@john26 is @ar2rsawseen not able to help with putting the executables on the website - or does @atilim need to do it?
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
I think either of them can upload the executables but what takes more time is processing the pull request itself. So we are sidestepping this by just releasing replacement libraries.
To build with them, simply override the existing files on an exported project and change the ARCHS flag: from -> "$(ARCHS_STANDARD_32_BIT)" to -> "$(ARCHS_STANDARD)"
-----
PS: Please, if you can test your apps and send us feedback if they are ok. On both devices, 32-bit as 64-bit (iPhone 5 is 32 bits, 5s and above is 64 bits).
@marcelojunior! Do we have to export the lua project without encryption as I get this when I compile with the 64bit stuff in Xcode? works fine as 32 bit tho...
AnimBlur.lua:1: unexpected symbol near ';'
There is nothing wrong with that line tho and I've used this routine untouched in many projects to date.
No encryption: -------------------------------------------------------------------------------------------------------------------------------------------------------------- AnimBlur=Core.class(Sprite) -- Init sprites function AnimBlur:init(f,x,y)
As an aside to this - can there be instructions somewhere (for Windows and OSX) as to the steps to compile the whole latest liberton version to executables - eg - what is needed, what steps are involved? It would be pretty handy.
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
@yubaro, I do not understand your question, why do you want to rename these files?
---
If you want to replace the 64 bits libraries only once, you can replace this files on template (Gideros/Templates/Xcode4/iOS Template). libgideros.a, libgvfs.a and liblua.a are on the root folder ot template, and libluasocket.a is on the plugins folder)
Remember to change the ARCHS flag in iOS Template.xcodeproj (replace ARCHS_STANDARD_32_BIT to ARCHS_STANDARD), or do it via xcode!
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
@yubaro, please, rename the luac.exe (to luac2.exe for example) and luac (to luac2). This will cause that Gideros will not found the compiler (luac.exe) and skip this step. :-)
luac.exe is for windows compiler luac (without extension) is for macosx
Rename the two files!
PS: if you rename, the android .lua files will not be compiled!
If you are using any of @ar2rsawseen 's plugins then mybe they also need to be recompiled too?
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
Even compiling iOS 64bit with exported unencrypted lua files I get...
'AnimBlur.lua: bad header in precompiled chunk'
It doesn't like any lua files encrypted or unencrytped on export - compiles but crashes when run on xcode emulator or real device. 32bit version compiles and runs fine.
I am using Gideros v2014.01 as I had nothing but problems with png's with v2014.10
Hi @MobAmuse, hmm looks like we really need to produce a proper version of Gideros... Until then, please try this idea...
I've now shared my iOS project for Nebula Retro using DropBox (with 64 bit support). First check if it compiles/runs. Then, you should be able to replace the "assets" folder with your own assets to export your game as a 64 bit enabled iOS game.
If anyone else wants to try this (and you are on DropBox) please just let me know your email.
Comments
https://deluxepixel.com
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Here are the 64 bits libraries that you can use to build iOS 64 bits apps.
https://github.com/Liberton/gideros/releases/tag/2015.2.20
These libraries contains both binaries (32 and 64 bits) to build with the flag that apple said (https://developer.apple.com/news/?id=10202014a)
If anyone have a doubt, please, contact us (me or @john26)!
-----
The files:
- libgideros.a;
- libgvfs.a;
- liblua.a;
- libluasocket.a;
To build with them, simply override the existing files on an exported project and change the ARCHS flag:
from -> "$(ARCHS_STANDARD_32_BIT)"
to -> "$(ARCHS_STANDARD)"
-----
PS: Please, if you can test your apps and send us feedback if they are ok. On both devices, 32-bit as 64-bit (iPhone 5 is 32 bits, 5s and above is 64 bits).
:-)
Likes: aditya, MobAmuse, SinisterSoft
AnimBlur.lua:1: unexpected symbol near ';'
There is nothing wrong with that line tho and I've used this routine untouched in many projects to date.
Odd?
No encryption:
--------------------------------------------------------------------------------------------------------------------------------------------------------------
AnimBlur=Core.class(Sprite)
-- Init sprites
function AnimBlur:init(f,x,y)
With encryption:
;{˛èeÄ˝©xTr&}›ìtÄÅïXI?S@ϱ2^ºÅ≠,JDxtm0Ç≥e†¶ñ{Up*>{˛èeÄ˝©xTr&}›ìtÄÅïXs0>|fiÃ1öøªYu"[≠„pÛ“˘s{)"|C[
Ì„psí˘6ª+ lÄCZ≠„pÛ“˘{+ y@CŸ
You get this error when exporting without encryption and build with the libraries?
https://deluxepixel.com
There are two luac files in "Gideros Studio/Contents/Tools" (luac and luac.exe)
@SinisterSoft one of my plans is to do this. I'm starting to organize scripts to build for windows! You can see some instructions on how to build the player in here: https://github.com/Liberton/gideros/tree/master/player :-P
@yubaro, I do not understand your question, why do you want to rename these files?
---
If you want to replace the 64 bits libraries only once, you can replace this files on template (Gideros/Templates/Xcode4/iOS Template). libgideros.a, libgvfs.a and liblua.a are on the root folder ot template, and libluasocket.a is on the plugins folder)
Remember to change the ARCHS flag in iOS Template.xcodeproj (replace ARCHS_STANDARD_32_BIT to ARCHS_STANDARD), or do it via xcode!
:-)
Likes: SinisterSoft
Likes: MobAmuse
@ar2rsawseen said rename luac to luac2 http://giderosmobile.com/forum/discussion/comment/40339#Comment_40339
Error with encryption:
filename.lua:1: unexpected symbol near '/240'
Likes: MobAmuse
https://deluxepixel.com
https://github.com/stravant/LuaMinify
Likes: MobAmuse
Yes, I think that we have to do this, because the luac compile only for 32 bits, and not for both architectures!
I will look at this and post something about, soon!
Likes: MobAmuse
This will cause that Gideros will not found the compiler (luac.exe) and skip this step. :-)
luac.exe is for windows compiler
luac (without extension) is for macosx
Rename the two files!
PS: if you rename, the android .lua files will not be compiled!
classes/AceSlide.lua: bad header in precompiled chunk
Works well in GiderosPlayer, but in Simulator Xcode no working.
Likes: MobAmuse
I've send a message with my email to talk in a real time chat. :-)
I have two problem, the first is banner Admob not displayed on the screen. I use setAlignment in center and bottom(Admob and Iad) and nothing.
Also: Please consider updating your SDK to the most recent sdk version, 7.0.0, to get iOS 8 support
The second is this error, everything works fine and then the game freezes.
int retVal = UIApplicationMain(argc, argv, nil, @AppDelegate);
exc_bad_access code=exc_i386_gpflt
Warning: Attempt to dismiss from view controller while a presentation or dismiss is in progress!
Too:
unexpected nil window in _UIApplicationHandleEventFromQueueEvent, _windowServerHitTestWindow: ; layer = >
(lldb)
https://deluxepixel.com
'AnimBlur.lua: bad header in precompiled chunk'
It doesn't like any lua files encrypted or unencrytped on export - compiles but crashes when run on xcode emulator or real device. 32bit version compiles and runs fine.
I am using Gideros v2014.01 as I had nothing but problems with png's with v2014.10
I've now shared my iOS project for Nebula Retro using DropBox (with 64 bit support). First check if it compiles/runs. Then, you should be able to replace the "assets" folder with your own assets to export your game as a 64 bit enabled iOS game.
If anyone else wants to try this (and you are on DropBox) please just let me know your email.
Likes: SinisterSoft, MobAmuse
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975