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 11 
 on: 2017-04-22 17:00:12 
Started by cygnus - Last post by Archive
@basil_ doom metal is awesome
<a href="http://www.youtube.com/v/IYRTeBRATnI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/IYRTeBRATnI?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/oK0tjSvA17g?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/oK0tjSvA17g?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/ag1aNHMz914?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ag1aNHMz914?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/X3pScneCs3c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/X3pScneCs3c?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/nFPXrM9ZW3M?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/nFPXrM9ZW3M?version=3&amp;hl=en_US&amp;start=</a>

 12 
 on: 2017-04-22 16:37:15 
Started by GameNewbie - Last post by GameNewbie
I am trying to rotate one sprite around another one. It is a space rocket and it's exhaust flame. The rocket can rotate 360 degrees and I would like the flame to be always at the bottom of the rocket. What I'm doing right now is setting flame's origin to the center of the rocket sprite but I also have to scale the flame down and when I do so it dissapears, only rocket is visible. Could someone explain what am I doing wrong? Is it even good approach? I've just read about sprite origin and I'm not sure I understand it comepletly.
Here is my code:
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Sprite sprite1 = new Sprite(new Texture("1.png"));
sprite1.setScale(1/PPM);
sprite1.setRotation(angle);
Sprite sprite2 = new Sprite(new TextureRegion(...));
sprite2.setOrigin(sprite.getWidth()+sprite1.getWidth()/2,sprite.getHeight()+sprite1.getHeight()/2)
sprite2.setScale(1/PPM);
sprite1.setPosition(x,y);
sprite2.setPosition(x,y-sprite2.height());

 13 
 on: 2017-04-22 16:20:41 
Started by KaiHH - Last post by Riven
And with 1.1 or 1.0/1.1 you easily get into inaccuracies in the zoom factors, accumulating errors (you might be zooming in/out for hours, ingame), which will ultimately cause off-by-one rendering issues where sprite-texels drift into unwanted neighbouring screen-pixels.

When the scrollwheel only controls an integer, and a float is converging to it (and actually reaching it, with a bit of nudging), it will always end up at exact zoom-levels in arbitrary orders of magnitude.

 14 
 on: 2017-04-22 16:18:39 
Started by KaiHH - Last post by KaiHH
Ohh... that's what you meant! That's right. Thanks! Smiley Gonna think about adding it.

 15 
 on: 2017-04-22 16:16:16 
Started by KaiHH - Last post by Riven
It's not smooth Smiley (changing the zoom level at 60fps)

 16 
 on: 2017-04-22 16:15:26 
Started by KaiHH - Last post by KaiHH
Yeah, it is the same here: When calling
zoom(factor)
it does:
targetScale *= factor
within the camera.
When the client uses the scroll wheel tick to zoom (as in the example), he would use something like:
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if (tick < 0)
  zoom(1.1);
else
  zoom(1.0/1.1);

 17 
 on: 2017-04-22 16:10:29 
Started by KaiHH - Last post by Riven
When I did something similar for the SpriteEngine for Cas, the target scale was pow(constant, targetZoomLevel), the actual scale was a float which converged to targetZoomLevel over time: pow(contant, currentZoomLevel), where currentZoomLevel simply linearly approached or accelerated to targetZoomLevel. Using this approach you get smooth zooming across arbitrary orders of magnitude in linear time, similar to, say, zooming in Google Maps.

 18 
 on: 2017-04-22 14:18:45 
Started by cygnus - Last post by Brynn
Got it on the DL (not the only music, but I sure do listen a lot)  Smiley


 19 
 on: 2017-04-22 14:17:35 
Started by Gornova - Last post by Gornova
Hi everyone! I'm here to show you my last creation, A droid story.

<a href="http://www.youtube.com/v/4LT_dVNS-n4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/4LT_dVNS-n4?version=3&amp;hl=en_US&amp;start=</a>

Features:
- single player puzzle game
- built in 7 days
- made with libgdx
- opensource

Play it now! - requires Java to run


Long story

In past months I've tried many times to start a new project without any real "win". So I've tried to test my programming abilities on this small puzzle game and learning libgdx. The experience was really fun, so I'm here to share my project and get feedback.
This time I've worked a bit on pixel art and I can say I'm not a good artist at all Tongue Seriously, the point is to get plaeyr all visual elements to understand what's going on and I'm satisfied on that side too!


Any feedback is appreciated, thanks!


 20 
 on: 2017-04-22 14:09:39 
Started by orangepascal - Last post by Gornova
nice sharing as usual, well done!

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