I thought it was good to have a place to discuss the last version of Gideros Studio 2012.8.x This place will be used temporarily to discuss features, "how to use", give links when the docs will be updated.
[ 2012.08.20 Update ] Gideros 2012.8.1 is available A bug fix release is available : Download Gideros 2012.8.1
On the windows side, you will find an exe called gdrbridge inside the tools folder. I think that is the tool you have to call: If you start it by yourself, it will show some command line parameters.
@GregBUG: Yes, I do want to add support for Gideros. Once I find out how to do it in OSX and Windows. I don't like to waist my time with trial and error so I will wait till the Cetin's provide some information.
And @OZApps said I'd be the first one to get the new version...
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Well I can confirm the iOS Player (and the UIKit Plugin + my extra bit) all compile and run perfectly well on XCode 4.4.1 / Mountain Lion Not tried exporting a project yet - but I will do soon.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
And @OZApps said I'd be the first one to get the new version...
I know ... No wonder I never play the lottery.
@atilim, I am finding 2 warnings while compiling one related to sqllite and one to lfs, but the player crashes almost everytime I run it on the device. Any suggestions?
xCode version 4.4 OS : Lion 10.7.4 iOS : 5.1 in case that would help to debug the issue.
@Atilim, can we also have the text box without having a dialog? To create a custom Dialog with multiple text boxes, say like a form. (Not urgent, but would be helpful)
@OZApps I'm also seeing the same warnings but the player doesn't crash - what code are you running to make it crash?
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@gorkem. You write on twitter that using the command line tools is mostly intuitive and you would explain it in the blog. Were you talking about another blog entry besides the one you just posted?
@OZApps - daft question I know, but have you tried a different TTF font?
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@Atilim, you might also want to update/correct the documentation to display TextInputDialog instead of TextField.
TextInputDialog:setInputType(type)
Sets the input (keyboard)type associated with the text field. The options are:
TextField.TEXT: Default keyboard type
TextField.NUMBER: Numeric keypad
TextField.PHONE: Keypad designed for entering telephone numbers
TextField.EMAIL: Keyboard optimized for specifying email addresses
TextField.URL: Keyboard optimized for URL entry
Parameters:
type: (string) Tnput type associated with the text field.
@OZApps - daft question I know, but have you tried a different TTF font?
Not a daft question, logical, but I have tried several fonts and found that if I use nil, it works, the moment I create a TTFont.new object, it crashes.
This just add's a simple FPS counter in the top right - however the ENTER_FRAME event listener isn't being called - if I remove the nil from the fps:addEventLister() call then it does - although in that case then the update function is only called with ONE parameter so that in the function "self" would then equal "e" and "e" equals nil. Previously it should have been "self" equals nil (the last parameter to the addEventListener call) and "e" would have equalled the table representing the event.
In the above case it's not relevant as I'm not using either "self" or "e" but I noticed it and thought it a bit weird.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
UPDATE : I can confirm @OZApps bug - accessing TTF fonts is an immediate crash to the player on iOS
Not good - I was hoping to show a demo on Monday on a device using the latest version
@OZApps - have you tried rolling back to the previous player?
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
UPDATE : I can confirm @OZApps bug - accessing TTF fonts is an immediate crash to the player on iOS
Not good - I was hoping to show a demo on Monday on a device using the latest version
@OZApps - have you tried rolling back to the previous player?
I have the two Players and Studio versions, but I wanted the new one to add the Alert Dialog and TextInput now added to the Compatibility Layer and wroks like a charm, sans the TTF
@Atilim, when you might get around to creating a fix for this, could we also get GLScissor or a similar function to mask out areas. Do you think something like that would be possible.
@Atilim, Now Event.MOUSE_xx events also work on the device with touch, so do we still need to have TOUCHES_BEGIN, TOUCHES_MOVE and TOUCHES_END or MOUSE events would suffice for most of the things, unless multi-touch was required?
After some long investigation, I understand that TTFont bug is because of GCC-LLVM compiler. It only occurs on iOS devices and only when compiled with GCC-LLVM shipped with Xcode 4.2.
I'm upgrading my system to Mountain Lion/Xcode 4.4.1 to build the libraries with the latest Clang compiler. At least I can post a recompiled libgideros.a here as soon as possible so that you can use TTFont without a problem.
Comments
Great release!!!!
First question is the commandline options as I would like to use sublime text 2.
Cheers
@MikeHart do you think to support Gideros in your Ide... ? wow!!! can't wait...
www.tntengine.com
ok. keep us informed!
There will be a public release?
www.tntengine.com
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Not tried exporting a project yet - but I will do soon.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@atilim, I am finding 2 warnings while compiling one related to sqllite and one to lfs, but the player crashes almost everytime I run it on the device. Any suggestions?
xCode version 4.4
OS : Lion 10.7.4
iOS : 5.1
in case that would help to debug the issue.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
plus some code that I was working on...
I have narrowed it down to the TTFont and TextField objects used. This code causes a silent crash.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
As a side note - I have noticed one difference in the new version.
Whenever I add an event listener I always add in the final data parameter (usually a reference to self) as in the following code
In the above case it's not relevant as I'm not using either "self" or "e" but I noticed it and thought it a bit weird.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Not good - I was hoping to show a demo on Monday on a device using the latest version
@OZApps - have you tried rolling back to the previous player?
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
One fix/feature that is not mentioned in Release notes is that Core.class function is changed and now parent classes and inherited classes have the same self reference.
http://www.giderosmobile.com/forum/discussion/comment/8017#Comment_8017
Likes: chipster123
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Now Event.MOUSE_xx events also work on the device with touch, so do we still need to have TOUCHES_BEGIN, TOUCHES_MOVE and TOUCHES_END or MOUSE events would suffice for most of the things, unless multi-touch was required?
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
After some long investigation, I understand that TTFont bug is because of GCC-LLVM compiler. It only occurs on iOS devices and only when compiled with GCC-LLVM shipped with Xcode 4.2.
I'm upgrading my system to Mountain Lion/Xcode 4.4.1 to build the libraries with the latest Clang compiler. At least I can post a recompiled libgideros.a here as soon as possible so that you can use TTFont without a problem.
Likes: chipster123