This is an advanced heads up as we have made a couple of important behind the scenes changes that you need to know about:
With the new 2016.6 version we are currently testing (hopefully out actually in June) you will have to update some of the libraries if you just do the quick export (rather than the full export) of your game.
You will need to update the lua files and the luasocket files in the lib folders - eg for android the liblua.so and libluasocket.so files.
This is because luasocket has been update to know about ip v6 and lua has been updated to know about 'fake threads'. The Gideros version of lua can also generate universal bytecode for Lua - no more 32/64 bit problem for iOS games.
Fake threads and universal Lua bytecode seem to be exclusives for GiderosMobile - we don't think they are on any other Lua based dev system.
Other than this, we think you will be really pleased with the new version as it has some really great exciting new features.
Not long left, we promise!
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
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can you give some link or something where it's explained what this 'universal bytecode' is and why it's useful? thanks
Fragmenter - animated loop machine and IKONOMIKON - the memory game
You can precompile the source code into bytecode and it will start faster as this stage will be skipped, another advantage is that your source code is no longer within the game - so people can't easily pinch your game and make it their own. Gideros also has optional encryption to also help protect your code and other assets.
The bytecode produced for 32 bit computers is different than 64 bit computers.
On 32 bit computers making bytecode isn't a problem - as the bytecode will run on any other 32 bit computer that runs Gideros.
Apple however made a change a while ago and added a 64-bit range to their devices. Your code for iOS would have to run on both 64 and 32 bit computers. So in Gideros and most (all?) other dev systems source code for iOS games.
In order to use bytecode again on iOS (and maybe in the future, Android), we have two choices: either release with 2 versions of the bytecode - one 32 and one 64 bit OR find a way of making a way that both 32 and 64 bit versions of Lua will load eithers bytecode.
Apple kinda forced our hand to the second option early this year with the move to a new 3rd system - bitcode. So making a universal way of loading bytecode was our only choice. So I managed to find a hack to both save and load in the bytecode in a universal way, @n1cke helped me figure out that it would actually work. We have tested it and it does appear to work!
So now, we have added this new 'universal' bytecode system to Gideros. Your code is always exported, no matter what the system in this format.
It also opens up a new possibility - Nico (@hgy29) created a way of making a pack file that contains your whole game - but it was restricted to 32 bit players. Now we have this universal bytecode, it means that possibly in the future you could include several of these files in your game and one could call the other - for making games collections, etc...
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If you are an advanced user and don't want to do a clean export, please follow the instructions above.
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