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 1 
 on: 2013-05-25 19:42:55 
Started by Cero - Last post by Sammidysam
To me, living in New Zealand, where we still can only download a certain # of Gbs per month, physical distribution is still key. As much as I'd like to be able to download as much as I wanted, I can't. We, as a household of 3(inc. servers), can only use 100GBs per month. Now, if I had to download ALL of my games again(e.g, if my hard disk failed), I'd have to wait 3-4 months without any form of internet before all my games were playable again.

Yes, getting unlimited internet in New Zealand is possible. But when you read the fine print(if you can even afford these plans in the first place), it will mention something along the lines of you being on a "lower priority".

Now if you want to tell me that physical distro. is too old fashioned, remember that living those living in non-european/american areas.. exist?

I completely understand you.  My family had been accustomed to huge amounts of internet usage in the US (our internet actually has a max usage per month, but it's around 250 GB or so so we never get close to reaching it), so when we went to New Zealand for 5 months we almost went over the internet max a ton.  The internet limits there are really annoying.  I can definitely understand physical distribution being important there.

 2 
 on: 2013-05-25 19:24:32 
Started by DeepBlue97 - Last post by DeepBlue97
Is there any reason I should use a Canvas to draw on, as opposed to drawing directly on the JFrame? Whats are the benifits?

 3 
 on: 2013-05-25 19:17:34 
Started by Xuang Zang - Last post by alaslipknot
Hi, i hope this can help

 4 
 on: 2013-05-25 18:42:37 
Started by Andre Lopes - Last post by Andre Lopes
Texture pack bugs for me :
http://www.java-gaming.org/topics/atlas-bug-when-i-draw-my-image-it-draw-all-the-images/29636/view.html

idk how to solve that.

So im using my own sprite manager.

 5 
 on: 2013-05-25 18:36:17 
Started by SeriousPeter - Last post by alaslipknot
this is how i load images from a resource folder :
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       try {
         URL url = this.getClass().getResource("image.png");
         image = ImageIO.read(url);
      } catch (IOException e) {
         e.printStackTrace();
      }

am not sure if you need a classLoader

good luck

 6 
 on: 2013-05-25 18:32:55 
Started by Andre Lopes - Last post by davedes
You wouldn't have wasted all this time if you just used a texture packer in the first place. Tongue

Since you are diving an int (regionWidth/Height) by 6, you would end up with another int. e.g. 341. If you want float values you need to divide by 6f. Drawing at half-pixels might lead to blurring or aliasing, but it also makes for smoother movement.

 7 
 on: 2013-05-25 18:24:31 
Started by SeriousPeter - Last post by Andre Lopes
If it runs in Eclipse I would assume its a problem with how your loading it. Make sure everything is inside of your project. After that make sure those are being exported when you create a runnable jar.

Oh yes, i forgot that Eclipse have that export option.

 8 
 on: 2013-05-25 18:22:16 
Started by deepthought - Last post by dermetfan
The download link is broken Sad

 9 
 on: 2013-05-25 18:20:13 
Started by SeriousPeter - Last post by wreed12345
If it runs in Eclipse I would assume its a problem with how your loading it. Make sure everything is inside of your project. After that make sure those are being exported when you create a runnable jar.

 10 
 on: 2013-05-25 18:19:23 
Started by SeriousPeter - Last post by Andre Lopes
ok, when you export the .jar, the images should be in same folder than the .jar

Unless it android, if it is, kill me , because i cant run libgdx on it. Except the example project meh.

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