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MoKaLux

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MoKaLux
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  • yes positioning and size as well (for buttons and pixels) I like it because once I know what buttons I need I can program them in gideros and then modify the UI as I wish for both size and position. I use it a lot in gideros (box2d, r3d, cbump, now…
  • btw rrraptor I used Tiled for my gui.
  • - mouse could rotate the view (or ctrl+mouse or alt+mouse or something) - buttons remain hovered randomly even after i move the cursor away I will test, see if I can achieve those For the buttons I may remove all the hover effects and leave only …
  • I have 104 buttons !!! that's why I was a little bit concerned, and I think my latest change (see post above) was needed Thank you rrraptor for your answer
  • I have a question for you guys Is using mouse hover in an app a frame killer? For example I have this code to check if a button is hovered with the mouse: elseif self.params.hover then -- hover, you can do whatever fx you want :-) new 20210115 if…
  • SOLVED In the g3d format animation isn't handled frame by frame, but by effective time. You are counting keyframes, that is the moments in time where the movement change in direction (or orientation or size), that's not what you want. But you can…
  • @antix just some notes for the wiki: https://wiki.gideros.rocks/index.php/Bitmap.new -don't forget to put __NOTOC__ at the top of the file when you don't want the TOC to show up -we are not supposed to use [[Special:MyLanguage/Bitmap|Bitmap]] you sh…
  • imho the Documents folder always points to the path you define. If you do: myprefs = "|D|saveprogress.txt" then as long as it is the same path in your app it will point to this file, at least that's what I experience on windows apps.
  • plus this one it's in french but just mute the audio and watch it
  • welcome to the forum this should help: https://wiki.gideros.rocks/index.php/SceneManager
  • @rrraptor made a pull request + gideros wiki updated https://wiki.gideros.rocks/index.php/Mediamanager:getFile * + https://wiki.gideros.rocks/index.php/Mediamanager:saveFile ** *tested on windows 10 **untested
  • I asked for one solution and I get 4! oh I love gideros and the community so much So here you have folks 4 ways to get your files. Mr rrraptor I will add your answer to the wiki (ps: I have just downloaded your imgui example) Thank you, thank …
  • and also stumbled upon rrraptor's one using imgui with a more modern look; https://github.com/MultiPain/Gideros_examples/tree/master/ImGuiFileDialogDemo
  • YES I FOUND IT! https://github.com/gideros/gideros/blob/2e4aa2fd3550a7c4d2da9a5d9ac755bfe68d4eae/plugins/gmedia/source/mediabinder.cpp#L165 GIDEROS HAS IT ALL AMAZING bonus: function AnimationScene:browse() local function mediareceive(e) -- res…
  • I'm making some small amount of progress with my Gideros Visual Studio integration and have discovered a few annoying things regarding the wiki... 1. Some function parameters have spaces in them. This is very bad, please don't do this anymore I've…
  • does anybody have another use for os.execute(...)? that would be good to know I looked for c function and tried this: os.execute("dir") os.execute("dir "..lfs.currentdir()) but nothing happens
  • Also, if you press CLTR+R while player window is focused, you will get this: "cannot open init.lua: No such file or directory" but if you restart app from gideros then its OK. Yep can confirm that plus if you have player stay on top activated it get…
  • oh I wasn't even aware that gideros had an os class. This is pure genius rrraptor "Mafia Definitive Edition" https://wiki.gideros.rocks/index.php/Os.execute
  • one more question please Is it possible to set an ortographic projection? I don't know what to pass as arguments D3View=Core.class(Sprite) function D3View:init(sw,sh,fov,near,far) self.view=Viewport.new() self.projection=Matrix.new() self.f…
  • I have a question please I can get the width and the height of a 3d mesh -- the model local xfile = "3d_anims/walking.json" local model = buildGdx(xfile, {} ) print("MODEL SIZE", model:getWidth(), model:getHeight()) How do I get its length (on t…
  • ok that was all fun and stuff but I am stuck building my levels I tried to look at some programs to build them but found Tiled to be the best so far. I build my level from a top down view but that's not a problem at all. The biggest issue I have…
  • I have a question please Is it possible to render the animation in a render target? I don't know what the source should be the camera? the scene? or the mesh? I tried playing with scaling and everything but could not get a proper render, it looks…
  • a gideros 2021.1 android player is available. Lots of plugins included (except firebase and 1 or 2 others tested but failed so I removed them). Built with android version 30!!! Tested with an app running liquidfun and that works. It's built in debug…
  • I have a problem I have some fbx files with apparently more than one textures embeded. They produce: "attributes": [ "POSITION", "NORMAL", "COLOR", "TEXCOORD0", "TEXCOORD1", "TEXCOORD2", "TEXCOORD3", "TEXCOORD4", "TEXCOORD5", "TEXCOORD6", "TEX…
  • thank you I will try to increase the area around the player
  • monsieur hgy29 I can see in both your videos that you have shadows for all your objects in the world at once. Why doesn't it work for me? Is it due to the size of the world? My world is 512*512 pixels. Everytime I pass a certain limit the shadow …
  • Added a link to my github page here: https://github.com/ocornut/imgui/wiki/Bindings Do you think you can also add it to Framework/Engine Bindings/Backends section of ImGUI? Will try to improve the wiki asap but I am a bit into r3d right now. Thank …
  • thank you for your hard work team
  • I have a problemSOLVED How can I apply 2 matrices to 1 object? 1 matrix to apply position/rotation and the other matrix to apply scale? function LevelX:onEnterFrame(e) local matrix2 for k, v in pairs(self.world.dynamicbodies) do matrix2 = v.bo…
  • I can't seem to use materials anymore in gideros r3d. According to the r3d 0.8 official doc this should still work: Now we need to call get and set material on the fixture: -- materials --local mat = view.body:getMaterial() -- default: bounciness = …