Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@Javi Currently, I'm writing the doc about it. But basically it contains these steps: - Export the project - Open assets directory - Create a zip file from big asset files (but use store not compress) - Delete these big asset files - Create apk - Upload apk + big zip expansion file to Google Play
You can also create the optional patch file. The priority of loading an asset is: patch file > main expansion file > .apk file
@yvz5 I use Lua Glider IDE now, it's really nice, there's a free trial and a new version is in beta, so coming soon!
@atilim any chance of something like Bitmap:getMask("image.png", alphaLevel) which would return an array / table of 0's and 1's depending on the alphaLevel (default 0).
On the previous version, i asked about mp3 files. But seems the problem is on my code. It is funny that this return error: Sound.new("music".. number .. ".mp3") And this is not: Sound.new("music".. tostring(number) .. ".mp3")
@atilim, a minor feature request. Whenever I tried to export an project, all files in images directory is exported. In fact, some files are out of project concept, not related and they are not included in project defintion xx.gproj file. Whenever we export, we are deleting unrelated files manual. Can you consider gproj main defintion file for export progress?
@omer - I put all the files needed for my app in one directory (with subdirectories) on my computer and all other files outside that directory but still within an overarching project directory. Sort of: projectDir{ appFiles{ appGraphics{} appSounds{} luaFiles } originalGraphics{ e.g. photoshop/inkscape files } originalSoundFiles{} other junk! }
As long as I keep everything in the appFiles directory to the things I want in the export, then it's OK. It took me a while to sort myself like that, but now it's what I do every time.
Agreed, your suggestion would save all that bother, but for now it might help.
@omer are you sure that happens? Is is on IOS or Android? I have lot's of unrelated images in the Gideros project folder, for testing, experimenting etc, but now I've rechecked exported projects and none of them have those. Maybe that's because I've used export assets only?
Thanks Atilim, APK expansion files support is a greath bonus for Gideros.
Just a question while we wait fo the complete documentation: what folder structure we must use in the zip archive? just assets/ ? assets/assets/ as the eclipse project? I tried both, neither worked... the console show a FileNotFoundException for each file in the obb
@Atilim, after exporting apk under newest Gideros version 2012.09.6, AVAST says that exported apllication is "potentially unwanted program (Android AndAgent-R|PUP|" and allows to run for 15 minutes but it crashes immediately after running. @all Have you noticed such behaviours at your apps? This morning I found such issue also at Mathboxing new game made by Gideros... On earlier versions of Gideros SDK I don't have any such problems with exported apk.
I've installed Avast for Android (I haven't known there is an antivirus for Android) and after that I can see the same behavour. Avast reports as "Android:AndrAgent - Q [Trj]" and allows to run it only for 15 minutes.
But I think it's false positive. I'll investigate more and will report as false positive to Avast.
My game is not working with this version on Android devices. I downgrade it to version 2012.09.05 and now it runs ok. I attach the log file with the error.
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https://deluxepixel.com
- Export the project
- Open assets directory
- Create a zip file from big asset files (but use store not compress)
- Delete these big asset files
- Create apk
- Upload apk + big zip expansion file to Google Play
You can also create the optional patch file. The priority of loading an asset is: patch file > main expansion file > .apk file
@yvz5 I use Lua Glider IDE now, it's really nice, there's a free trial and a new version is in beta, so coming soon!
@atilim any chance of something like Bitmap:getMask("image.png", alphaLevel)
which would return an array / table of 0's and 1's depending on the alphaLevel
(default 0).
cheers
evs
Likes: moopf
cheers
evs
cheers
evs
Likes: hgvyas123
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
On the previous version, i asked about mp3 files. But seems the problem is on my code.
It is funny that this return error:
Sound.new("music".. number .. ".mp3")
And this is not:
Sound.new("music".. tostring(number) .. ".mp3")
Whenever I tried to export an project, all files in images directory is exported. In fact, some files are out of project concept, not related and they are not included in project defintion xx.gproj file. Whenever we export, we are deleting unrelated files manual. Can you consider gproj main defintion file for export progress?
projectDir{
appFiles{
appGraphics{}
appSounds{}
luaFiles
}
originalGraphics{
e.g. photoshop/inkscape files
}
originalSoundFiles{}
other junk!
}
As long as I keep everything in the appFiles directory to the things I want in the export, then it's OK. It took me a while to sort myself like that, but now it's what I do every time.
Agreed, your suggestion would save all that bother, but for now it might help.
I have lot's of unrelated images in the Gideros project folder, for testing, experimenting etc, but now I've rechecked exported projects and none of them have those.
Maybe that's because I've used export assets only?
Just a question while we wait fo the complete documentation:
what folder structure we must use in the zip archive?
just assets/ ? assets/assets/ as the eclipse project?
I tried both, neither worked... the console show a FileNotFoundException for each file in the obb
@all Have you noticed such behaviours at your apps? This morning I found such issue also at Mathboxing new game made by Gideros...
On earlier versions of Gideros SDK I don't have any such problems with exported apk.
https://play.google.com/store/apps/developer?id=My+name+is+Originality
But I think it's false positive. I'll investigate more and will report as false positive to Avast.
@fxone btw, what is your android device?
https://play.google.com/store/apps/developer?id=My+name+is+Originality
Likes: phongtt
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
I attach the log file with the error.
iPhone? https://itunes.apple.com/us/app/save-my-toys/id593292899?l=en&ls=1&mt=8
Andoid? https://play.google.com/store/apps/details?id=cat.acb.savemytoys