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 1 
 on: 2014-09-30 06:28:57 
Started by monsterbrain - Last post by monsterbrain
Ongoing game developed using LibGDX, with fast paced gameplay using filling words with missing alphabets.



Inspired by a Minigame in Dumb ways to Die Game.



Going to Release the game soon. Still working on polishing and effects and doing some compatibility testing on tablets and all kinds of boring stuff. Maybe i might put a make-this-game-in-libgdx dev blog on my blog later, if i have time and energy left.

More updates on Facebook.com/spellitgame

If you have any cool ideas on making this more Cooler, i'm all ears ... Smiley

 2 
 on: 2014-09-30 05:52:20 
Started by Raaaj - Last post by Raaaj
 Sad In my slick-based game, I have 4 states - introState, gameState, pauseState and menuState.

From the gameState, I want player to go to either menuState or pauseState. To do that, I did this in gameState:-

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public void changeState(GameContainer gc, StateBasedGame sbg)
{
    Input input = gc.getInput();
    if(input.isKeyPressed(Keyboard.KEY_ESCAPE))
    {
        sbg.enterState(2);
    }
    else if(input.isKeyPressed(Keyboard.KEY_SPACE))
    {
        sbg.enterState(3);
    }
}

To return from pauseState to gameState, I did this in pauseState:-

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public void changeState(GameContainer gc, StateBasedGame sbg)
{
    Input input = gc.getInput();
    if(input.isKeyPressed(Keyboard.KEY_ESCAPE))
    {
        sbg.enterState(1);
    }
}

To return from menuState to gameState, I did this in menuState:-
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public void changeState(GameContainer gc, StateBasedGame sbg)
{
    Input input = gc.getInput();
    if(input.isKeyPressed(Keyboard.KEY_SPACE))
    {
        sbg.enterState(1);
    }
}

As you can see, I want player to go to either pauseState or menuState from the gameState and not from pauseState to menuState or vice-versa.

Unfortunately, due to some unknown reason, when i press escape, it enters pauseState correctly but then if i press spacebar and then press enter, instead of going to gameState it goes to menuState. Any idea why is that happening? Sad

 3 
 on: 2014-09-30 05:27:41 
Started by jakethesnake - Last post by jakethesnake
I can't really post screenshots, since I can't capture the actual movement. But the bright colors in it glows and bleeds and a vertical stripe appears in the middle of the picture. I'm using it as a minimap for my 2d tile strategy game.

It's created like this:

Constructor (){

Image minimap = new Image(mapTileSizeX, mapTileSizeY)

Graphics g = minimap.getGraphics();

//draw individual pixels
for (every tile Y)
    for (every tile X)
        g.drawRect(Color, Y, X, 1, 1)

g.flush

g.destroy.

}


Render (X1, X2, Y1, Y2, x1, x2, y1, y2){
     minimapImage.draw(X1, Y1, X2, Y2, x1, y1, x2, y2);
}


That's all there is to it.

Like I said, it looks ok in fullscreen, so maybe it's a local problem on my GPU?

But perhaps I'm using the Image class wrong somehow? Perhaps it's some setting in my container? My display? StartUse, EndUse?

 4 
 on: 2014-09-30 04:14:57 
Started by Rayexar - Last post by BurntPizza
It's for when you stack processors (via a multiplexer), if a listener returns true, then the event is "consumed" and no more listeners will hear of it. This is useful when in GUIs, if you don't want an event to propagate all the way through layered gui components, but be absorbed by the top-most one (that you clicked on or whatever).

http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/InputMultiplexer.html
Lower-level analogue: setBubbles() in http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Event.html

 5 
 on: 2014-09-30 03:58:33 
Started by Rayexar - Last post by Rayexar
I haven't really thought about this before because I've had no problems with the Libgdx InputProcessor or GestureListener, but what is the purpose of returning a boolean in, for example, the touchDown and fling methods?

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public class InputHandler implements InputProcessor, GestureListener {

   @Override
   public boolean touchDown(float x, float y, int pointer, int button) {
      return false;
   }


In this case, touchDown returns false. Changing it to return true doesn't seem to have any effect. Could someone please explain this?

 6 
 on: 2014-09-30 03:11:18 
Started by Roquen - Last post by Andre Lopes
https://www.youtube.com/watch?v=-W_hcLXKp5w


 7 
 on: 2014-09-30 02:42:49 
Started by matanui159 - Last post by matanui159
I just figured out that System.getProperty("java.home") works better...
I'll try to fix it this afternoon, if not I will set it as my first priority when I get home from my holiday...

 8 
 on: 2014-09-30 02:26:37 
Started by matanui159 - Last post by matanui159
Because it has to extract some jars and natives...
I put it all into a jar for convenience but the way it works is:
- when you start the jar, it will use the main-class in the manifest which is rg.launcher.Launcher
- it will go through all the files and if it is in the lib/ directory it will extract it
- relaunch the jar with the extracted jars in the class path, the natives as the library and the main class for the actuall game as the... Well... Main class

I couldn't just continue on after extracting the files... It wouldn't work, I had to restart it

 9 
 on: 2014-09-30 02:21:50 
Started by matanui159 - Last post by opiop65
... Why would you run the JVM? The Jar will start the JVM for you.

 10 
 on: 2014-09-30 02:20:32 
Started by matanui159 - Last post by matanui159
That is not at all what is happening there. If the Java path could not be found then it would say something along the lines of "Java is not recognized as an internal or external command".
I am not just running the 'Java' command, I'm running '%java_home%/bin/java'..
But System.getenv("java_home") is returning null...

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