I'm proud to announce that
Gideros 2016.4 has now been published!New features:
- HTML5 export now included in official releases! (thanks to those who funded the Kickstarter campaign!)
- New keyboard event: EVENT.KEY_CHAR is now triggered on some platforms (QT, HTML5, WinRT) to allow grabbing textual representation of text typed on a physical keyboard.
- Completely rethought the export system: introduce direct APK export (for Android) and app icon generation from a single visual (on some exports, work in progress)
- Viewport object (inherits from Sprite): displaying same sprite hierarchy in multiple places, eg for split-screen games.
- Cryptography: MD5 hash and AES128 encryption primitives
- Lightweight Win32 Windows desktop export now promoted to beta. Now exports two executables one with a debugging console and one without. Largely feature complete but still lacks UrlLoader.
Additions:
- Path2D texture support
- gdrdaemon: Handle player discovery
Fixes:
- Path2D bounds computation
- Gideros Studio: Handle player loss (as opposed to discovery)
- LiquidFun issues
- Windows Store apps: fixed scaling issue on low resolution Windows 10 devices
We've put a huge effort into this new release so, if you like it, please give us a "tip" when you download. You can also influence the direction of Gideros development by putting money into different categories on the download page. Thank you very much for your generosity!
Download Gideros 2016.4 here!
Comments
html export is amazing.
my 30 fps locked app seems to be running on 60 fps when exported to html.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Export system is now scriptable: XML files can be written to instruct Gideros what to do to export an app to a specific target. The new APK export uses this new scheme, while previous exports have not been converted yet.
Theoretically, we could add direct .appx export (for WinRT/UWB), or .ipa export (provided you run gideros on a Mac). The new plugable export style just runs commands on your machine to build the target. APK export uses Android SDK, Java and Ant, and we could use MSBuild/Visual studio the same way for WinRT, or xcode for ios.
The great thing is that YOU can write those XML files, no need for C code or recompilation.
But before we go further and convert every export to the new style, we'd like to have your feedback about APK export.
Automatic plugin integration is also on the way, and would already work if we actually had converted existing plugins the the new XML driven way. This is a huge work, but I am convinced we'll get there in the end.
Likes: john26, pie, SinisterSoft, rolfpancake, antix, bali001
Here my tests of export Html5, in Mac OS X:
FireFox: works perfect!
Safari: It works somewhat slow and not working AceSlide
Chrome: not working, stays in "Preparing"
Opera: similar to Chrome
@yubaro if you want to test html export on Chrome you should host your html in somewhere. Otherways you will get some errors on console log.
I'm having trouble trying to decide what to vote for in my donation though. Apart from "Better Documentation", nothing else really engages me to click
on the positive side pressure sensitive pen works finally on android. it is registered with type 'finger' but that's a limitation of android i guess, it does not matter.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
http://docs.giderosmobile.com/deployment.html
Section: Create a signed APK directly using Gideros Studio
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
If you are not sure you could just put a pound or two on each section equally. But is there any category you would prefer to see? We can change these over time, I'd love to hear what users want on the sliders.
Perhaps each release the least popular slider topic could be replaced by something suggested by users?
Likes: antix, MoKaLux
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: john26
BTW, brilliant job guys!!
Likes: john26
Thank you heaps for all the hard work!!!
Likes: hgy29, john26
'blog' and 'forum' very important in long term and for newcomers a 'showcase' is also something important. and of course 'download'.
so something like this would be maybe more contemporary:
-gideros
-showcase
-download
-blog
-forum
-resources (here ...)
-about gideros (and here: developers, maintainers, thank you)
-donate
maybe that's still too much main tabs, the main point is to make showcase, blog and forum more visible.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
http://longtitleproductions.bitbucket.org/fragmenter/fragmenterapp.html
it works in firefox but not in chrome (starts to load but then the app does not appear).
i've set required memory to 1gb on export for having enough, does this matter?
f12 console says: error Uncaught RangeError: gideros.js:1 Array buffer allocation failed
edit: on a friends mac it works in chrome
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Change GIDEROS_MEMORY_MB=1024; to GIDEROS_MEMORY_MB=128; in html. I am not sure but maybe it will work.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Any simple test program available?
I've tested the exported HTML5 page works on Node-Webkit, nice job!
Fragmenter - animated loop machine and IKONOMIKON - the memory game
-for me in dark theme there is nothing in the textboxes, or rather there are white texts on white bg as clicking on one and being highlighted makes it visible.
-in the tutorial the application icon part is not explained. should we give the filename of a file added to the project? what does the tickbox eactly mean 'not used by lua code'?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
The application icon is the path of some .png icon added to the project, as if it had to be load from lua. The tickbox tells Gideros that the icon is not used by lua code itself, so the icon file doesn't need to be exported as part of the assets.
The idea behind this is that the icon would generally be large (high definition), maybe several megabytes, so if not used by lua code it is better to leave it out from assets.
Likes: keszegh
-and should i add .png to the filename when written in the apk export box?
-do you know where the sdk is if i have android studio installed and that installed the sdk?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I don't know much Android Studio however, I am still using Eclipse/ADT...
Also you should still have "Android SDK tools" in your start menu.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
yet, maybe i did not manage to link the right ant directory, but i get the error:
...\AppData\Local\Android\sdk\tools\ant\build.xml:538: Unable to resolve project target 'android-19'
edit: i've changed it to android-21 and also changed the java dir to the java/bin dir. and now there is no explicit error in the error.log, the last line being:
Cp: bin/myapp-release-unsigned.apk -> ../myapp-unsigned.apk
however i don't see any apk anywhere (only the error.log and the temp folder). any ideas?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Fragmenter - animated loop machine and IKONOMIKON - the memory game