It is the end of holidays, kids are back to school, adults are back to work, and Gideros too!
Gideros 2018.9 brings many fixes and new features, and one feature in particular:
Studio addons.
Studio addons are a way to integrate extra tools with Gideros Studio: sound editors, map editors, code generators, etc. The best: you can develop them with gideros itself.
They run a a standard gideros/lua environment and can call studio apis (currently limited to project files management but that will evolve in the future). A few examples are included in Gideros, as well a real addon: a sound editor for GSFXR plugin.
Another noticeable feature: Gideros built-in layout system is now out of beta and documented. (
http://docs.giderosmobile.com/reference/gideros/Sprite/setLayoutConstraints#Sprite:setLayoutConstraints). It can be used to layout sprites dynamically and make them respond to size changes automatically.
Googleplay plugin is now deprecated, and all of its functionnality has been merged into gaming plugin.
And a native spine plugin (doc not ready yet sorry!) is now available.
New features [core] document layout system and add missing related constants
[studio] Introduce addons system, with GSFXR sound editor addon
[studio] Add more examples (gestures, async tasks, addons)
[plugin/spine] Native version of spine plugin
Enhancements [studio] Add fullscreen mode (Settings/F11)
[android] Update project to recent versions of AS/Tools
[android] Allow to remove ARM libs
[android] Add an option to timestamp the APK file
[plugin/gaming] Update gaming plugin to work with recent APIs and integrate googleplay plugin functionnality
Fixes [core] Fix compatibility of some classes with fake threads
[android] fix a no response issue after unlock the screen on some device
[html5] Hides highlight that shows on iPhone 6+ when using a browser and Gideros content exported to HTML5.
[html5] request an alpha capable buffer
[fbinstant] Correct API typo with createAsync
[plugin/ads/admob] Fix for bug outlined here: #394
[plugin/cbump] Fix issues #404 & #405
Download it now:
http://giderosmobile.com/download
Comments
ads plugin shows errorin the old version of Gideros there is no error
what's the reason ??
EDIT: "ADS" does not work without a "gaming" plugin
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improperly compileshttps://play.google.com/store/apps/developer?id=razorback456
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otherwise thanks for the amazing release.
Likes: oleg
Fragmenter - animated loop machine and IKONOMIKON - the memory game
but I think that when there is a "disable", this library should not be turned on
**some confusion
how do i set the settings to have only 1 library arm ??
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if you want only 'arm', then tick disable x86. If you want arm32 only, leave 'enable 64 bit' and 'disable 32bit' unticked. If you want arm64 only, tick 'enable 64bit' and tick 'disable 32bit'
Likes: oleg
Likes: hgy29
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I will try to port TNT Particle editor as a gideros addon: it already has been made in gideros lua, I hope it would be painless..
Is there some way to change addons resolution? For some reason it seems that on my laptop there is a strange font scaling (hard to read) and the addon screen does not adapt to the windows size (see screenshot)
Thank you, great job!
(too, to be included in the options)
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meanwhile you can try the keyboard shortcut Alt+A to enable it. Initial window size should also take screen dpi into account I suppose.
Likes: oleg
I had a quick look at the example source code for addons: is there a bit of documentation about them somewhere? Some more comments would help too
Assuming that I have a working standalone app (the orientation/gui layout should be fixed a bit because it is supposed to work in portrait mode right now) do I need the "studio.lua" file - which is present only in one of the two examples? What does it do exactly? I find hard to follow it.
Thank you
Likes: oleg
The studio.lua file presentin one of the examples tries encapsulate the communication with the studio. It declares a 'Studio' global variable on which the addon can call the studio (ex: Studio.listFiles() to retrieve the project files), and also provide general project info on launch, in Studio.DATA. I will try to make a list of available APIs. There is not much currently.
BTW I just discovered that next Android version will be Android PIE
Likes: pie, SinisterSoft
Back into 2008, I used to coding java JFrame and deploy the application on Java Applet so I feel at home with the GridBagLayout principle, luckily!
I'm subscribed to Defold & Corona SDK newsletters & release notes.
They have lots of resources at their disposal, and full-time hired devteam.
And Gideros is changing much more fundamentally, the difference is really huge.
Likes: SinisterSoft, simwhi, appymedia, MoKaLux
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Likes: oleg, SinisterSoft, vitalitymobile
Currently it just shows a .map file if clicked on. Go to the example projects, look at the desert tilemap example (in Example projects -> Graphics 3). When loaded, double-click the desert.map file - it will show up in TAME.
I'll add a check for no filename, etc next and add other functions for interaction with the studio very soon.
Eventually it will be a quick and dirty map editor so you can edit from within the studio.
If you click 'example projects' then you can scroll to 'add-ons' and you will see the source to TAME there if you want to know how to get the filename the user clicked on, etc...
https://deluxepixel.com
Likes: SinisterSoft, MoKaLux
Likes: antix
Or, add a .sfx blank file to your project, then double-click it. When you click save it will be populated with data to make the sound.
Likes: antix
https://deluxepixel.com
However I feel one thing it really needs is to be able to get a filename using the Gideros Studio file requester dialog
IMHO the file chooser should be displayed by the addon itself.
Likes: keszegh
https://deluxepixel.com
Likes: pie, Apollo14