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 81 
 on: 2014-07-25 11:45:04 
Started by Mike - Last post by childofgod
Is this project still alive? I've seen no updates since few months. I really like this game, it would be nice to see some new features.

 82 
 on: 2014-07-25 10:53:33 
Started by orange451 - Last post by gouessej
@orange451 Do you use hdiutil (to make a DMG file)? It's possible to make an icns file in Java:
http://svn.apache.org/viewvc/commons/proper/imaging/trunk/src/main/java/org/apache/commons/imaging/formats/icns/IcnsImageParser.java?view=markup
Look at the method writeImage(final BufferedImage src, final OutputStream os, Map<String, Object> params).

I don't know whether you are interested in making your tool work with other operating systems. Personally, I hate being forced to use a Mac to create a Mac application bundle for a Java application.

Moreover, Packr puts a JVM (OpenJDK) into the bundle, it's really great because fewer Mac users have Java installed and it allows to work around the bugs caused by crappy or obsolete Java libraries installed as extensions. Implementing this option isn't very difficult, you just have to download an OpenJDK build, unzip it in the right subdirectory and modify your launcher in order to use it instead of the system JVM.

 83 
 on: 2014-07-25 10:30:55 
Started by jrenner - Last post by gouessej
shouldn't crash on mac or other linux distros anymore
It was probably reproducible under Windows too. I'm sure that the OS wasn't the culprit, only quite "tolerant" drivers accepted your shader as it was. I'll give it another try when I'm at home.

Edit.: I've just tested it a few minutes under Windows 7 64 bits, Nvidia Quadro 600. It works correctly. You said that there is no shooting yet. I advise you to read this discussion about collisions in FPS. To sum up, if you need a quick and dirty method to implement the shooting, just use rays, otherwise use multisampling (a posteriori discrete collision detection, easy to implement but expensive) or a priori continuous collision detection (harder to implement but more accurate, more efficient most of the time, supported by some physics engine). I quoted some articles in the thread above, I hope it will be helpful for you. Anyway, you can use the LibGDX 3D physics Bullet wrapper, maybe it is already the case.

 84 
 on: 2014-07-25 09:49:04 
Started by Orangy Tang - Last post by Roquen
The whole component based thing is really rooted in modern "best practices/design pattern-y" think...aka every thing you write is a nice reusable generic mini-library.  That's the only situation where it makes sense. You create a solution which you then apply to your problem.  Flip it around into type-think.  When in a specific game do you need a type which can contain an arbitrary number of arbitrary types?  Answer: never.  Slight change the wording of that and everything changes.  For example I frequently have an entity type which can logically contain an arbitrary number of (by name) variables where are logically typeless but are concretely one of a very small number of types (like entity, int, float, string).  Data segregation (for data oriented) might be handled by monomorphic access to hide implementation details at the scripting level.

This one again:


Don't write middleware if that isn't your product.


 85 
 on: 2014-07-25 07:51:10 
Started by Orangy Tang - Last post by Roquen
Component based and Data oriented are independent.  Data oriented is pretty much required for high performance for anything over modest data sets.

 86 
 on: 2014-07-25 07:09:49 
Started by synLB - Last post by synLB
I got an annyoing problem that I cant solve regarding saving/reading files in Libgdx. I have a "GameData" class which I can save by using the JSON parser. Everything is working fine on the desktop but when I package it and run it from a jar everything stops working. I worked by using this mannual: https://github.com/libgdx/libgdx/wiki/File-handling.
Currently I am using local files which should be readable and writable instead of internal files (which I use just for stuff which are readable only like gameStrings) and would like to know what I am doing wrong and how I can change my code so it would run on android as well.

Thanks in advance for your help:


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public class SaveHandle {

   private GameData gameData;
   private GameStrings gameStrings;
   private String gameSavePath = "gameSave.json";
   private String stringSaveEn = "save/strings_en.json";
   private String stringSaveDe = "save/strings_de.json";
   private FileHandle file;
   private Json json;

   public SaveHandle() {
      json = new Json();
   }

   public void init() {

   }

   public void save(GameData gameData) {
      file = Gdx.files.local(gameSavePath);
      file.writeString(json.prettyPrint(gameData), false);
   }

   public GameData load() {

      file = Gdx.files.local(gameSavePath);
      try {
         if (json.fromJson(GameData.class, file) != null) {
            gameData = json.fromJson(GameData.class, file);
         }
      } catch (Exception e) {
         System.out.println("exception");
         init();
      }

      if (gameData == null) {
         gameData = new GameData();
         gameData.init();
      }

      return gameData;

   }

   public GameStrings loadStrings() {
      if (gameData.getLanguage().equals(Language.English)) {
         file = Gdx.files.internal(stringSaveEn);
      } else {
         file = Gdx.files.internal(stringSaveDe);
      }
      gameStrings = json.fromJson(GameStrings.class, file);
      return gameStrings;
   }

   public void reset() {
      GameData newData = new GameData();
      newData.init();
      save(newData);
   }

}

 87 
 on: 2014-07-25 04:18:07 
Started by jrenner - Last post by jrenner
I fixed my shader problems. shouldn't crash on mac or other linux distros anymore. Link is the same.

 88 
 on: 2014-07-25 03:57:46 
Started by kingroka123 - Last post by kingroka123
Such a simple answer.  Cranky

My filter was this :
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sprite.getTexture().setFilter(TextureFilter.Nearest,
            TextureFilter.Linear);


so I switched them and got the result I needed. I should have looked at the syntax closer:
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sprite.getTexture().setFilter(TextureFilter.Linear,
            TextureFilter.Nearest);


Thanks 

 89 
 on: 2014-07-25 03:50:49 
Started by assjiggler - Last post by jrenner
If you're new to input it doesn't occur to you right away (at least for me it didn't) but touchUp is called at the end of every touch, so you can use it as a hook for when a touch is finished.

 90 
 on: 2014-07-25 03:48:16 
Started by kingroka123 - Last post by BurntPizza
http://www.badlogicgames.com/wordpress/?p=1403

You need to use a Nearest filter, not a linear one, which causes the blurring.

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