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Gideros 2018.9 - Studio addons — Gideros Forum

Gideros 2018.9 - Studio addons

It is the end of holidays, kids are back to school, adults are back to work, and Gideros too!

Gideros 2018.9 brings many fixes and new features, and one feature in particular: Studio addons.
Studio addons are a way to integrate extra tools with Gideros Studio: sound editors, map editors, code generators, etc. The best: you can develop them with gideros itself.
They run a a standard gideros/lua environment and can call studio apis (currently limited to project files management but that will evolve in the future). A few examples are included in Gideros, as well a real addon: a sound editor for GSFXR plugin.

Another noticeable feature: Gideros built-in layout system is now out of beta and documented. (http://docs.giderosmobile.com/reference/gideros/Sprite/setLayoutConstraints#Sprite:setLayoutConstraints). It can be used to layout sprites dynamically and make them respond to size changes automatically.

Googleplay plugin is now deprecated, and all of its functionnality has been merged into gaming plugin.
And a native spine plugin (doc not ready yet sorry!) is now available.

New features

[core] document layout system and add missing related constants
[studio] Introduce addons system, with GSFXR sound editor addon
[studio] Add more examples (gestures, async tasks, addons)
[plugin/spine] Native version of spine plugin

Enhancements

[studio] Add fullscreen mode (Settings/F11)
[android] Update project to recent versions of AS/Tools
[android] Allow to remove ARM libs
[android] Add an option to timestamp the APK file
[plugin/gaming] Update gaming plugin to work with recent APIs and integrate googleplay plugin functionnality

Fixes

[core] Fix compatibility of some classes with fake threads
[android] fix a no response issue after unlock the screen on some device
[html5] Hides highlight that shows on iPhone 6+ when using a browser and Gideros content exported to HTML5.
[html5] request an alpha capable buffer
[fbinstant] Correct API typo with createAsync
[plugin/ads/admob] Fix for bug outlined here: #394
[plugin/cbump] Fix issues #404 & #405

Download it now:
http://giderosmobile.com/download
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«13

Comments

  • olegoleg Member
    edited September 2018
    ads plugin shows error
    in the old version of Gideros there is no error
    what's the reason ??


    EDIT: "ADS" does not work without a "gaming" plugin


    C:\212121\mimimi Cat\07_09_18\mimimi Cat\tmp\app\src\main\java\com\giderosmobile\android\plugins\ads\frameworks\AdsAdmob.java:432: error:
     method does not override or implement a method from a supertype
    <a href="https://forum.giderosmobile.com/profile/Override" rel="nofollow">@Override</a>
    ^
    Note: C:\212121\mimimi Cat\07_09_18\mimimi Cat\tmp\app\src\main\java\com\giderosmobile\android\plugins\ads\Ads.java
     uses or overrides a deprecated API.
    Note: Recompile with -Xlint:deprecation for details.
    Note: Some input files use unchecked or unsafe operations.
    Note: Recompile with -Xlint:unchecked for details.
    1 error
     
    FAILURE: Build failed with an exception.
     
    * What went wrong:
    Execution failed for task ':app:compileReleaseJavaWithJavac'.
    > Compilation failed; see the compiler error output for details.
     
    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
     
    * Get more help at <a href="https://help.gradle.org" rel="nofollow">https://help.gradle.org</a>
     
    BUILD FAILED in 10s
    Exec returned: 1
    Export failed! See details above.
    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
  • hgy29hgy29 Maintainer
    You need to update google services to v12.0.1
  • hgy29 said:

    You need to update google services to v12.0.1

    I've got everything upgraded
    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
  • olegoleg Member
    edited September 2018
    improperly compiles


    image.png
    1113 x 402 - 56K
    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
  • hgy29hgy29 Maintainer
    @oleg, you selected no archs at all (64bit not enabled and 32 bit disabled), I guess android does what it thinks is best in tha case.
  • running the turbo amiga map editor i get plethora of errors. i guess it's alpha so i should not complain but then what is the use to include it if it does not run at all?

    otherwise thanks for the amazing release.

    Likes: oleg

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  • olegoleg Member
    edited September 2018
    hgy29 said:

    @oleg, you selected no archs at all (64bit not enabled and 32 bit disabled), I guess android does what it thinks is best in tha case.

    maybe I do not understand English well
    but I think that when there is a "disable", this library should not be turned on


    **some confusion
    how do i set the settings to have only 1 library arm ??


    11122.PNG
    530 x 379 - 24K
    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
  • hgy29hgy29 Maintainer
    @keszegh, it is meant to be laucnhed by double clicking on a .map file ATM, menu doesn't work yet for this plugin
  • hgy29hgy29 Maintainer
    oleg said:


    but I think that when there is a "disable", this library should not be turned on

    In fact it isn't enabled at gideros side, so Gideros ends up telling android to compile for 'nothing'. This is a non sense of course, so android uses a default set of platforms instead.

    if you want only 'arm', then tick disable x86. If you want arm32 only, leave 'enable 64 bit' and 'disable 32bit' unticked. If you want arm64 only, tick 'enable 64bit' and tick 'disable 32bit'

    Likes: oleg

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  • @hgy29 thanks, I think I understood



    121212.PNG
    959 x 354 - 24K

    Likes: hgy29

    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
    +1 -1 (+1 / -0 )Share on Facebook
  • Supercool thank you!
    I will try to port TNT Particle editor as a gideros addon: it already has been made in gideros lua, I hope it would be painless.. :)

    Is there some way to change addons resolution? For some reason it seems that on my laptop there is a strange font scaling (hard to read) and the addon screen does not adapt to the windows size (see screenshot)

    Thank you, great job!
    2018-09-07 16_07_12-GSFXREditor - Gideros Player.png
    1600 x 900 - 68K
  • olegoleg Member
    edited September 2018
    @hgy29 old armeabi(armeabi ARMV5TE )- maybe turn in the gideros?

    (too, to be included in the options)

    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
  • hgy29hgy29 Maintainer
    edited September 2018
    @pie, thanks for reporting, we should enable autoscale automatically for addons I guess.
    meanwhile you can try the keyboard shortcut Alt+A to enable it. Initial window size should also take screen dpi into account I suppose.

    Likes: oleg

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  • @hgy29 perfect! ALT+A works :)
    I had a quick look at the example source code for addons: is there a bit of documentation about them somewhere? Some more comments would help too :smiley:

    Assuming that I have a working standalone app (the orientation/gui layout should be fixed a bit because it is supposed to work in portrait mode right now) do I need the "studio.lua" file - which is present only in one of the two examples? What does it do exactly? I find hard to follow it.

    Thank you
  • hgy29hgy29 Maintainer
    @oleg, armeabi has been deprecated in NDK r16 and removed on NDK r17 (https://developer.android.com/ndk/guides/abis) . We use r17b to build gideros, so armeabi is not available. According to what I read, armv7 is mandatory since ICS, that is API 14, which is minimum gideros can generate.

    Likes: oleg

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  • hgy29hgy29 Maintainer
    Yes, @pie, you are right. As always doc is lagging behind, but those are early days for addons. It is nice to see people interested in writing them though.
    The studio.lua file presentin one of the examples tries encapsulate the communication with the studio. It declares a 'Studio' global variable on which the addon can call the studio (ex: Studio.listFiles() to retrieve the project files), and also provide general project info on launch, in Studio.DATA. I will try to make a list of available APIs. There is not much currently.

    BTW I just discovered that next Android version will be Android PIE :lol:

    Likes: pie, SinisterSoft

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  • Thank so much for your hard work!
    Back into 2008, I used to coding java JFrame and deploy the application on Java Applet so I feel at home with the GridBagLayout principle, luckily!
    Coming soon
  • So much work has been done, I wonder how is it even possible?
    I'm subscribed to Defold & Corona SDK newsletters & release notes.
    They have lots of resources at their disposal, and full-time hired devteam.
    And Gideros is changing much more fundamentally, the difference is really huge.

    0programmer.jpg
    480 x 634 - 162K
    > 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
    “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
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  • hgy29hgy29 Maintainer
    Maybe because gideros as a lot of room for improvement ?
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  • @keszegh I added TAME to figure out how the add-ons worked. It doesn't cope with no filename - it goes crazy.

    Currently it just shows a .map file if clicked on. Go to the example projects, look at the desert tilemap example (in Example projects -> Graphics 3). When loaded, double-click the desert.map file - it will show up in TAME.

    I'll add a check for no filename, etc next and add other functions for interaction with the studio very soon.

    Eventually it will be a quick and dirty map editor so you can edit from within the studio.

    If you click 'example projects' then you can scroll to 'add-ons' and you will see the source to TAME there if you want to know how to get the filename the user clicked on, etc...
    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
  • Can't believe I overlooked Gideros for so long, amazing work!
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  • Neither of the addin examples work for me by default.. they just give errors. Hopefully it will get to the stage where it just works out of the box, waiting for then :)
  • hgy29hgy29 Maintainer
    @antix, how do you try them ? You need to launch the add on player from the tools menu to get a suitable player for them

    Likes: antix

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  • @antix did you click on the desert example, then in the project list double-click the .map file?

    Or, add a .sfx blank file to your project, then double-click it. When you click save it will be populated with data to make the sound.

    Likes: antix

    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
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  • antixantix Member
    edited September 2018
    @hgy29 yes.. I randomly found the add on player now! Really this feature won't work for me right now because I'm using Zerobrane Studio :(

    However I feel one thing it really needs is to be able to get a filename using the Gideros Studio file requester dialog :)
  • hgy29hgy29 Maintainer
    antix said:


    However I feel one thing it really needs is to be able to get a filename using the Gideros Studio file requester dialog :)

    I decided to not do that at first, and I am possibly wrong, because add ons don't actually run within the studio but in separate processes. Poping studio file chooser would cause a focus change, make the popup appear on top of the studio window (and not on the addon), and in the end feel somewhat awkwards.

    IMHO the file chooser should be displayed by the addon itself.

    Likes: keszegh

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  • Yes, I wonder if a 'plugin' could be added that gives the player extra things like this in a standard way across operating systems? Windows, OSX and possibly Linux?
    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
  • As another option, would it be possible to integrate the "missing debugging features" from zerobrane to gideros ide? :#
  • hgy29hgy29 Maintainer
    I had a go at doing that last year. Almost done the player part but studio integration is a lot of work.

    Likes: pie, Apollo14

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  • That'a pity, but makes sense not to waste time on that :) I thought that it might be fast since zerobrane is open source too, but I could only guess.. ;)
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