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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Gemserk Blog - Latest Comments</title><link xmlns="http://www.w3.org/2005/Atom" rel="http://api.friendfeed.com/2008/03#sup" href="http://disqus.com/sup/all.sup#forumcomments-962cc3d6" type="application/json"/><link>http://gemserkblog.disqus.com/</link><description>None</description><atom:link href="http://gemserkblog.disqus.com/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Mon, 14 May 2012 09:57:24 -0000</lastBuildDate><item><title>Re: Game Development Contest in Uruguay</title><link>http://blog.gemserk.com/2010/10/04/game-development-contest-in-uruguay/#comment-528468418</link><description>&lt;p&gt;Glad you like the articles.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Mon, 14 May 2012 09:57:24 -0000</pubDate></item><item><title>Re: Game Development Contest in Uruguay</title><link>http://blog.gemserk.com/2010/10/04/game-development-contest-in-uruguay/#comment-528286705</link><description>&lt;p&gt; I am really experiencing reading your well crafted content. I think you&lt;br&gt; spend several persistence upgrading your site. I have added it and I am&lt;br&gt; taking a look forward to readomg new content. Please keep up the good &lt;br&gt;articles!&lt;/p&gt;

&lt;p&gt;Game Development&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Game Developers</dc:creator><pubDate>Mon, 14 May 2012 01:50:39 -0000</pubDate></item><item><title>Re: Using Inkscape as Scene Editor</title><link>http://blog.gemserk.com/2011/05/03/using-inkscape-as-scene-editor/#comment-527763860</link><description>&lt;p&gt;Why don't you just save it as "Pure XML"? I think Inkscape have such a thing and your XML will be less complex than now. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Nomadster</dc:creator><pubDate>Sun, 13 May 2012 05:59:01 -0000</pubDate></item><item><title>Re: Building 2d sprites from 3d models using Blender</title><link>http://blog.gemserk.com/2011/07/20/building-2d-sprites-from-3d-models-using-blender/#comment-495770374</link><description>&lt;p&gt; Thanks for the advice!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Thu, 12 Apr 2012 17:14:45 -0000</pubDate></item><item><title>Re: Building 2d sprites from 3d models using Blender</title><link>http://blog.gemserk.com/2011/07/20/building-2d-sprites-from-3d-models-using-blender/#comment-495414168</link><description>&lt;p&gt;nice post!&lt;br&gt;I just would like to emit a remark on antialiasing: if you wish to have a transparent background sprite, sou would be better to deactivate antialising and reduce the size of the image (by 2 or 4 for example): this way you will not have any artifact of the blender background around the border of the sprite.&lt;br&gt;Actualy, render an image and reducing the size is the better antialising (also the less performant...)&lt;/p&gt;

&lt;p&gt;See you!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Charles HETIER</dc:creator><pubDate>Thu, 12 Apr 2012 10:00:59 -0000</pubDate></item><item><title>Re: Testing Android controls on libGDX PC application using libGDX remote</title><link>http://blog.gemserk.com/2011/09/09/testing-android-controls-on-libgdx-pc-application-using-libgdx-remote/#comment-491932312</link><description>&lt;p&gt;Just got it to work! Thanks so much for the help.  Can't believe no one ever thought of this.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Moustafa</dc:creator><pubDate>Sun, 08 Apr 2012 23:11:42 -0000</pubDate></item><item><title>Re: Testing Android controls on libGDX PC application using libGDX remote</title><link>http://blog.gemserk.com/2011/09/09/testing-android-controls-on-libgdx-pc-application-using-libgdx-remote/#comment-491529126</link><description>&lt;p&gt;If I don't remember wrong, you can create a RemoteInput(port) and use that instance directly without having to set it to Gdx.input since it runs on its own thread (I don't know if it is synchronized). So, you can create two instances and use them to control each player. This &lt;a href="http://pastebin.com/qu0q478Q" rel="nofollow"&gt;pastebin&lt;/a&gt; is a really basic pseudo code.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Sun, 08 Apr 2012 08:56:15 -0000</pubDate></item><item><title>Re: Testing Android controls on libGDX PC application using libGDX remote</title><link>http://blog.gemserk.com/2011/09/09/testing-android-controls-on-libgdx-pc-application-using-libgdx-remote/#comment-491184112</link><description>&lt;p&gt;You think I would be able to do that without changing the LibGDX source code?&lt;/p&gt;

&lt;p&gt;I mean, would you mind giving me a bit more detail on how I might implement this code wise?  Gdx.input can only be set to a single RemoteInput correct?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Moustafa</dc:creator><pubDate>Sat, 07 Apr 2012 23:39:24 -0000</pubDate></item><item><title>Re: Testing Android controls on libGDX PC application using libGDX remote</title><link>http://blog.gemserk.com/2011/09/09/testing-android-controls-on-libgdx-pc-application-using-libgdx-remote/#comment-486403647</link><description>&lt;p&gt;If I understood the problem, one option could be creating different RemoteInput using different ports and set them to each game controller in your desktop application, then in each android device you start LibGDX remote and you configure it for each port.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Wed, 04 Apr 2012 17:54:03 -0000</pubDate></item><item><title>Re: Testing Android controls on libGDX PC application using libGDX remote</title><link>http://blog.gemserk.com/2011/09/09/testing-android-controls-on-libgdx-pc-application-using-libgdx-remote/#comment-486350360</link><description>&lt;p&gt;Thanks for the link.  The Gdx remote has been a life saver.  How would you implement something like two devices running the same Desktop game?  I might end up doing that for a small project of mine.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Moustafa</dc:creator><pubDate>Wed, 04 Apr 2012 16:48:21 -0000</pubDate></item><item><title>Re: Building 2d animations using Inkscape and Synfig</title><link>http://blog.gemserk.com/2012/03/16/building-2d-animations-using-inkscape-and-synfig/#comment-484451550</link><description>&lt;p&gt;Inkscape is tons of times better than Synfig in terms of usability, mainly when you are designing your game objects/characters/etc. Also, I prefer having all our characters/objects base design in an open format, easy to use between multiple applications. That was the reason for sharing how to move models from Inkscape to Synfig, but I agree with you that it wasn't really needed for the process.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Tue, 03 Apr 2012 07:55:16 -0000</pubDate></item><item><title>Re: Building 2d animations using Inkscape and Synfig</title><link>http://blog.gemserk.com/2012/03/16/building-2d-animations-using-inkscape-and-synfig/#comment-484316457</link><description>&lt;p&gt;It looks like there was no point using Inkscape here - you had to throw away the Inkscape second frame, and re-do all the vector stuff in Synfig?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ab</dc:creator><pubDate>Tue, 03 Apr 2012 05:17:42 -0000</pubDate></item><item><title>Re: Area triggers using Box2D, Artemis and SVG paths</title><link>http://blog.gemserk.com/2012/03/22/area-triggers-using-box2d-artemis-and-svg-paths/#comment-474468273</link><description>&lt;p&gt;Dear Gemserk-Team,&lt;/p&gt;

&lt;p&gt;Thanks for this post, which offers me a new technique to "wake up" my game objects!&lt;/p&gt;

&lt;p&gt;At the moment I have defined three "wake ups" for the game objects in my jumper game: Immeditaley, after collision and before N screens. &lt;/p&gt;

&lt;p&gt;My thought is to replace "before N screens" with the area trigger. But for this I have to look for a simple solution in the user leveleditor - shouldn't get too much complicated ;)&lt;/p&gt;

&lt;p&gt;Greets,&lt;br&gt;Peter (@pejolaGames)&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Peter</dc:creator><pubDate>Fri, 23 Mar 2012 10:11:34 -0000</pubDate></item><item><title>Re: LD#48 – 20 – Codename: Taken</title><link>http://blog.gemserk.com/ludum-dare/codename-taken/#comment-470695573</link><description>&lt;p&gt;cool!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Isaiah</dc:creator><pubDate>Tue, 20 Mar 2012 19:13:45 -0000</pubDate></item><item><title>Re: Implementing transitions between screens</title><link>http://blog.gemserk.com/2012/03/05/implementing-transitions-between-screens/#comment-458834011</link><description>&lt;p&gt;OK, thanks. I updated last night and saw some changes, but no conflicts. I'm also trying to use GL20, and I've updated the transition classes to use the libgdx ShapeRenderer. I don't know any OpenGL, so I didn't know how to create and color a mesh with 2.0. That's where I was afraid I might get conflicts, but it seemed to merge OK.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ziggy</dc:creator><pubDate>Wed, 07 Mar 2012 10:42:37 -0000</pubDate></item><item><title>Re: Implementing transitions between screens</title><link>http://blog.gemserk.com/2012/03/05/implementing-transitions-between-screens/#comment-458643561</link><description>&lt;p&gt;Don't know when you updated the code for the last time, so yeah, you will probably see some changes, maybe in stuff you don't use at all.&lt;/p&gt;

&lt;p&gt;About these new classes, they are a bit experimental and I am using them for our current game but there is no need to change to use them unless you want this custom transition effects feature (which could be implemented over the previous classes too, they weren't removed from commons-gdx). As all this stuff is experimental, I recommend you to stay with the older classes, at least for now.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Wed, 07 Mar 2012 07:29:05 -0000</pubDate></item><item><title>Re: Implementing transitions between screens</title><link>http://blog.gemserk.com/2012/03/05/implementing-transitions-between-screens/#comment-458419264</link><description>&lt;p&gt;The class  names look a little different from what I remember. Will I see some changes the next time I update my code?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ziggy</dc:creator><pubDate>Tue, 06 Mar 2012 22:52:31 -0000</pubDate></item><item><title>Re: Simplifying building bodies and joints with libGDX Box2D</title><link>http://blog.gemserk.com/2011/06/27/simplifying-building-bodies-and-joints-with-libgdx-box2d/#comment-439448338</link><description>&lt;p&gt;Hi, I am not totally sure if you don't know how restitution works in Box2d or in our builder. For the first case, the &lt;a href="http://www.box2d.org/manual.html" rel="nofollow"&gt;box2d manual&lt;/a&gt; explains it very well.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Tue, 14 Feb 2012 21:53:50 -0000</pubDate></item><item><title>Re: Simplifying building bodies and joints with libGDX Box2D</title><link>http://blog.gemserk.com/2011/06/27/simplifying-building-bodies-and-joints-with-libgdx-box2d/#comment-439245821</link><description>&lt;p&gt;Hi, great work.&lt;br&gt;Can't see how works the restitution. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Becske</dc:creator><pubDate>Tue, 14 Feb 2012 16:08:57 -0000</pubDate></item><item><title>Re: Our participation in Global Game Jam 2012 Uruguay</title><link>http://blog.gemserk.com/2012/01/30/our-participation-in-global-game-jam-2012-uruguay/#comment-426813752</link><description>&lt;p&gt;The link is fixed now, thanks for telling us, and glad you like the game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">arielsan</dc:creator><pubDate>Wed, 01 Feb 2012 19:39:23 -0000</pubDate></item><item><title>Re: Our participation in Global Game Jam 2012 Uruguay</title><link>http://blog.gemserk.com/2012/01/30/our-participation-in-global-game-jam-2012-uruguay/#comment-426791147</link><description>&lt;p&gt;Good game with original ideas for 48 hours. Keep up with the good work.&lt;/p&gt;

&lt;p&gt;PS: the link to the other games didn't work for me&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Roger</dc:creator><pubDate>Wed, 01 Feb 2012 19:14:56 -0000</pubDate></item><item><title>Re: Our participation in Global Game Jam 2012 Uruguay</title><link>http://blog.gemserk.com/2012/01/30/our-participation-in-global-game-jam-2012-uruguay/#comment-425064012</link><description>&lt;p&gt;Vengo a figurar&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Gaston095</dc:creator><pubDate>Mon, 30 Jan 2012 22:45:13 -0000</pubDate></item><item><title>Re: Simplifying building bodies and joints with libGDX Box2D</title><link>http://blog.gemserk.com/2011/06/27/simplifying-building-bodies-and-joints-with-libgdx-box2d/#comment-419156146</link><description>&lt;p&gt;Hey thanks man, I've just started learning Box2D and this speeded things up a bit.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Mark Dunne</dc:creator><pubDate>Mon, 23 Jan 2012 18:46:05 -0000</pubDate></item><item><title>Re: Detecting collisions using libGDX Pixmap</title><link>http://blog.gemserk.com/2011/10/10/detecting-collisions-using-libgdx-pixmap/#comment-418647977</link><description>&lt;p&gt;great effort. Pls upload the source code of this tutorial.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Idnan</dc:creator><pubDate>Mon, 23 Jan 2012 09:22:30 -0000</pubDate></item><item><title>Re: JNLP Downloader Tool</title><link>http://blog.gemserk.com/2011/03/09/jnlp-downloader-tool/#comment-409670157</link><description>&lt;p&gt;can not handle version-atrtributes!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">xx</dc:creator><pubDate>Fri, 13 Jan 2012 05:24:43 -0000</pubDate></item></channel></rss>
