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imGui bindings

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  • hgy29hgy29 Maintainer
    Dragon bones seems really good! Wouldn't that be problematic (license/legal stuff) to integrate spine runtime in gideros ? Wouldn't it be better to use dragon bone runtime ?

    Likes: oleg

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  • hgy29hgy29 Maintainer
    Otherwise maybe you people can try to convince Spine guys to give me a license so that they could add gideros to their list of supported engines ?
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  • keszeghkeszegh Member
    hgy29 said:

    Otherwise maybe you people can try to convince Spine guys to give me a license so that they could add gideros to their list of supported engines ?

    this is a very good idea, they could only win with this, but probably the 'core developers' should write/send such a formal request.
  • Apollo14Apollo14 Member
    edited August 3
    hgy29 said:

    Otherwise maybe you people can try to convince Spine guys to give me a license so that they could add gideros to their list of supported engines ?

    uh, I forgot that I've asked Spine guys 2 weeks ago :smiley:
    http://ru.esotericsoftware.com/forum/Will-you-add-Gideros-SDK-support-question-to-DevTeam-10568?p=47563#p47563
    Their devteam answered:
    Looks like Gideros supports textured meshes out of the box, so it shouldn't be to hard to write an integration. Could you file an issue on the tracker at https://github.com/esotericsoftware/spine-runtimes/issues? We can't commit to a timeline for this though, there are other runtimes that need making first :) Cheers!
    I agree with @keszegh , most likely they will reply to our Core devs and include Gideros in their list, probably provide license, they won't lose anything and it's totally in their interests also :smile:

    Likes: oleg

    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
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  • olegoleg Member
    The best game created in the spine is Rayman Legends for pc-Win

    To understand the full potential of the spine, you have to play this game

  • keszeghkeszegh Member
    guys, i'm glad this topic became this lively and perhaps will have some outcome too.
    on the other hand i get two emails after EVERY post:
    -...commented on...
    and
    -...answered your question.

    is it possible to turn off the second one?
  • keszeghkeszegh Member
    @oleg, i thought ubisoft has an in-house tool similar to spine but not spine.
  • olegoleg Member
    keszegh said:

    @oleg, i thought ubisoft has an in-house tool similar to spine but not spine.

    very similar to the old version of the spine


  • hgy29hgy29 Maintainer
    I sent a message to Esoteric software, let see what they say...
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  • hgy29hgy29 Maintainer
    Great news, Esoteric software is very keen on being able to advertise Gideros compatibility. They sent me a license code for Spine so here we go, I am gonna work on Spine support for Gideros!
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  • Apollo14Apollo14 Member
    edited August 3
    cool!!!
    Their devteam is very open-minded, they perform hell lot of work improving Spine. Even after they've become 'big guys' they didn't get spoiled :smile: Spine truly deserves its popularity.

    Likes: hgy29, snooks

    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
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  • SinisterSoftSinisterSoft Maintainer
    edited August 3
    @hgy29 - if you contact them then I'm sure they would give you a licence if you say you will make the plugin for Gideros.

    Edit: oops - just noticed that you did this! :)
  • keszeghkeszegh Member
    edited August 3
    thanks @hgy29 for the spine plugin, the rest of us should not forget to donate some when downloading gideros to express our appreciation.
    if dragonbones truly can save to spine format then we will be able to use both in our projects, cool.

    finally, we can get back to the original question of which gui to put into gideros and how.

    Likes: Apollo14

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  • olegoleg Member
    keszegh said:


    if dragonbones truly can save to spine format then we will be able to use both in our projects, cool.


    dragonbones exports to spine 2.1 or spine
     3.3



    Likes: keszegh

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  • totebototebo Member
    hgy29 said:

    Great news, Esoteric software is very keen on being able to advertise Gideros compatibility. They sent me a license code for Spine so here we go, I am gonna work on Spine support for Gideros!

    AWESOME! Fantastic work @hgy29. One of the (few) things missing from the Gideros arsenal.
    My Gideros games: www.totebo.com
  • totebototebo Member
    edited August 4
    Back to the original ImGui question. Based on the screenshots (link below) it looks like a large number of UI components with a set graphic style:

    https://github.com/ocornut/imgui/issues/1273

    Whilst this is cool, I feel it may be a better framework for apps, rather than games. Unless there is a way to "skin" the interfaces, in which case it would be very interesting.

    One of the unicorn features of any game making tool is to have an IDE where artists can lay out their graphics and animations separately from the code. I'm a big fan of separating art and code, but I haven't been able to find a tool that specialises in this. The closest I've been to this was in the Flash days, where artists were able to play around with the timeline and coders seamlessly used the assets.

    What do you guys think? When adding new features it's good to have concrete use cases. I would use a tool like this (if it existed!) to create UI and HUD, something that (to me at least) is very time consuming at the moment.



    Likes: antix

    My Gideros games: www.totebo.com
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  • keszeghkeszegh Member
    yes, imGui seems to be ok for non-game apps but when personal look is important, it may not be customizable enough. is wxwidgets or any other common gui better?

    also i'm not familiar with editors, some sdks have their own like godot but sdk-independent specially gui-maker editors i'm not aware. maybe other people know more?
  • keszeghkeszegh Member
    whenever the exported file is json etc then it is a possible option.
    what about https://starlingbuilder.github.io/
    or http://www.ogmoeditor.com/
    ?
  • @totebo you mean something like 'Cocos Creator' or 'Corona Level Editor'?

    If I created UI from scratch in Gideros, definitely I would go mad. I use Photoshop, manage everything there, and after that it's easy to monkey-code (and yep, it's time-consuming).

    Photoshop GUI Exporter could be very convenient (like this one that was made for Defold: https://github.com/AxelHammarback/Defold-Photoshop-GUI-Exporter )

    I'm not sure if Photoshop exporter could suit your needs, probably you need something totally different.
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
  • antixantix Member
    You can achieve some interesting stuff with Tiled actually, using objects. Of course it is also time consuming. Something like Visual Studio would be optimal ;)
  • antixantix Member
    Having something like wxWidgets would be great. Most often when making games you need editors and rolling your own inside Gideros is a real pain in the rear end. If there was something like wxWidgets where you could make windows forms for editing stuff that would be awesome.

    Likes: pie, totebo, gbison

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  • gbisongbison Member
    edited August 29
    Hello all,

    I just joined the community yesterday, I made a post in the intro forum for which many of you replied and I appreciate that. If you want to know more about me, please jump over to that introduction post. I am definitely glad to be here, I am certainly interested in helping the community as much as I can if I can at all - especially in the UI/UX area.

    So, I'd like to give my thoughts, if I may (not that they count for much). Hopefully, in the coming months, I can make some sense of the way Gideros works both internally and externally. @hyg29 , I can't help with C++ at least to any benefit of engineering, but I may be able to develop other options for Gideros if there is some library support method. I assume others have tried building a GUI system in LUA itself (Widget Candy, Layout I believe)? If I were to bring in SDK's into C# and create libraries from them, can I build a wrapper to talk to the DLLs in LUA or would you simply have to implement them through C++ backend (trying not to put more load on you)? Again, forgive my ignorance, I may be talking completely off track here since I'm yet to invest any real time into Gideros - just trying to collect some thoughts as I re-write some Android apps in Gideros.

    I had experience with Widget Candy many years ago, the library itself seemed like it had a huge amount of code to be a GUI library, but that may be due to trying to implement it in LUA. I have not yet tested "Layout", but have read that a few feel its somewhat difficult to implement.

    For what its worth, my thoughts in regard to what I'm not seeing with Gideros or at least the biggest pain points along with my experience over the years in both a professional and indie capacity:

    1) No GUI implementation (obviously)
    This is critical in opening up Gideros to a wider range of people. Not all folks are programming zionist and creating GUI libraries can be a mundane task that creators really don't want any part of. They want to make their game or app and already struggle with the concepts of programming or even using LUA as simple as it is. All solid app and game development APIs should have GUI constructs these days - the mobile market itself nearly demands it in my opinion.

    2) No GUI editor
    This also goes again back to creators wanting to create as quickly as possible. You want to allow new developers to flourish within a product with visual progress, not immediately frustrate them with the inability to visually see whats happening, as well as continual implement, build, test, change, test and overall fiddling scenarios with GUI elements just to get a button in the right place or drop down not to overlap another element when expanded. This does not have to be some big concept, a simple placement editor (sigh...nothing is ever simple). That said, if one could understand the structure with regard to a sprite or bitmap, create a WinForm, WPF or JavaFX implementation that would allow folks to move images around on a canvas, then save those images to a file in JSON, XML or plain text if nothing else, that Gideros should be able to pickup and read at run-time, essentially re-creating the design inside representative of what you design in the editor. Consequently, this could potentially be built in LUA itself along with a GUI library - I'll investigate if there is no objection.

    3) Animation or Tweening
    I do not see any built-in support in the API for these. Hence, I assume the thread was hi-jacked with Spline because of an animation problem? I believe I did see however an external creation for the tweening, is this what eveyone is using?

    4) No Networking
    Im looking into how this can be done using Photon. It would appear there is a LUA binding for Corona.

    Again, my apologies for the length of this post. Im simply trying to be helpful where I can and stay out of the way where Im not :-P .

    Thanks!

    Likes: totebo, antix

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  • for 'simple' tweening (that is, no bones etc.) there is indeed
    http://giderosmobile.com/tools/gtween
    but meanwhile
    http://docs.giderosmobile.com/reference/gideros/MovieClip#MovieClip
    became pretty advanced too and you can do basically the same with it.
  • totebototebo Member
    edited August 29
    Great post @gbison.

    1,2) Would love to have this in Gideros.

    3) Gtween or MovieClip work well. Unlike to be able to step everything (so I can pause the game easily and so I'm not relying on a timer, which can end up out of sync) so I built a lightweight tween library in Lua, which essentially works like Gtween, with the difference that I can step each frame.

    4) I've released a realtime multiplayer game in Gideros using a custom backend communicating via Lua Socket and Websocket. In terms of off the shelf support, there is Noobhub which works well, but is client only. I'd love to be able to use Photon without having to mess about with server code. In fact, I would consider paying for it, and may not be alone!
    My Gideros games: www.totebo.com
  • Apollo14Apollo14 Member
    edited August 30
    TNT Animator Studio is a good GUI editor for managing animations:
    http://www.tntparticlesengine.com/?wpdmact=process&did=Ni5ob3RsaW5r
    (you have to exclude obsolete classes 'tntanimator32.lua'&'tntanimator64.lua'
    instead of them include attached here 'tntanimator.lua' to the project)

    Basic GTween info:
    http://appcodingeasy.com/Gideros-Mobile/Gideros-GTween-with-easing

    The most basic example:
    1) include 'gtween.lua' and 'easing.lua' to the project
    2) in your 'main.lua':
    local pix1=Pixel.new(0xc0392b,1,50,50)
    pix1:setX(200)
    stage:addChild(pix1)
     
    GTween.new(pix1, 1.5, {y = 300}, {ease = easing.outBounce})
    I'd love to be able to use Photon without having to mess about with server code. In fact, I would consider paying for it, and may not be alone!
    definitely you're not alone :D
    p. s. almost all of the top-tier multiplayer games (like War Robots, etc.) use Photon
    lua
    lua
    tntanimator.lua
    30K
    lua
    lua
    easing.lua
    5K
    lua
    lua
    gtween.lua
    13K
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
  • gbison said:

    I assume the thread was hi-jacked with Spline because of an animation problem?

    Currently Lua Spine lib is fixed (many thanks to hgy29!), more perfomant C++ plugin is on the way. So I'd say currently we have no problems with animation.
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
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