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
@SinisterSoft in xcode 6 some frameworks are now defined as modules (as for example updated Admob in AdsInterface), the only difference I've found is that they load the dependency frameworks automatically, but you needed to enable them in the xcode template for them to work, so they are enabled now and you all can use modules in xcode
@ar2rsawseen I downloaded 2015.03.05 .dmg again just to be sure, but the internal revision numbers in the player and the studio app on mac still show as 2015.02 not 2015.03.05 ...perhaps you forgot to update those on this latest build release?
Encyption needs to be beefed up before next proper release anyhow maybe?
imho moving to the edge version of LuaJIT (rather than plain lua) might be the best option as the bytecode for that is working on 32 and 64 bit arm apparently (in interpreted mode) and still works in 32b bit mode JIT for Android - it also makes interfacing with external C libs less 'complicated'...
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 also noticed some inconsistencies with the new player. i attached two pics showing the difference. i use noscale and i adjust the card sizes in a 8x8board so that they fit the width of the screen and that there is exactly 1 pixel space between them. so far it worked well but with the new player it behaves strangely, the 1 pixel gaps are missing from some rows. (on the android player it's still good i think)
so probably something like this happens: take a NONINTEGER x, then placing a sprite at coord x or coord x+1 should be different places on the screen, shifted by 1, as expected (independent of x). but now these two positions are sometimes drawn at the same place.
The texture rescale might be rough (fast) and not aliased (slow) - with the fast method you will see one pixel replacing another - with the second you will see a merge of the pixels.
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
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 will try to write a small test code where it fails for me, meanwhile i need to antialias my textures so setting that to false is not an option. also, your example @marcelojunior is with integer values, i don't know if it makes any difference.
thanks @marcelojunior for checking that, as it turns out somehow the zoom was indeed not set to 100%. the many new features of the player got mixed up somehow (in my head). so shamefully i admit that it was a false alert, sorry for wasting your time, especially after you pointed out that this is the probable cause and i still did not notice that it's not on 100%.
@keszegh it's too small - set it to 200% or 300% if it's too small at 100%
@marcelojunior - it might be handy to have 100%, 200%, 300% set as quick buttons or shortcut keys?
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 I have forgotten most of what I knew about using Gideros
I don't know if it's me but :
a) is there an option to "lock" the player's window so that the app's screen doesn't get cropped when resizing the window too much (like it used to be). For instance : the window could be much bigger than the app's screen with a background color (used to be grey), but not smaller.
b) did anything change with the text editor? I can't seem to use keyboard shortcuts to jump to the beginning, end of lines (quick selections)
i just played around with the many options in the new player and somehow it stayed on something not 100%, so it's my fault. although the zoom settings are a bit hidden i agree.
@marcelojunior, on the other hand, if i set the player for my (gideros noscale) app to autoscale and then immediately i turn off autoscale then it does not go back to the previous resolution, i.e., it remains in a big window (and the info shows that the 'hardware resolution' is still the same as for the autoscale) until i set manually again the resolution back to the previous setting (say 320x200 or whatever). i can understand that this may be also a logical behaviour but i would prefer a way to turn off autoscale and set the resolution back to the previous/original one. like a 'restore resolution before autoscale' button/shortcut somewhere.
Comments
"modules enabled by default"
Likes: MikeHart
https://deluxepixel.com
@MikeHart sure, I hope it works for you
Likes: SinisterSoft
Likes: SinisterSoft
Encyption needs to be beefed up before next proper release anyhow maybe?
imho moving to the edge version of LuaJIT (rather than plain lua) might be the best option as the bytecode for that is working on 32 and 64 bit arm apparently (in interpreted mode) and still works in 32b bit mode JIT for Android - it also makes interfacing with external C libs less 'complicated'...
https://deluxepixel.com
Will need to implement some easier mechanism
Likes: ar2rsawseen, SinisterSoft
I might be a bit confused regarding the 64bit issue,
is it possible to produce 64bit ios applications with this release?
https://itunes.apple.com/en/developer/unal-zubari/id953453674
@Mobamuse, what happens when you try to export and encrypted project?
Likes: uzubari
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://itunes.apple.com/en/developer/unal-zubari/id953453674
https://itunes.apple.com/us/app/build-it-up-!/id962720281?ls=1&mt=8
Likes: uzubari, john26, tkhnoman
https://sites.google.com/site/xraystudiogame
Likes: SinisterSoft, alexzheng
i attached two pics showing the difference. i use noscale and i adjust the card sizes in a 8x8board so that they fit the width of the screen and that there is exactly 1 pixel space between them. so far it worked well but with the new player it behaves strangely, the 1 pixel gaps are missing from some rows. (on the android player it's still good i think)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
take a NONINTEGER x, then placing a sprite at coord x or coord x+1 should be different places on the screen, shifted by 1, as expected (independent of x). but now these two positions are sometimes drawn at the same place.
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://deluxepixel.com
The zoom factor is calc by a rounded float and only 100% zoom have an accurate render!
Likes: SinisterSoft, keszegh
https://deluxepixel.com
EDIT: it was not on 100%, shame on me.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
what you said, "The texture rescale might be rough (fast) and not aliased (slow)" can be set from my app?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Texture.new(filename, filtering)
filtering: (boolean, default = false) Whether or not the texture is filtered (antialiasing).
http://docs.giderosmobile.com/reference/gideros/Texture/new
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft, simwhi
Fragmenter - animated loop machine and IKONOMIKON - the memory game
@marcelojunior - it might be handy to have 100%, 200%, 300% set as quick buttons or shortcut keys?
https://deluxepixel.com
I think I have forgotten most of what I knew about using Gideros
I don't know if it's me but :
a) is there an option to "lock" the player's window so that the app's screen doesn't get cropped when resizing the window too much (like it used to be). For instance : the window could be much bigger than the app's screen with a background color (used to be grey), but not smaller.
b) did anything change with the text editor? I can't seem to use keyboard shortcuts to jump to the beginning, end of lines (quick selections)
It could be me, but I thought I'd rather ask.
@marcelojunior, on the other hand, if i set the player for my (gideros noscale) app to autoscale and then immediately i turn off autoscale then it does not go back to the previous resolution, i.e., it remains in a big window (and the info shows that the 'hardware resolution' is still the same as for the autoscale) until i set manually again the resolution back to the previous setting (say 320x200 or whatever).
i can understand that this may be also a logical behaviour but i would prefer a way to turn off autoscale and set the resolution back to the previous/original one. like a 'restore resolution before autoscale' button/shortcut somewhere.
Fragmenter - animated loop machine and IKONOMIKON - the memory game