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 11 
 on: 2014-12-27 10:42:58 
Started by Dreamtime - Last post by Stranger
Quote from: Dreamtime link=topic=35173.msg333056#msg333056

Edit: My manifest.txt for the jar file is just "Main-Class: Game"

1. We first create a text file named Manifest.txt with the following contents:

Main-Class: MyPackage.MyClass

Warning: The text file must end with a new line or carriage return. The last line will not be parsed properly if it does not end with a new line or carriage return.

========================
2. How your classpath is defined?

 12 
 on: 2014-12-27 09:57:17 
Started by JonnyGingerKid - Last post by Tekkerue
Using a specific number of pixels to set the position will not scale very well.

To illustrate the problem of "Gdx.graphics.getWidth() - 100":
- If the width was 400, then subtracting 100 would move it 1/4th of the screen width.
- If the width was 800, then subtracting 100 would move it 1/8th of the screen width.

This is why your UI gets messed up because the button's relative position on the screen changes. To fix that, try setting the position based on a percentage of the screen size. Something like:

1  
2  
3  
4  
button1X = Gdx.graphics.getWidth() * 0.1; // 10% of screen width
button2X = Gdx.graphics.getWidth() * 0.5; // 50% of screen width
button3X = Gdx.graphics.getWidth() * 0.9; // 90% of screen width
etc...


These three buttons will always be positioned at 10%, 50%, and 90% of the screen width, so no mater what the screen size is they will stay in their relative positions.

Also, I did not take into account width of the button, so depending on how you want to position your buttons you may need to take that into account also.

 13 
 on: 2014-12-27 09:34:51 
Started by The Lion King - Last post by SHC
Mine is almost complete: Need to add some level of hardness and some sounds (Needs to write Sound classes in SilenceEngine).

Click to Play


Warning, huge GIF (11.9 MB)

 14 
 on: 2014-12-27 09:14:27 
Started by The Lion King - Last post by Mr.CodeIt
Coming along.
Click to Play

 15 
 on: 2014-12-27 08:16:01 
Started by RKJ - Last post by trollwarrior1
My current game has 0 states. The states are the outcome of what current "View" is on top. ("View" as View in android UI programming)

For example, when you start the game, the top View is MainMenu, so I guess you could say that the state is "mainMenu".

When you click on play, MainMenuView gets removed and a GameView gets added, which contains game UI elements as well as actually rendering the game.

If player wants to pause, PauseMenuView is added on top of GameView, which creates a "pauseState".

 16 
 on: 2014-12-27 08:11:37 
Started by PocketCrafter7 - Last post by trollwarrior1
Which part of it are you having problems with? Is the screen frame buffer black or are you having problems saving pixels to a file?

 17 
 on: 2014-12-27 08:10:15 
Started by BurntPizza - Last post by HeroesGraveDev
I fixed it. Turns out the power/reset connector was the same as the HDD/Power LED connector so I just switched them. I can start it up but no lights. Will complain to store soon.

My graphics card was out of stock and shuold arrive on Tuesday, and I can't download the OS until new years because of internet bandwidth limits. But at least everything seems to be working.

 18 
 on: 2014-12-27 08:10:11 
Started by JonnyGingerKid - Last post by trollwarrior1
What do you mean by a good way to position UI so that it can be re-sized and still retain same layout? Didn't you solve your problem already? (Gdx.graphics.getWidth() - 100)

 19 
 on: 2014-12-27 07:38:54 
Started by JonnyGingerKid - Last post by JonnyGingerKid
So I'm making a game with LibGDX, and am pretty far into the development. I'm not using scene2d right now, and don't plan on switching over because it seems like too much work for little gain (I will use scene2d for future projects). So right now all of my UI is done with BitmapFonts manually positioned around as text and buttons. I noticed that when I resize my window and change screens, the positioning of my UI gets messed up. I'm positioning everything relative to Gdx.graphics.getWidth() and Gdx.graphics.getHeight() (example: buttonX = Gdx.graphics.getWidth() - 100). So what is a good way to position my UI so that it can be resized and still retain the same layout, without tapping into scene2d?

 20 
 on: 2014-12-27 06:48:35 
Started by BurntPizza - Last post by Phased
You can still start your computer.

Find out what pins are the power button on your motherboard, and you should be able to just bridge it with something like a screw driver (something metal) to short it.

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Mr.CodeIt (10 views)
2014-12-27 04:03:04

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2014-12-27 02:14:49

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2014-12-23 03:34:11

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2014-12-15 09:26:44

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2014-12-14 19:50:38

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2014-12-09 22:41:13

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2014-12-08 04:46:31

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2014-12-05 12:39:02

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2014-12-03 16:27:13

CopyableCougar4 (102 views)
2014-11-29 21:32:03
Resources for WIP games
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2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
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Definite guide to supporting multiple device resolutions on Android (2014)
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List of Learning Resources
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2014-08-16 10:40:00

List of Learning Resources
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Resources for WIP games
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2014-08-01 16:20:17

Resources for WIP games
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2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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