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Slick Forums • View topic - intro to Slick-AE

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 Post subject: Re: intro to Slick-AE
PostPosted: Tue May 22, 2012 5:08 pm 
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Slick Zombie

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Hi! If you develop on Eclipse with Android all exception go into logcat, see debug prospective

About using libgdx directly or slick.. they are completely different, libgdx is more more more low level: Slick helps you in get something fast and easy way IMHO

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 Post subject: Re: intro to Slick-AE
PostPosted: Tue May 22, 2012 7:56 pm 
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 Post subject: Re: intro to Slick-AE
PostPosted: Tue May 22, 2012 8:58 pm 
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it's to implement or just @override it ?

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 Post subject: Re: intro to Slick-AE
PostPosted: Fri May 25, 2012 2:06 pm 
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 Post subject: Re: intro to Slick-AE
PostPosted: Sat May 26, 2012 9:44 pm 
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@Override means that the method is overwritten. For example, keyDown() is guaranteed to be called for each touch event, and when you override keyDown() in your game, you can decide what happens when a touch occurs.

Concerning your exception, yes, that is a bug. Another one of your posts indicates you have already figured this out, but the source on the main slick webpage is out of date. For most of slick, the older version of the code will work, but for Slick-AE, the old version has bugs. One of them is that it doesn't use LibGDX Methods properly. The new version can be found at https://bitbucket.org/kevglass/slick/downloads. As I said before, your other post indicates you already know all of this, but for others who may not have seen, I repeat it. Also, I will update the link in this post. Thankyou for bringing this to attention.

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 Post subject: Re: intro to Slick-AE
PostPosted: Sat May 26, 2012 11:49 pm 
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hmm as I can imagine I downloaded and compiled it from there, but Im not sure. Ill check it tomorrow ;)


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 Post subject: Re: intro to Slick-AE
PostPosted: Sun May 27, 2012 3:39 pm 
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Ah nice works now. I updated gdxLib. I only have some problems to understand how the input listener for the touch screen works. I have this method: input.touchDown(x, y, pointer, button);
But what is the pointer/button? And how can I do this if I dont know where x and y is? I also didnt found any examples for touch screen inputs. Is there an interface for touchDown, touchUp.. like KeyListener/MouseLisener?


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 Post subject: Re: intro to Slick-AE
PostPosted: Sun May 27, 2012 5:07 pm 
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I'm not sure. Slick-AE is actually designed to use MouseDown for android touches. This does not have a button element. Note that this and similar methods can be used for multi-touch.

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 Post subject: Re: intro to Slick-AE
PostPosted: Fri Jun 01, 2012 10:50 am 
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 Post subject: Re: intro to Slick-AE
PostPosted: Fri Jun 01, 2012 9:46 pm 
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 Post subject: Re: intro to Slick-AE
PostPosted: Tue Jul 03, 2012 6:06 pm 
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I *think* I did it correctly but am getting a random nullpointer exception when looking at the SlickAEDemo-Android.
Location of error is also unknown, it just won't let me build it because "there's an error, go fix it".

My actual project also has an error, namely "Conversion to Dalvik format failed with error 1".
What did I do wrong?
I'd love to work with this.


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 Post subject: Re: intro to Slick-AE
PostPosted: Wed Jul 04, 2012 10:59 pm 
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Can you post the errors here? I have a feeling I know what the issue is but I need to refresh myself with what's going on.


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 Post subject: Re: intro to Slick-AE
PostPosted: Thu Jul 05, 2012 8:28 am 
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 Post subject: Re: intro to Slick-AE
PostPosted: Thu Jul 05, 2012 8:32 am 
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 Post subject: Re: intro to Slick-AE
PostPosted: Sat Aug 18, 2012 7:01 pm 
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I *think* I read somewhere that you can include the assets folder of the Android Project in the Desktop project, but I can't find where that was. How would I do such a thing?
EDIT: Never mind, I just did such a thing by adding the assets folder to the "source folders" in the Desktop version's properties.


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