Fixed overwriting files on export full export
Fixed toggle autoscale on Application:setFullscreen toggle
Optimized Matrices behavior
Fixed buffer overflow in print function
Improved encryption scheme
https://github.com/gideros/gideros/releases/tag/2015.05.09
Comments
https://github.com/gideros/gideros/releases/
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft
can i ask to make an application:allow3d(true) or something like this to manually switch between 2d/3d matrices computation or whatever change was done? i need back the old speed, while 3d i don't need (setclip is useful though but i can live without it, rather then live with it and be slow).
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://deluxepixel.com
So it looks like we missed something, perhaps you could help us spot the issue ? Could you use OpenGL tools shipped with eclipse ADT to help us diagnose ? Adding a runtime switch is not feasible, and reverting back would break some other users app.
Meanwhile, you could stick to the latest gideros working for you.
Another thing that would be helpful is spotting what element make the app go slow (I heard you speak about meshes, is your app performing better with empty meshes ? without meshes at all ?). Anything that would point us in the right direction would be good.
Likes: SinisterSoft, pie
nobody else noticed the slowdown? my tablet is a tegra2 tablet, for your information.
Likes: hgy29
Fragmenter - animated loop machine and IKONOMIKON - the memory game
" The Tracer tool operates by connecting to a device running Android 4.1 (API Level 16) or higher that is running the application you want to analyze."
http://developer.android.com/tools/help/gltracer.html
Fragmenter - animated loop machine and IKONOMIKON - the memory game
We are using gdrexport from command line and noticing a wierd error -11 .. This is on a Mountain Lion ( 10.8.5 ) with current release. Running the exact same command line with same parameters makes the problem go away.. Any idea whats the issue here or what the error code means ? A simple grep in the gdrexport code didn't find any 11 error code.
Can anyone point me to where to look?
Thanks,
-Premal
Encrypted export won't run and gave me error : bad integer in precompiled chunk
(without line number)
(The 2015.04.26 version gave me error on Line 1 : unexpected symbol near '$')
Exporting with only encrypted Asset game me error : Error while reading image file. (and a stack traceback)
Is it actually not ready for encrypt yet?
https://deluxepixel.com
checked on osx and the perror told me the error means resource deadlock avoided.
premal$ perror 11
OS error code 11: Resource deadlock avoided
Will dig further to see what turns up.
-Premal
i run my app from zerobrane on the win player and then the size is always the logical size of the app. previously it was the size of the player i set, so i could test different machine sizes, now that's impossible. i noticed that in gideros studio one can set the 'window size' in the project properties, if i set it to something other then the logical size then the player is run on that size from gstudio (although this is already much less convenient then before). but from zerobrane even in this case the app is inside the player with its logical size.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Sorry for the problems you are having. Marcelo and I will produce a new set of templates for version 2015.05.09 and, from now on, each time a new version is released we will ensure templates are released simultaneously.
Likes: SinisterSoft
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: SinisterSoft
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I have noticed slowdown and I could not play the game with the latest releases. I am not using meshes , the game elements are mainly buttons, And There is not any moving object , i am not using the enter frame event to do something.
The probleme that i have encountered are
1- the touch/click events are not smoothly fired There are delays.
2- changing the scene with scene manager is too slow.
I did not have the chance to debug. And now i am using an old version of gideros now .
I have designed the images for iphone 6 resolution 750x1334 but i have tested it on iphone 4.
https://play.google.com/store/apps/details?id=com.mgsoft.honeycomb
https://itunes.apple.com/en/developer/unal-zubari/id953453674
Can they just go ahead, download the Gideros source code and figure it out?
Even without OS code , all codes can be reverse engineered. All the things are done to increase the difficulty.
Just to make my statement more satisfactory just look to the Jail breaking of ios devices or look to the reverse engineered games with modes and plug-ins. Actually a quick search in internet will gave a you a result of DRM-free , license cracked game torrents.
In addition, usually people tend to attack more to the licensed and paid products rather than the open sourced ones. Even a bug or a flaw is found in the code rather than overusing it they post it. Human psychology i guess
The same logic, "There is no lock that a master locksmith can not open"
But its not like whole security is based on not telling anyone how it works, its just another little precaution.
But if you are interested, you can always join internal discussions
@talis and @ar2rsawseen are right. Basically if a phone must be able to execute your app and display your assets, it must have the key to decypher everything. Unfortunately phone makers didn't embed an assymetric key system which would have allowed to secure apps, i.e private key in the phone and public key given to developpers. Since there is not such system, encryption key must be bundled along with the app itself, which basically mean that if you have the app, then you have the key somewhere too.
Gideros being open source, the most we can do is masquerade things in such a way that it is very difficult to both guess the key and recover the key from the package, while making the encryption scheme not too obvious.
There is a way however to achieve almost true security: if your app requires internet connection, then it could fetch the key from a ssl secured server with certificate check. We could add a gideros api to set up the key from lua (think of two stage execution).
1) Move to LuaJIT (the edge version), the SAME bytecode on this works on all formats (Windows Phone to be tested, possibly have to fall back to plain Lua bytecode on this?)
2) Move to Plain Lua bytecode - with an lua64 folder being added for the iOS version for the 64 bit versions of the Lua bytecode (with all the normal and 32 bit luabytecode being in the normal assets folder).
https://deluxepixel.com
can you tell me if i just use the new android player starting it from an older gideros studio then it should behave the same as starting it from a new gideros studio? if only the lua code is transmitted to the device than i guess so. am i right?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Sorry for the newbie questions, but I am having enough trouble just learning the basics and don't need any extra headaches (I accidentally put an "end" statement in the wrong spot yesterday... that definitely created some strange behavior that took me half a day to figure out. I am already stressing over my future plans to incorporate ads and in-app purchasing.