We are proud to announce the release of the latest version of Gideros,
Gideros 2016.8.1!
Download Gideros 2016.8.1!An exciting feature of the new release is an
automatic plugin export mechanism. As many of you will know, adding plugins to exported Gideros apps (eg to incorporate ads, analytics, game controllers etc) currently involves delving in to the "All Plugins" folder of your Gideros installation and manually copying files into the exported project. This is tedious and accident prone and means reading through
complex docs like these. The new mechanism means Gideros can do this for you, just click on the "Select Plugins" button in the Export dialog and select the plugins you want (see screenshot).
The automatic plugins also make Direct APK export more useful as it was previously restricted to "vanilla" Android apps without plugins. Now you just select all the plugins you want using "Select Plugins" and everything is baked into the APK Gideros auto-generates! No need for Eclipse or Android Studio!
Currently automatic plugin export is only available for Android but we will add iOS later (for plugins Gideros doesn't yet export automatically, you can still do things manually as before).
Another great new feature is
macros. Currently Lua has no constants, you just have to define variables like
Now you can define symbolic constants like this
and then simply use "pi" in the code as normal. When the Lua code is byte compiled, the constants are replaced with their literal values which saves CPU time. You can also do more advanced stuff like this.
Note the delimiters. And even,
-- macro definition
time_ @ |local _time_ = os.timer()|
_time @ |print("TIME:", os.timer() - _time_)|
-- macro usage
local x = 0
time_ for i = 1, 1e8 do x = x + i end _time |
We've also
added bitwise operators to Lua. I'll leave it to
@SinisterSoft to explain these in more detail! (it's basically like in C or Java)
And our Lua now supports binary and octal number constants as Lua 5.3 does:
0b1101011010
0o7215678546 |
To deal with 64-bit integers Lua was extended with `int64` library. You can create int64 numbers from Lua numbers with `#` prefix and convert them back to Lua numbers with postfix `()` or to Lua strings with postfix `""`.
Here's the full list of additions and bugfixes:
Export featuresAndroid Studio upgraded Gradle version
Gideros Studio non blocking export dialog with progress
Plugin installer now works with built in exports
added lots of plugin installer scripts for Android (Android Studio, Eclipse, APK exports)
allow providing default app and tv icons that are replaced on export for all supported platforms
allow providing default horizontal and vertical splash images that are replaced on export for all supported platforms
Gideros FeaturesUpgrade to latest OpenAL sound library for better sound latency
shaders code can be supplied in-line from Lua
textures can be created from raw pixel data
global frame counter in Core.frameStatistics
Core.frameStatistics now returns table method to get shader language
TextField parameter for alignment: sampleRenderTarget can be saved to fileLua featuresbuilt-in macro supportbitwise operators with new metamethodsint64 library
binary and octal number constants
print() is sent to logcat
Fixesplayer connectivity
correct requesting Open GL on desktop (due to upgrade to Qt 5.6: caused Gideros Player to crash on startup for some users)
lua and luac binaries compilation with mingw
particles alpha
particles are now visible after removed
Android player check file for null pointer when loading existing projects
Timer's behavior to run as set
Path2d texture positioning
Plugins[Controller] fixed Moga lib for Android 21
[Gaming Google Play] show all leaderboards support
[Gaming Google Play] step by step achievements handling on GMS
[Gaming Google Play] improved API for achievements
[Camera] initial alpha version for drawing camera texture in Gideros
We hope you enjoy the new version of Gideros!Download Gideros 2016.8.1!
Comments
Likes: totebo, keszegh, SinisterSoft, dreiko65, MobAmuse
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Plus MP3 (at least on Android, maybe even iOS), goes through a different system to play than pcm sounds (.wavs). For the lowest latency use .wav files. OpenAL just plays pcm you see - so the tracker music (that gets converted to pcm live) or wavs, are all now more responsive.
I found a huge improvement on .wav on Android - all the versions (4.x to 7.0 versions of android) of the OS that I tried played back sound immediately rather than having a 100ms to 500ms delay!!!
Likes: totebo, MobAmuse
https://deluxepixel.com
Sorry for that! I'll have it fixed in next version, but meanwhile you'll have to fix build paths on your exported iOS project.
This is straightforward to do, though: go to the "Build settings" on your xcode project (iOS target) and locate the 'Search paths' section. Here you'll need to change headers path and library paths: remove the "iOS" path, and change the "Template" path into your project name.
Again sorry for this.
Likes: SinisterSoft, dreiko65, talis
Great job again and thanks to all contributors .
=D>
Likes: SinisterSoft, hgy29, pie
Now it works like a charm!
And if someone of maintainers could write a tutor for us about how to build gideros studio and its dependencies from the scratch...we won't dare to ask for anything else )))
(my main request is here: http://giderosmobile.com/forum/discussion/6639/how-to-compile-gideros-from-sources#Item_7)
Likes: SinisterSoft
@papirosnik I hope you are speaking for yourself. I'm not ready to go it alone!!!
Likes: n1cke, talis, simwhi, pie, SinisterSoft
Thank you
Likes: saeys
Not only it is possible, but it would be very welcome Basically plugin scripts are XML file named xxx.gplugin, and located inside each plugin directory inside 'All plugins' folder. Their format is similar to 'ant' scripts: it contains declarations for the plugin itself and a set of rules for each target. When the plugin is to be integrated on a specific target, the corresponding rules are executed in sequence.
Please have a go at writing microphone.gplugin script yourself by looking how we do it in other plugins, and feel free to open a separate discussion on this forum where I'll answer the question you may have!
Likes: pie, john26
Although it's just a tiny problem for the exported iOS project, not everyone will notice this comments and it'll be frustrated for new comers.
If this one works already I will go for another one just after the weekend
thanks
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Only one request for Android export, could you copy gideros.jar within libs folder in the next version? Android Studio does not reconize the library and I must copy it manually.
Not sure I am into the whole splash screen thing, but I can see it would help spread the Gideros word better. I do roll my own splash screens so not going to be using it on further releases in my case though really. Can it easily be turned off on export as I couldn't see an option to do that?
The Droid low latency sound system is beyond awesome now - thanks again.
Great work guys!
Likes: john26, hgy29
One thing that bothered me was that I have a graphic that has a black background - but the loader puts it on a white background.
To change this just edit the apps activity.java file in the src folder and change this line:
A few lines up from that you can see:
Hopefully these two options will find their way into the export options.
Likes: keszegh, MobAmuse, saeys
https://deluxepixel.com
We used to supply black splash screen for iOS, gideros logo for WinRT, and nothing for Android since Android doesn't support "native" splash screen. So on Android we faked native splash screen for consistency accross all platforms. So again this new splash screen doesn't override your own, it just allows you to draw something during the otherwise black screen time you had when your ap was launched and not yet ready to display something from lua.
I suppose we'll add the "disable" option, however, for people who don't want the gideros splash screen and don't want either a custom one and were just happy with the black screen.
Likes: MikeHart, SinisterSoft, MobAmuse, talis
Likes: MobAmuse
I liked my animated fake thread loading screen - but if you ask people then only coders appreciate that kind of thing - best just use something that appears fast and disappears.
What might be useful actually is an optional delay period - some publishers insist on a 256 frame delay whilst their copyright message, warning or logo is displayed.
Likes: talis
https://deluxepixel.com
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Just express something in my opinion,in most case,the splash would show a logo in the center of the screen.Then,the situation I imagine is that,provide a high resolution png image ,say 2208*2208,with transparent background and a background color,you can export all of the splash images without content trimmed,the area percentage of the content just like what would be show on a iPhone 6+ screen.
So the current algorithm for scale may need a little tweak.
Basically you provide high res splash with background color and resizing will try to display the most of the content within needed dimensions (like crop) and possible add background color too. But scaling most probably would be the same type as now.
Likes: hgy29, MikeHart, MobAmuse