Release* Drawing speed improvements (Shader separation)
* Player will ignore Window dimensions and will play in player resolution
* Fixed Sprite:setMatrix behavior
* Sprite:setScale won't scale Z axis unless explicitly provided third parameter
WinRT export template* Move to OpenGL2 calls matching to Direct3D
* 3D features for WinRT
* Fixed issue with alpha channel
* Fixed including all assets upon exporting
* Added default plugins as Json, Lfs, Lsqlite3
Desktop export template* Documents and Temp file dirs are now OS dependent, not in the same folder
* OSX loading Plugins from withing .app
* Exiting app correctly on application:exit()
* Added encryption support
* Toggling autoscale on fullscreen
Export templates will soon be emailed to backers
https://github.com/gideros/gideros/releases/tag/2015.06.04
Comments
This is my first post so I'll say another "hi" and I'd like to say thanks for the work you're all doing.
Thanks for the update. The FPS on our game Verb Smash (with SimWhi) has doubled (iPhone 4, iOS 7.1.2) since version 2015.05.09. We are now getting between 35 and 53 FPS, which is playable.
However, we will still revert to 2015.03.22 because we were getting a solid 60FPS with it, so performance is still slightly lower than before. It's unnoticeable on newer devices. We aren't using any meshes.
So just a little feedback. Thanks
Thanks for the feedback. So while Gideros is much more efficient, it is not totally as efficient has it used to be in pre-GL2 in your case or your hardware. Somehow could you perform a GPU analysis with Xcode tools to compare 2015.03.22 and 2015.06.04 versions and feed us back with the results ? This would help us enhancing Gideros even more.
Here are the gputraces. Let me know if you'd like anything else.
Thanks
My game runs fine on Win RT,except On Win RT,the :setBlendMode("screen");
or :setBlendMode("add"); dose not work,instead it will show up as a regular image.
Since I am using loads of effects.
I have installed the SQLite extension,am I suppose to install extra extensions?
Thanks again
the last thing that is left to do is to allow providing organization/company and bundle id which will fullfill the sandbox requirement of correct app data path for OSX
After that there should be made some little changes for plist file inside .app and also .app must be codesigned, and as I udnerstood also any dylib file inside .app must be codesigned. I assume that we could do it upon export, or at least provide an option to do that, so in the end you would basically have submitable .app file right after export.
I hope I'm not missing anything
Currently I don't think it has native ui as AlertDialog and TextInput Dialog and also does not have UrlLoader, maybe something else too.
But if your app works, sure you can publish
@jdbc, yes, you should be able to publish games to the Windows or Windows Phone store. Just click on the project in Solution explorer (Windows or Windows Phone) and use STORE > Create/Update app packages.
You will need to register with MS of course and pay them $19 approx.:
https://msdn.microsoft.com/en-us/library/windows/apps/jj863494.aspx?f=255&MSPPError=-2147217396
Likes: jdbc
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
application:setFps(0) might be better for Windows Store apps but please let me know how you get on.
For other platforms (iOS, Android, desktop) you should only use 30 or 60.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
0 will run too fast on some machines.
https://deluxepixel.com
I assume we could publish paid Windows phone app at the moment.
Till then you can do the same as was on Android before AdsInterface, you can simply add a banner without a way to control it (meaning it will always be visible on top of every scene)
https://developers.google.com/admob/wp/quick-start
Likes: jdbc
Whenever i did application:setWindowSize(width, height), it goes back to the resolution that chosen at the player. Only the window size changed, not the canvas size.
Turning on Auto Scale didn't fix this.
Also, currently i can't set window lower than the chosen one at Player, but it is expected since auto scale didn't work.
but to be sure, clean export is always a good option
TextInput http://minhdanh2002.blogspot.ru/2013/12/input-box-dialog-on-windows-phone-71.html
unfortunately for now we failed to port current Gideros rendering to XAML.
Also it seems to be quite easy to do, it just does not work and crashes, we are trying to understand what is going on there