation etc. I also use VBScript/Bat to automate windows tasks. Other than that, Java can do everything else I need.
9  Discussions / General Discussions / Re: How can I speed up my computer? (Gaming) on: 2014-09-07 14:28:11
Here are a few things I do every 6 months to a year to improve gaming and general performance:

-Clean out my fans and heatsinks - because dust leads to higher temps which causes the processors to underclock sometimes
-Clean my OS: scan using malwarebytes, CCleaner, manually disable services/background processes uneeded
-Reformat/reinstall completely - this usually has the greatest general performance increase for me

Sometimes I use Gamebooster and overclock my GPU.
10  Discussions / General Discussions / Re: Can a Single Developer Create a Big Game? on: 2014-09-07 14:23:11
Great idea, I'm definitely going to try that.

What seems to stop me from making big games is creating the game content, rather than all the programming needed. I always imagine these big, detailed game worlds but when it comes to the stage where I have to actually create it, it gets boring. It's not due to a lack of skill (artistically etc), but it seems to be getting bored.

I think it helps to focus on the small steps rather than constantly daydreaming about the future final product.
11  Discussions / General Discussions / Can a Single Developer Create a Big Game? on: 2014-09-07 09:52:37
I've just finished a few small projects I've been working on, and I'm happy with the results. Now I'm considering starting a bigger project. I've tried "big" projects in the past but they never end up being complete, either due to me getting bored or overwhelmed, or a lack of resources (artwork, game development knowledge).

I'd just like to hear the opinions of my fellow game developers here about whether a single person should endeavour to complete a big game project. My definition of a "big" game would be game with a large world, lots of unique, varying content, takes a long time to explore all the content/world, and can be played for many hours without becoming repetitive. I had Runescape, Terraria and the Elder Scrolls in mind when typing this, although I only meant to include the gameplay elements, and not things like graphics and voice acting in the definition of big.

12  Game Development / Newbie & Debugging Questions / Re: Referencing from one obj to another on: 2014-09-04 11:08:57
I've been stuck on this for ages back when I first started programming. For a quick and easy method if your game isn't very big and complex, you could make the map, player and screen all static in your main gameplay class, then you can make them interact with each other by referencing to them as Main.player etc.

If the map wants to access the player object, for example, you would do something like Main.player.someMethod() in the map object.

Another way you could do it is by parsing the main game class to the player, screen and map objects when you initialise it (using a constructor), then accessing the main game class's objects.

E.g. player = new Player(this) in your main class.

Then in your player object, you can go etc
13  Discussions / Miscellaneous Topics / Re: How to play split screen on Black Ops 2 Xbox? on: 2014-09-03 05:23:53
Got it, thank you both very much Smiley
14  Discussions / Miscellaneous Topics / Re: How to play split screen on Black Ops 2 Xbox? on: 2014-09-03 04:03:34
Hi : )
It is super-easy, just go to Multiplayer->Local

Hey, thanks for the reply.
What do I do once I'm in local? I've connected two controllers but when I start a match, there's still only one player on it.

And @kingroka123, I've searched exactly that already, didn't find anything helpful Tongue
15  Discussions / Miscellaneous Topics / How to play split screen on Black Ops 2 Xbox? on: 2014-09-03 01:28:04
Hey guys,

I've been a PC game my whole life, finally got an xbox 360 today and I'd like to play Black Ops 2 split screen with bots offline. This is probably so easy to do, because I've searched online for guides but couldn't find any.

Can someone give me a step by step guide on how to get this working? Do I need xbox live gold for this?

Thank you
16  Game Development / Newbie & Debugging Questions / How to Scale Down Game Screen Size on: 2014-08-22 06:22:30
Hey everyone,

I currently have a game which looks like this at 1280x720 resolution, and I'd like some ideas on how I should go about scaling down the resolution on smaller screens.

I'm using Libgdx, but I'm not sure whether I should change the camera viewport size or zoom somehow, or change the size of all the sprites so that everything is smaller.

If I change the Libgdx application config screen size (to, say, 800x600), the game works but the player can't see much to either sides of the player.

Any suggestions or ideas will be greatly appreciated Smiley
17  Game Development / Game Mechanics / Re: Scroller game mechanics on: 2014-08-14 10:12:06
It's pretty easy using Libgdx with Tiled maps and Box2D after you set up the Camera and Box2d world. Just keep centering the camera on the player's position for scrolling. Let box2d handle all the physics.
18  Game Development / Newbie & Debugging Questions / Re: EXCEPTION_ACCESS_VIOLATION (0xc0000005) on: 2014-08-11 23:41:24
What does "at the same time" mean ? Are you messing with multiple threads ?

The bullets get destroyed when they hit an enemy, or after a period of time. I think the Timer I use creates a new thread
19  Game Development / Newbie & Debugging Questions / Re: EXCEPTION_ACCESS_VIOLATION (0xc0000005) on: 2014-08-11 07:54:47

Thank you both for the replies, I really didn't expect to get any replies because this problem seemed uncommon.

Can I find out where the body is being created while the world is locked? The game seems to crash when I fire a "bullet", but I've added a check using if (!world.isLocked()) before creating a body.

I'm using the Oracle JDK, and I've just reinstalled JRE and the problem is still there.

I can see that it's crashing at Projectile.initialise(), but I'm checking the whole initialise() method to make sure that world.isLocked() is false.

The error is being trigged in here somewhere:

public void initialise() {

      if (!world.isLocked()) {
            Gameplay.worldBusy = true;
            shape.setAsBox(hwidth, hheight);
            body = world.createBody(bodyDef);
            body.setTransform(initPos.x, initPos.y, 0);
            fixture = body.createFixture(fixtureDef);
            body.applyLinearImpulse(initImpulse, body.getLocalCenter(),
            Gameplay.worldBusy = false;

but I can't see a problem with it. I'm already checking that the world isn't locked. Can anyone see a problem that would cause the error?

I've even made sure that the world doesn't step if the boolean worldBusy is true, so it can't be creating a body while stepping.

Edit: Well I've spent pretty much the whole day trying to solve this but still can't Sad. Is there a temporary solution to suppress this error (kinda like how you would catch an exception), so that the program will keep running?

I've been playing around with the game, and it seems to crash when I try to fire while a Projectile(body) is being destroyed at the same time. Can't say for sure that this is the problem, but it feels like it when playing. For now I'm just going to make the projectiles that the weapons fire sensors; hopefully that'll get rid of the problem for now.
20  Game Development / Newbie & Debugging Questions / EXCEPTION_ACCESS_VIOLATION (0xc0000005) on: 2014-08-11 02:50:08
I'm getting this error randomly while playing the game I've created in Libgdx. Here's the error log it generated:

Could anyone explain what it means and how I should try fixing it?

Edit: This is what it says in the console after it crashes: AL lib: (EE) alc_cleanup: 1 device not closed
21  Game Development / Newbie & Debugging Questions / Re: Libgdx concept and purpose of the classes on: 2014-08-11 02:47:37
I don't quite understand what you mean, but my Libgdx classes are like this:

I have a class which extends Game, so it has the create(), dispose(), render() etc methods. In the create() method I set the screen to a new screen (another class which implements the Screen interface).

In the render() method of the screen, I draw sprites/textures using a spritebatch. To change the position of an image on a click, I would use an Actor which has a ClickListener(), which sets the new position of the image on click.

22  Game Development / Game Play & Game Design / Phone Controls for Desktop Game on: 2014-08-09 09:54:18
Hey everyone,

I've been working on a game for the last couple of months and it's turning out great! It's a platformer where the player can move around and hit or shoot enemies. I'm polishing it up and getting ready to test it on android and iOS, but I'm not quite sure how I should implement the controls. On keyboard and mouse, the player moves and jumps using WAD (W-Jump, A,D move sideways), F for a punch and mouse + Left click to aim and shoot.

I've been considering removing the aim to shoot feature and only allow horizontal shooting, but my maps have slopes and the enemies can fly.

I've also considered an auto-targeting mechanism but that seems like it would take the fun away from the game.

Any suggestions would really be appreciated Smiley
23  Game Development / Newbie & Debugging Questions / Re: Bullet shooting in mouse direction on: 2014-08-07 12:53:20
Get the position of the mouse (mouseX, mouseY), and the position of the gun (gunX, gunY). The vector from the gun to the mouse is (mouseX-gunX, mouseY-gunY).

Create a bullet at (gunX, gunY), and depending on how you handle movement: increment the position of the bullet by (mouseX-gunX, mouseY-gunY), multiplied by a constant depending on the speed of the bullet. The constant would be 1 if you want it to hit straight away, 0.5 if you want it to hit in two frames etc.
24  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-07-20 10:06:30
I've used Justhost ( for a few months now and they've been pretty reliable so far. It's $11 for one single month, or $8 a month for 3 months, $3 a month for 24 months.
25  Game Development / Newbie & Debugging Questions / Re: LibGDX - Tiled collisions? on: 2014-06-03 13:39:26
Looks like you found a solution Smiley. Just wanted to mention the Box2D methods because I use it and it works well. You could create a static body for each tile if the worlds are not extremely large. Or you could manually create objects in Tiled that correspond to collision regions, and use Box2D to generate static bodies there. This allows for more physics options in the future if you intend to use Box2D.
26  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-07 12:18:31
Hey, a quick question with the sprite based animations - because there are separate sprites in each complete character animation, does that mean I have to animate each of the pieces individually, so one walking animation for each style of "legs", "body" etc?

Also, a more practical question, how would you actually go about creating the animation? I'm okay at creating spritesheets for entire characters whole, but animating, say, arms only for walking seems a bit more difficult. Like I said, I'm not good at art/graphics. I guess the issue is more to do with timing and putting all the pieces together.
27  Discussions / General Discussions / Re: How do you manage your ideas and resources on: 2014-01-05 04:10:20
I use the most basic tools - Windows notepad and iOS 7 reminders app.

I have all my ideas and "to dos" in a text file, and add to the reminders app when I think of something away from the computer. Quick, easy and effective.
28  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-05 04:05:43

It seems like using separate sprites is the way to go from what I've read, as bone animations may be hard to work with. I thought about the overlaying and composite sprites ideas but I'm not sure how to implement it.

I also just came up with an idea but don't know if it's good, could someone please give some suggestions? I was thinking I can set a position  for each part of the sprite that can be customised, for example, a position for the head, body, legs, both arms etc, and render different sprite animations at those positions. Each character sprite will be the same size. Something like this:

What do you guys think?
29  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-04 14:05:27
Hi, thanks for the reply. I considered that method, and maybe I'm misunderstanding it, but it seems like there are going to be way too many sprites. For example, even if there are 4 different armours, and 4 different weapons, and 4 walking animations for each direction, you would have to make 64 different sprite animations.
30  Game Development / Game Mechanics / Re: How To Make 2D Customizable Sprites and Animations on: 2014-01-04 13:52:18
Hey, thanks for the really quick reply. I had a look at your suggestion of 2D bone animation and came across Spine. I will look into Spine and try it out, but there doesn't seem to be many tutorials on using it (with libgdx). Once you export the animation as a JSON, how do you render it? And how does that allow you to customize the parts of the animation?

Spine looks really good and I plan on purchasing it once I have an idea of how to use it with my project.
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