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 21 
 on: 2017-01-20 14:02:23 
Started by pepdeveloper - Last post by pepdeveloper
Hello everybody!

Libgdx. I have published my game Ylao for itch.io. All is ok but sometimes the game crash with a random GwtApplication Exception. Sometimes it says that can't load a Texture, other times that can't load a font... In my local server, always run good and doesn't show any exception while in .io the game sometimes crash. I have tried to clear the cache of web browser, I have recompiled the project, I have resubmitted it to .io and nothing works.
The crash occurs randomly and without any pattern.
You can check the game here: https://pepdev.itch.io/ylao

Does anyone know anything about this? Thanks! Smiley

 22 
 on: 2017-01-20 13:00:25 
Started by Blunderchips - Last post by Blunderchips
thanks for the feedback Cheesy, changes have been made(:

 23 
 on: 2017-01-20 12:30:09 
Started by Catharsis - Last post by princec
I've got several Pis - one of each model in fact - and the time and wherewithal to test if you need me to.

Don't let input get in the way of development for now - produce a "dud" backend for it that simply fails to connect any devices successfully or something. Then at least I could get on with testing EGL.

Cas Smiley

 24 
 on: 2017-01-20 11:47:21 
Started by Catharsis - Last post by Spasi
If you had it working on Pi... would it be "headless"?

Afaict, there are about 5 functions that must be called to launch EGL in "headless" mode. This is a trivial issue, these functions can be added to LWJGL in an afternoon. Or even called via dyncall without bindings.

The main problem is, as I said in the LWJGL forums, handling input without X. Keyboard, mouse, controllers, touch, we'll need something to handle all that. We cannot use GLFW, it supports 3 backends (X11, Wayland, Mir) and even though Wayland is supposed to be a lightweight solution (and works on RPi afaik), I think you'd want to avoid that too. So we'll have to go low-level. This is probably not that big of a deal, I mean, the main problem is identifying the APIs we need bindings for. Once we know how it's done, adding the bindings to LWJGL is going to be quick.

Which brings me to; I don't own an RPi and I don't know when/if I'll have time to do the above research. The easiest thing for me would be to get a list of APIs to add to LWJGL, from someone that knows what's necessary.

 25 
 on: 2017-01-20 08:14:59 
Started by BurntPizza - Last post by unlight
Quote
Added entities:
Entity-player collision (Vertical cylinder)
Entity-world collision (Ellipsoid)
Entity-ray collision (Ellipsoid)

Are you implementing your own collision/physics? If so, is there a book or resource that you're using?

 26 
 on: 2017-01-20 07:13:24 
Started by Blunderchips - Last post by Stampler
Hi,

first of all neat game idea!

It looks a bit too hard though. Maybe you can resize the falling blocks a bit or at least  put in some more coins, so the highscore feels a bit more accomplishing.

And maybe you shouldn't call your customers dick, bitch or cock Cheesy

 27 
 on: 2017-01-20 05:42:01 
Started by DayTripperID - Last post by philfrei
Hmmm.

Do you have a class "Keyboard" that is implementing KeyListener?

If so, I'd be strongly tempted to make the class variables 'up' and 'down' static. Then you don't have to pass this class to every object that needs to consult keyboard state.

So, in player.update(), yes, reference those variables. As long as you never write to these variables from anywhere except the implementation of KeyPress, KeyRelease, etc., it seems to me they are ok as public variables. Or to be safe, only write a get() and no set() and make the variables private. It might be good to make the variables volatile, but this is where things get a little hazy for me.

This Keyboard class itself wouldn't have to be called by update(). The 'up' and 'down' (and 'left' and 'right' or whatever) variables are updated asynchronously, when the KeyListener implementation methods run (when the keys are pressed).


OK, just thought of an exception. There might be some sort of game state occurrence that triggers where you'd want the keys to do something different. Message that to the Keyboard class via settable variables in the class, and consult them as needed (might be either via a game-loop update cycle or when the KeyPress/Release methods execute).

 28 
 on: 2017-01-20 00:17:11 
Started by DayTripperID - Last post by DayTripperID
Hey guys, so I'm using basic key polling for the most part, and I just pass the key listener as an argument to whatever game state or game object needs it. So something like

 
1  
Player player = new Player(x, y, keyboard);


And then in player.update() it would be something like

1  
2  
3  
4  
keyboard.update();
if(keyboard.up) player.moveUp();
if(keyboard.down)player.moveDown();
...


So just wondering if this is the right way to do it, because people tell me I should separate input logic from game logic/ update loop, but I'm not really sure where it goes.

 29 
 on: 2017-01-20 00:15:16 
Started by BurntPizza - Last post by orange451
Going to Beijing, China next week. My dad speaks Chinese and I'd like to learn it, there are many great Android apps for it. But I wanted something where I could gradually add words and it would pick out sentences for me to translate - so I made my own app for it.
Download apps like QQ, Wechat, and MoMo.

QQ and WeChat because they're how everyone communicates there; MoMo to pick up girls.

 30 
 on: 2017-01-19 23:41:07 
Started by Catharsis - Last post by princec
If you had it working on Pi... would it be "headless"? As in, takes over the framebuffer? (I don't want to boot into Gnome or XFCE or whatever it's called)

Cas Smiley

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