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1  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2015-01-08 18:31:33
The background looks very nice. I like that it isn't just flat black. Made a big improvement there. It would be nice if there was a bit of color variation. I really like it when "space pics" (or visualization of space in games) have a bit variation in colors (random example from google image search: ). It could be subtle just fading a bit to dark red or so.

I the text in the menu buttons on the top left hard to read. Probably it would already improve, if you make it a bit lighter (or add an outline).

The ships look a bit too "tiled" with only square tiles. You could add some pieces to give your ship some nicer outlines (and not everything in 90° angles).

The UI looks functional, the icons are basic but I think they do their job.

Other than that, not much to say as I can't see any gameplay. The idea sounds interesting. Kind of an open world FTL with multiplayer Wink
2  Game Development / Game Play & Game Design / Re: Transfer an item from world to inventory [SOLVED] on: 2015-01-06 15:25:34
Have you thought of seperating an item and the definition of one? The definition contains the name, description, properties (special stats, buffs etc.), sprites. If you have this you can have a "GameObject" item which is displayed in the game world. This item references a definition. If you then pick up the item, you can "destroy" the item instance and just reference the definition from your inventory... When you drop an item from your inventory in the game world you then just need to create a new instance again. To save space in the inventory you could make an "InventoryItem" class which references the item definition and has an integer to store the item count.

I would do probably something along those lines. Hope this gives you some ideas. Probably have a look at the flyweight pattern ( ), which is basically what I'm suggesting here.
3  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] AI with Libgdx on: 2015-01-03 06:53:15
You need to update your build.gradle file, located in your project root.

In the allprojects/ext part you can define a variable to store the version number of gdx ai at one place (I'm using 1.4.0).

allprojects {
    ext {
        gdxVersion = '1.4.1'
+        gdxAiVersion = '1.4.0'

Then you have to add a compile action to each of your projects. Here the example for the desktop project:

project(":desktop") {
    apply plugin: "java"

    dependencies {
        compile project(":core")
        compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
        compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
+        compile "com.badlogicgames.gdx:gdx-ai:$gdxAiVersion"

Do the same for the other projects ( "core", "android", "html"). Note the $gdxAiVersion part, which takes your predefined version number... If you want to update to a new version, you just need to change it at one place.

When you updated the build.gradle file you can rebuild your project from command line with gradle or use the eclipse gradle tools to rebuild/refresh, if you are using eclipse. After the refresh you should be able to use the gdx-ai stuff.

Not sure if you have to provide something special for html and android versions, but it should work at least for desktop, if you add the compile line into core and desktop project. Hope this helps.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [libgdx] Anatomy of an HTML5 Project? on: 2014-12-30 13:24:40
One little note for the gwt output. I think the WEB-INF subfolder in the output folder is not required and this folder makes up a huge part of the export. The export folder of my last LD game is ~70 MB, the game itself without WEB-INF is only around 10 MB (around half of it is probably from the assets.). So if I understand you correctly you should be able to build the games and then just copy everything except the WEB-INF folder to your desired location. Hope this helps.
5  Games Center / Contests / Re: TAFSJ - The Actually Finish Something Jam on: 2014-12-23 10:10:36
@SHC: If it's top down, why don't you make just one image (or animation) which you then rotate?
6  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-09 08:43:14
Additional infos, desktop download and link to the source can be found on the ludum dare page

Nice game, but the ludumdare page you linked points to Jev's Gungeon.
Definitely a sign that I needed that sleep Wink
7  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-09 01:31:07
Finally done... Hope everything works.

Check out the game

Additional infos, desktop download and link to the the source can be found on the entries contest page:

Now starts the fun time of finding all those cool games that have been made... But first of all I need a batch of sleep Cheesy
8  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-12-05 08:55:12
NuGet as a first class delivery vehicle

Wohooo Cheesy
9  Discussions / General Discussions / Re: Using TWL with todays versions of LibGDX? on: 2014-11-30 14:09:30
Great thank you just what I needed

I had a GUI like the Democracy 3 in mind for future plans, some kind of other simulator, you should check out that game if you havent already - would this kind of thing be possible with SceneUI then? I'm guessing so...

Fun thing is, I bought democracy 3 just yesterday in a steam sale XD Have seen some let's plays. I'm not sure if I like the game, but I find it very interesting (I love simulations Cheesy), so I thought I might just give it a try.

From what I see the UI of democracy is very well done for such a complicated game (in screenshots it looks complicated but when you see it in the videos you see that the UI provides a lot of context and help for the user). I would suggest that you don't even try to do something similar until you have grasped the basics of scene2d and scene2d.ui. Then try to identify what "components" the democracy ui (or the ui you want to make) is composed of and how you could do something like that. Make little proof of concepts for your controls and then try to get them together in the big picture.

To give you an example what I would start with, let's take this screen:

From what I see this screen consists of 3 important areas. I have marked them with different colors on this image:

There is the info bar in the top (pink), the table in the center (green) and the buttons/icons that take up the rest of the screen (blue).

The top bar and the progress bar in the center can be done very easily with tables. You see how I would create the table cells (you can do a colspan to achieve the big "popularity" cell in the green table).

In the top table you then have different kind of displays, which you can compose out of other tables or buttons (TextButton/ImageButton) with nice set backgrounds.

You can add those two tables to your stage and position them how you want to.

The icons in the blue box are basically round buttons that are freely placed in the free area. This might have be done manually or autamatically, but I would suggest that you start manually.

I would probably create a Group/WidgetGroup where I put them in instead of putting them directly into the stage.

Check out ninepatches, if you haven't already. You can use them as background for tables and other actors.

Last piece of advice. Start working with a skin. It is really nice beeing able to define style properties in the skin file and change the overall look and feel in one place. Probably best advice to start with the skin is to use the files from the libgdx tests.

Downlod following files from this link
uiskin.json, uiskin.png, uskin.atlas, default.fnt, default.png, default_00.png, font.fnt, font.png

I'm not sure if you need the default and font files. The important part is in the uiskin files.
10  Discussions / General Discussions / Re: Using TWL with todays versions of LibGDX? on: 2014-11-30 12:56:17
As far as I know TWL is discontinued since a while. LibGDX has undergone some bigger changes, so I would expect it not to work any more.

In my opinion scene2d is way better than TWL. I had the pleasure of using TWL with slick2d. It produced nice guis, once I got it running but it was a major pain to get it runnning (not because it is a bad library, but because it it a very extensive library with a steep learning curve).

Btw, scene2d also comes with some widgets (scene2d.ui). Probably not as many as TWL has, but basically you have everything you need to start building an elaborate gui. If you want to make nice guis with scene2d, try to understand Tables. For most things I need in my UI's, I often start with tables.

Have a read: ,

11  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-27 13:23:54
All exceptions are unchecked  
Forgot that. Not really a killer feature but I like that too.

As ? is already an operator I don't find it that evil. But I understand your concerns. Nice thing is that you don't need to use it.
And the definition what it does in c# is very clear.

For various reasons but mostly because it hides stuff I like to know.

This is as I said before... If you use it wrongly you can hide stuff. But there are still many places you can use to shorten the code without losing information. This is also a very controversial topic in the c#/.net
community, so you are absolutely not alone with your dislike for var. There are some stack overflow discussions about this topics... Probably might give
you some different perspectives on the topic:  
I need to check but I've read an interview with one of the language creators where he explains why they introduced var and what it should be used for. But not really sure where I read that. Google yielded no good results Wink

Nullable Types
Sure, you can do something similar in java. It is still nice not having to declare a reference type to hold a value type. Also I find it's notation (<datatype>? <name>) very nice to read, for example if you use it on a data model, entity or so. For example, when you're used to c#, you read "int? value" automatically as "nullable int value". Just a tiny improvement, but if it helps by not having to implement some wrapper classes, I'm happy to use it. (also things like entity framework use this notation to set db constraints).
Extension methods. Seem like a great idea but I started to get an uneasy feeling about them after a while.
I think this is because they change the way you program. In c# the introduction of extension methods lead to an increase in "functional" style libraries, code examples etc. classic c# (.net 1.1 - 2.0) is very similar to java 1.6/1.7. But since the 3.5 .net framework release a lot has changed. The code is less and less control code (for, if, switch) and more and more just "functions" and lambdas etc. Extension methods are used by many libraries to do very clean, decoupled libraries with nice tools that can be enabled by just including a namespace. Extension methods are now an integral part of the .net framework, and even if you don't create them directly, it is hard to not come around them. So it is good to know how they work (think you already know that), if you are required to use them.

Type erasure
It's not the end of the world, but actually it can be very handy to be able to instance a type based on the generics parameter. It makes some things (data generation/mocking, factories, IOC, dependency injection) simpler to do. I don't say that you can't do it with java, but with java you require some more boilerplate code to setup certain things. I don't come accross problems with this often, but when I'm usually annoyed about what I have to do to get it running with java. But now I usually try to avoid situation where I would need this info in java.

Things that are in Java which are excellent ideas:   the <> operator, which removes large tracts of crappy redundant typing   static import, ditto lambda syntax, ditto, plus bells and whistles   final, which works in a lovely consistent way   for instead of foreach. Consistent use of keywords!

The <> is actually a nice addition. Would like var even more... But true, c# doesn't have an equivalent (because most cases are handled by var Wink ). Static import: This one is actually nice. But also, in many cases where you would use this, c# uses extension methods, which I find even niftier Wink Lambda Syntax: Don't really know the java lambda syntax. I like the one from c#.  final: Yes, final, readonly, etc. is a bit of a mess.  foreach: I disagree on this. For me this is semantically a different operation (and I don't like it if you have a keyword that does two different things, see final XD). I don't prefer one way or the other, but I don't see a problem with the foreach naming.

 The ability to specify byte and short literals with suffixes a la longs (dunno if C# has these)

Nope, doesn't look like it:

The coalesce operator ?? and the elvis operator ?: are
functionally the same.

I'm not really sure if this is the same. Can you do this with the elvis
return valueA ?? valueB ?? valueC ?? valueD ?? valueE ?? valueF ?? "defaultValue";

Stuff I know nothing about:   Yield.
Basically it's a limited form of coroutine. It is very useful for people who want to write implementations of Iterator; I haven't seen many other uses for it.

It is a compiler hack which let's you implement IEnumerable without having to implement anything (the compiler substitutes the required classes). This can be very useful if you are processing large streams of data or lists. Also, nothing java could not do, but it is nice that this is implemented as language feature.

Dynamic is nice because it let's you create dynamic objects. Imagine doing a SELECT * FROM BLA and directly mapping the results to objects, without having to know the column names at run time. The micro orm dapper (which is developed by the stack overflow creators and as far as I know used as orm for stack exchange) makes heavy use of this feature.

Ah I forgot one feature I really love about c#. The using statement. C# has an interface IDisposoble. If you have an object that implements this interface, your can wrap your operations on this objects in an using statement. When the code exits the using block, all used resources are being disposed automatically.
how this looks like:
Table table = new Table();
using(var connection = new SqlConnection("."))
using(var command = new SqlCommand(connection))
using(var adapter = new SqlDataAdapter(command)) {    
   command.CommandText = "pr_LoadData";    
   command.CommandType = CommandType.StoredProcedure;
return table;

In this example, connection,
command and adapter are all classes that have resources that need to be
disposed. This happens automatically, once "adapter.fill" has run.
12  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 22:34:05
Well.. I'm not trying to limit the discussion to var. I would like someone like you to espouse the benefits of C# so we can see where it's better.

Look at the things I mentioned in my first post. I know that I cannot explain those concepts better than existing resources on the internet.

Some things:
  • Default and named parameters. I like convention over configuration. why do method overloads when you can have your values defaulted to sane values. =>
  • Use "yield" for easy implementation of iterators =>
  • dynamic type in a statically typed language.
  • The coalesce operator (??) =>
  • Generics information is not erased after compile. Reflection can access the information of the generic types.
  • You can use value types for generics.
  • Properties. I actually like them very much. I find working with properties nicer. objectA.Value = objectB.Value + objectC.Value as opposite to objectA.setValue(objectB.getValue() + objectC.getValue()). But I see that that is just a personal preference.
  • Operator overloading. A controversial one but can be definitely useful.
  • Nullable types (probably would not have much use in java, as you cannot define your own value types) =>
  • Extension Methods:[/url]
    A very neat way to extend existing API's without breaking encapsulation (XD, sorry, had to bring this example). This is extremely helpful if you want to add functionality to an API that you don't own or cannot change. The .NET library has some very handy extension methods that add functionality very similar to streams (java 8 ), without touching any of the underlying storage classes. A very useful tool.
  • The var operator:
    This operator has been received with mixed reactions from the developer community, mainly because it can be abused. As far as I know it only has been introduced to allow anonymous types in the language. But they can be also very useful when having very large types or type definitions with many generics etc. I had the example with the hash map. I come across classes like BackendFormatterKeyChainOperatorImplemenation, sometimes you have even generated classes with much longer names ... That is not really a problem of the language, but the var operator helps to cope with the symptoms. I use it often, but only when it is clear what the resulting type is or when it doesn't matter.

Some of those features are mainly useful for my "boring business work", but I really miss things like extension methods, default and named parameters, ?? and var. I think there is a reason projects like lombok or xtend exist. Java has room for improvement and I really hope it will improve even further.
13  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 18:17:22
Sure, if you limit this discussion to var, there are no big advantages vs java. If you look up the features I listed in my first post you gain a lot more additional fluff and also things that java simply does not support (better generics support/valuetypes, extension methods) Wink

It's not my (nor is it your) problem that you don't see the benefits. It's my gain that I see them and can use them to improve my productivity and the fun factor while coding. Just wanted to share some thoughts that are biased in in the other direction Wink
14  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 17:11:08
Not entirely correct. You still have to type Map<>. But yes you are right, my java example was worse than it needed to be.

And I'm not advocating var for java. I'm saying that introducing var in C# has resulted in code that is easier to read. As I said. All the small improvements together make the whole package really good.

Yes, lambdas are nice and help improve java. But there is still a long way to go to be en par with c#
15  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 15:45:33
I can give you a very basic example.

HashMap<SomeUglyType, AnotherUglyLongType> map = new HashMap<SomeUglyType, AnotherUglyLongType>();


var map = new HashMap<SomeUglyType, AnotherUglyLongType>();

Already an improvement without any information loss. Why do you have to repeat yourself in java? There is absolutely no gain in defining the type twice if the variable holding the value has the same type as the instance being created... still you have to process this information everytime you read the code. This is not a very big thing, but there are many small improvments like that and all those together tend to add up. And when having a very huge code base these small things can matter a huge deal.

 I worked on some stuff that might have been more complex than sorting sprites for rendering (management and forecasts for financial portfolios, simulating different investment strategies  for said portfolios etc ...). As soon as you have to do more than "check that the account is not below 0" it is crucial that the business logic is as clear and readable as possible.
16  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 12:38:16
@cas: you don't seem to understand my point. If done properly you don't hide anything (if you are hiding relevant information you are doing it wrong). You just need less code to express the same logic and because of that you need to read less code to understand the underlying logic. It's as simple as that.

And not sure what projects you worked on, but the example you have given is probably the simplest form of complexity I have come accross in real life. Our business rules/logic are/is a lot more complex in many projects I have worked on.  
17  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 09:58:10
Verbosity suddenly becomes a great asset when you've got to read someone else's code. Which is what I spend 99% of my coding time doing (usually looking at code the old me wrote, 6 months ago) and I bet you do too.

Cas Smiley

For me it's the opposite with java... the relevant business logic is hidden by javas high verbosity which makes it harder to understand what is going on. Less verbosity is not equals less readability. Don't confuse the two. C# allows you to strip away more than is good. But if you do strip away the right amount you have less but better readable code...

Just as an example:
"I have an apple. This apple I have is green. This apple I have has a sour taste. This apple I have has been bought by me for 1 dollar."
"I have a green, sour tasting apple, that i have bought for 1 dollar."

Both examples transport the same information, but the first one has just a lot more verbosity, which in turn has a negative impact on the readability. It takes longer to understand the first example, just because you have to read more to get the relevant information. The example is a bit constructed, but having devloped c# and java for some years it is exactly how it feels to me.
 I agree that making code less readable is a very bad thing. But in my opinion more verbose code is less readable.
18  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 08:07:42
I know I'm a bit in a lonely place, here in a java gaming forum, but c# rocks and makes it a lot easier and more fun to program. I don't say java is bad. But java is very verbose and c# simply has made better design decisions in some places (also worse in others. one think I like better in java is that methods are overridable by default. Prefer itthat way but I understand the reasoning behind the default settings in c#. It makes the developer think more about his public API and what parts can be reused.).

The language itself is great. real generics, reflection of generic information, user defined value types, value types used as generic parameter, properties, var, dynamic, extension methods, first class functions, expression tree, yield, operator overloading. All those features and gimmicks make your life a lot easier if you understand them well and use them at the right places, as you write cleaner, shorter and more readable code.

For game dev I use java, at work I have the pleasure of working with c#, java, groovy, sql, javascript and some other uglier things. Don't get me wrong. We got shit done in java and we get shit done with c#. But the stuff with c# let's us concentrate a lot more on the actuall business problems and hides a lot of the technical noise...

The biggest downside for me until now was the lock in on windows. But now that microsoft open sourced most of .net (including the part) i can finally run an asp server cheaply.

@nerb: here in central europe both java and c# devs are in demand. It feels a bit like the demand for c# .net is a bit higher, but that might be subjective for our company or location.
19  Game Development / Newbie & Debugging Questions / Re: Saving only one value in preferences file - libgdx on: 2014-11-21 07:57:09
You have two possibilities:
1. Don't put the values in the settings but keep them in a variable or class that you can access where needed.
2. Keep it in the settings. If I don't like a games sound or don't want it playing and I disable it it is annoying if you have to do it every time launch the game...
20  Game Development / Newbie & Debugging Questions / Re: Json parsing error - libgdx on: 2014-11-14 15:25:10
You are missing a comma in line 19 I think...
21  Discussions / Miscellaneous Topics / Re: The C family, should I dig deeper? on: 2014-11-13 16:59:54
I think working with c might give you some inside how certain things work in an unmanaged language. It definitely helps you appreciate our high level languages, when you worked for a while with them. Also as far as I know c is still used to program embedded devices.

Note that C# is as high level as Java

Ha yeah, I knew that :p. It basically identical to Java besides a few things and the awful (imo) practices. Like methods that begin with capitals and such lol.
Don't agree with the naming nor with the statement that c# practices are bad. The naming is simply a convention. I used c# first and when I started with java I needed some time to get used to the method naming conventions. Doesn't make it any better or worse. You havn't mentioned any other 'bad practices' but in my opinion c# has almost always the better practices, features, usage patterns, syntax sugar etc. in contrast to java at the places where both languages chose different approaches.
22  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Asset file availability on file system? on: 2014-11-05 17:08:27
Maybe we don't understand your question because you add more important (and previously unkown)information with every post, which should have already been stated in the opening post. Keep in mind that we don't have more context than you provided us and things that seem obvious to you don't have to be obvious for us.

If it is a native library and the library does the loading of the file itself it will most likely not work. check the documentation of the lib to see if android is supported. If so you should be able to find hints how to supply the correct path. So the library would be my first place to look for.
23  Discussions / Miscellaneous Topics / Re: simplifying getter/setter classes on: 2014-11-05 14:50:23
Have a look at lombok. I think lombok introduces some nice code sugar. Auto generated getters and setters are part of lombok if I remember correctly.
24  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Asset file availability on file system? on: 2014-11-05 12:20:41
Gdx.files.internal already returns a file handle. I don' see why you get the absolute path and then a new ile handle from it. As I mentioned android behaves a bit differently in regards to the file system. Getabsolutepath might not be supported on android. But with the example you have given you don't neesd it.

Sorry, I'm at work and writing from my phone. I can probably setup a small example project when I'm home.
25  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Asset file availability on file system? on: 2014-11-05 11:07:51
I have read the original post. And I don't see a problem only a bit confusion from your side. Probably you need to explain your question better.

1. Do you only need to read the files?
2. Do you have the files at compile time?

If your answer to both questions is yes, then use the android assets folder and load  via internal as I said. Android has a different folder structure so the path will look different thn on your desktop, but when only reading it should behave the same...

If that doesn't help you then please extend your question with some more info on what you are trying to achieve.
26  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Asset file availability on file system? on: 2014-11-05 08:47:16
Why is that a problem. Put the files into your android assets folder and it will be available via Gdx.files.internal in your desktop, android and web version...
27  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Asset file availability on file system? on: 2014-11-05 08:31:25
You should probably have a look at the wiki page for file handling. It has a very good explanation what file "locations" exist (internal/local etc.) and what they are used for:

Thing is that android (and also the webgl export) expose the underlying filesystem a bit differently with different capabilities. It is essential to understand this if you plan to deploy to different targets than the desktop. It can also be very useful for desktop.

On android you have your files usually in your jar (if you used the gdx setup ui it should be already setup correctly). If you use Gdx.files.internal it will loom in the jar for your files.
28  Games Center / WIP games, tools & toy projects / Re: Airships: Conquer the Skies on: 2014-10-21 18:27:34
Just checked my youtube subscriptions and look what I've found Cheesy

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Box2D] Dynamic body floating over static bodies on: 2014-10-17 07:34:01
Not sure if this helps but just from looking at the screenshot I think you might bhave got the rendering wrong. Check if you really take yor actual box2d coordinates and sizes (don't forget. In box2d you define the an body by its center and the size in half width / half height. I've had nearly the exact same problem. Hmm. Just curious. Are the pink rectangles from the box debug renderer or your own. If they are from the debug renderer, then my theory is most likely wrong Wink
30  Game Development / Newbie & Debugging Questions / Re: LibGDX - Fade In problem on: 2014-09-29 09:39:41
Like jimmt said, Actions.fadeIn is a nice way to use fades for actors or a stage (actually, actions are nice for lot's of things).

If you don't use actors, you can still benefit from the actions system, as an Actor is not an abstract class. Create an actor and assign it the initial color value and add a fade in action. Call act on the actor in your update/render method. This will step the actions you have put in. Then you can get the actors color and have the updated color. You can just use the alpha component of the color. Here is some example code of how you could use it:

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;

public class FadeTest {
   //Transparent color
   private static final Color TRANSPARENT = new Color(1f, 1f, 1f, 0f);
   private Actor fadeActor = new Actor();
   private SpriteBatch batch = new SpriteBatch();

   //Your init method
   public void create() {
      //Assign the starting value
      // Fade in during 2 seconds

   //Your update and render method
   public void draw() {
      //Act updates the actions of an actor

      //Get the current color of the actor
      //Render stuff


It probably might be a bit overkill, but I like it because the actions enable you to easily do different transitions (even in parallel). So if you don't know actors and actions, have a look at it.
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2015-01-27 01:23:23

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