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perrochon

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perrochon
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  • Wow, thanks @keszegh that is helping a lot. I see it work, so this is a reasonable way to go, and it's only a few lines of code I can play with. Time to read up on shaders.
  • Yeah, i wasn't specific enough. I have an existing asset with red armor, and I just want the armor to turn green. I tried ColorTransform first. Problem was the face turned green, too, and I couldn't figure out how not make him look sick. Sword, etc …
  • Is there a way to do this without writing the file back? I currently have a red Samurai in a file, and want to make him green. I have the following code based on the accepted answer above and the example in Github gmedia An easier way that doesn't…
  • The same thing just happened to me. Thanks Google for finding this thread :-) Windows+arrow keys should bring it back from wherever it goes, though. And it shouldn't go there in the first place. My init looked like this [General] orientation=1 pos=…
  • I can confirm that it gets past the loading screen. (There is another issue later which prevents me from sharing the URL just yet)
  • Updated https://www.perrochon.com/BushidoBattleStable/ https://play.google.com/store/apps/details?id=com.zwsi.bushidobattle Multiple maps, multiple heroes. Also Open Beta is live, so you should be able to install without hurdles.
  • Yes, you are correct. Gideros Studio finds them in assets, too. I think that is enough. I think changing it would also likely break a lot of existing projects. I submitted a pull request to the documentation. Let me know if this is helpful. https…
  • A small clarification to the above for the next person who finds this thread and wonders why it doesn't work for their project... init.lua will always be executed first main.lua will always be executed last Also those rules about main.lua and init…
  • Also those rules about main.lua and init.lua only apply to top level files, if you put them in sub directories, they lose their specificities. Yay, forum to the rescue again! This is the part I missed. I had them inside assets/classes/ If I move th…
  • I can't push to HTML right now, but I'll try this as soon as I can do HTML again.
  • Wow! Thanks a ton! Now I can see output of both client and server. Awesome! I have to remember to save and be careful about where I edit. I need to run one of the players on a device, because I haven't gotten two windows players to talk to each o…
  • @keszegh Thanks for the report. Some maps had gaps in the wall around the map, and monsters moved out. Now the maps have walls and there is a check for monsters trying to leave the map. I can't push to HTML right now because I added sockets for mul…
  • And it's not even in Wirth Normal Form (WNF: no variable can be shortened without generating conflict with another)
  • It's not ugly, just very C++y :-)
  • That is a nice idea for a quick game. And you can skin it with different assets. Can't wait for Android
  • Yes, I feared something like this is the answer. Nice that there is an int64 in Lua. Struggling a bit with the documentation, though. http://docs.giderosmobile.com/reference/lua/int64#int64 So the code now looks like this for reading of the top b…
  • (off-topic) I downloaded the player you linked to from the Play Store. But it doesn't show up in the drop down of Gideros Studio like the one from the Gideros installation folder does. How do I connect to the player from the play store? Can I?
  • I think I got the player that came with the install. Sideloaded the APK.
  • Also, I'd like a solution to test for the top bit that is more cross platform, and doesn't require a specific player. Maybe the freedom from number types in Lua gets in the way here?
  • Interesting! I am testing over Wifi. How do I know if my player has the plugin? Wouldn't Gideros upload it if I include it in the project?
  • @MoKaLux thanks for the tip. Doesn't seem to help. I distilled it down to very short code. It doesn't matter if I include the bitop plugin or not (ignore the %x in the string) It seems to be using unsigned integers on windows, and signed integers o…
  • edit: I got a smaller sample below
  • @Greywine Thanks for this tutorial. It got me up and running on Gideros in no time. The level of detail and explanation was exactly right. I also like that it was text, not a video.
  • My game is pretty much @Greywine's tutorial. The link above gives you the game after I was done with the tutorial. It's not "(my) work" just yet. Most of my work was getting it to run and deploy. A better URL for a sneak peak at the game is the WIP…
  • Thanks @MoKaLux Is your tiled.lua file in the assets folder? I tried it in the top directory, where my main is, as well as in assets/classes/ I haven't tried just in assets/ That did the job (and yes it's excluded from execution). I'll have to …
  • I always do full export, yes. Haven't done "asset only" yet, because I don't know what I am doing :-) I also do shift-reloads on browser regularly, which should bypass the cache. I also try different browsers, and anonymous windows. What you see is…
  • I made two separate copies of my project, #1 and #2. The only difference is whether they link to FBInstant.lua #1 doesn't link to FBInstant.lua and the export looks like Exporting _LuaPlugins_/FBInstant.lua #2 does link to FBInstant.lua and the ex…
  • Wait, I made some progress... I can't see the load error anymore. The moment you get involved problems go away :-) I think it might be that I added FBInstant.lua to the project directory. Is this the best practices way? It gets to "loading scree…
  • It seems to Exporting FBInstant.lua Exporting _LuaPlugins_/FBInstant.lua Whole log is attached
  • Ok, maybe I can self-unstuck... Thought of looking at the browser console and found the following: FBInstant.lua Not found in archive gidloader.js:241 FBInstant/init.lua Not found in archive Not really sure how to include this the correct way