I don't know the value for cull mode https://wiki.gideros.rocks/index.php/Mesh:setCullMode When looking in gideros GH I could see: enum CullMode { CULL_NONE, CULL_FRONT, CULL_BACK, }; There is this CullMode thing so I thought I could write:
mesh = Mesh.new()
mesh:setCullMode(CullMode.CULL_FRONT)-- doesn't work
mesh:setCullMode(0)-- does work
So is it fair to say that 0 = CULL_NONE, 1 = CULL_FRONT, 2 = CULL_BACK?
I So is it fair to say that 0 = CULL_NONE, 1 = CULL_FRONT, 2 = CULL_BACK?
Yes, enums in C start 0 so you are correct. I'll add constants in Mesh class to avoid confusions.They are defined in Sprite class (Sprite.CULL_NONE, etc). And yes it does work in 2D, but is there are point in using culling in 2D ?
EDIT3, TODO: bit32DONE, coroutineDONE, debugNO CHANGE NEEDED, utf8DONE. I need to test a couple of them to make sure they work in Gideros!
EDIT4: should be ok , utf8 has some functions which seem not present in current Gideros Studio (graphemes, nfcnormalize, nfdnormalize) so I don't add them
For me new balance for SoundChannel:setVolume has no effects (tested with a .wav file): https://wiki.gideros.rocks/index.php/SoundChannel:setVolume, also I don't know what the range should be? 0<>1, -1<>1, ... maybe I need a stereo file
@MoKaLux I haven't investigated the new SoundChannel yet, but if I recall correctly the setVolume values were from 0 (mute) to 1 (max) - this was almost 10 yrs ago though..
The variables mentioned about the openal equalizer seems to be these:
@MoKaLux I haven't investigated the new SoundChannel yet, but if I recall correctly the setVolume values were from 0 (mute) to 1 (max) - this was almost 10 yrs ago though..
The range for volume is 0<>1 but I was asking for the new balance parameter range . I tried different values but cannot hear any difference in the balance, it always sounds "centered".
maybe you can find something more there, or just add it as a reference
This is indeed a VERY NICE REFERENCE, I am not too much into sound but that may come in very handy, thank you mr pie
PS: also I don't know for you guys but the default volume sounds WAY TO LOUD?! PS2: oh I may know why balance isn't working for me!? I don't have a stereo file
I post here because it's wiki related: since I just rediscovered Gideros Fiddle I thought it could be cool to embed it in the wiki. I don't know if that requires a lot of work, but as of now I can't embed iframes nor open links in new browser tabs. Here is the best I can do right now, I don't know if it's because I lack privileges, or for safety reasons (https://www.mediawiki.org/wiki/Manual:$wgExternalLinkTarget): https://wiki.gideros.rocks/index.php/Your_first_code
The ideal thing would be that the wiki could embed the gideros editor window button in code snippets, or only some code snippet like it happens for example here: https://www.w3schools.com/python/python_dictionaries.asp If that could happen automagically reading the css or templates we would save a lot of manual data entry and focus on developing new mini games
I didn't know that, I always wondered what was the purpose of Gapp export.. but I think that the option to fiddle directly with code is much more attractive and educational, even if you can rely only on existing assets (which might be expanded a bit though) and almost no plugins/libraries. It basically recreates the good feeling of instant testing that I guess we all love and that no other framework that I've heard of has. GApps could still be useful for more complex projects like that 2d shooter
I don't know what to feed the "mappings" with I created two pngs to simulate letter a and letter b and I tried the code below. It prints my pngs but something is wrong.
You shouldn't add the same image twice in the pack. Currently Gideros doesn't handle the case where your mapping table is incorrect, it will draw some random part of the texture pack if the mapped file name doesn't exist. I will fix that.
Awesome, thank you hgy29. After adding the title in wiki Main_API, I noticed TexturePackFont was already existant (created by you ). Viva Gideros https://wiki.gideros.rocks/index.php/Main_API
thread(s) is it still a thing? When I look at Makefile.gid I see: PLUGINS_WIN+=threads PLUGINS_ANDROID+=threads PLUGINS_WIN32+=bitop threads
But in a Gideros project there is no such Thread(s) plugin anymore.
In Gideros Studio folder \All Plugins\threads: threads.gplugin_deprecated
Tested on latest Gideros and I have this error: Uploading finished. Luau [string "luabinding/compatibility.lua"]:79: Module Threads not found stack traceback: [string "luabinding/compatibility.lua"]:79: in function require
Prose is available under the Creative Commons Attribution 4.0 International License, so you can remix and adapt it into your own work as long as you provide proper attribution.
Code samples are available under the MIT License so that you can freely incorporate them into your experiences.
The Shaders documentation now has its own section on the Gideros wiki main page. I merged various scattered pages into one block and removed many disorenting links. Custom shaders and lua shaders should be easier to understand now(?).
rodri, here is why - my goal was to follow the tutorial written by hgy29 and maybe fix some typos - everything was fine up to the last part: 2D Space Shooter Part 6: Enemies - in this part the collision between the bullets and the player, enemies wouldn't work - I searched and found out that collisions don't work in cbump when you only use cbump update (https://github.com/kikito/bump.lua#changing-the-position-and-dimensions-of-items-in-the-world) to move the player - so the problem was no collision were detected with the actual way to position the player (enemies?) - I tried to find solutions to keep cbump with detection but I would have to rewrite how you move the player - the other and simpler solution was to write a new collision detection - when I did, I then realised that cbump was not needed at all, so I removed it!
So that is why
Also, I am trying to add more cool stuff to the wiki like tutorials, classes, examples, ... so I couldn't spend too much time rewriting it.
Comments
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Under Gideros specific methods in the math section https://wiki.gideros.rocks/index.php/Math?
Please some advice
https://wiki.gideros.rocks/index.php/Mesh:setCullMode
When looking in gideros GH I could see:
enum CullMode {
CULL_NONE,
CULL_FRONT,
CULL_BACK,
};
There is this CullMode thing so I thought I could write:
Thank you
PS: does it work for 2d and 3d?
EDIT: see answer below from hgy29, wiki updated https://wiki.gideros.rocks/index.php/Mesh:setCullMode
I'll add constants in Mesh class to avoid confusions.They are defined in Sprite class (Sprite.CULL_NONE, etc). And yes it does work in 2D, but is there are point in using culling in 2D ?Likes: MoKaLux
If so here https://wiki.gideros.rocks/index.php/(global) ?
Thank you
EDIT: added https://wiki.gideros.rocks/index.php/Select
https://github.com/gideros/gideros/pull/543
Likes: keszegh, MoKaLux
Likes: MoKaLux
__NOTOC__
!-- GIDEROSOBJ:Trigonometry Conversion Operators --
'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]br/
'''Available since:''' Gideros 2017.10br/
=== Description ===
Operators to convert from one type of measurement to another.
Same here https://wiki.gideros.rocks/index.php?title=Better_and_easier_syntax_for_arrays
__NOTOC__
!-- GIDEROSOBJ:Better and easier syntax for arrays --
'''Supported platforms:'''...
and https://wiki.gideros.rocks/index.php?title=Bitwise_Operators
!-- GIDEROSOBJ:Bitwise Operators --...
and https://wiki.gideros.rocks/index.php?title=Integer_Divide_Operator
!-- GIDEROSOBJ:Integer Divide Operator --
and https://wiki.gideros.rocks/index.php?title=Larger_and_Smaller_Operators
!-- GIDEROSOBJ:Larger and Smaller Operators --...
...
I think I can get rid of !-- GIDEROSOBJ:...-- they have nothing to do here (aka not linked to Gideros Studio)!?
Downvote if you disagree, peace
EDIT: added https://wiki.gideros.rocks/index.php/Ternary_Operator
Likes: hgy29, SinisterSoft
https://wiki.gideros.rocks/index.php/String
EDIT: I copied the docs from roblox which are copyrighted it is clearly forbiden in gideros wiki code of conduct
EDIT2: table
WIPDONE https://wiki.gideros.rocks/index.php/Table (https://create.roblox.com/docs/reference/engine/libraries/table)EDIT3, TODO:
bit32DONE,coroutineDONE,debugNO CHANGE NEEDED,utf8DONE. I need to test a couple of them to make sure they work in Gideros!EDIT4: should be ok , utf8 has some functions which seem not present in current Gideros Studio (graphemes, nfcnormalize, nfdnormalize) so I don't add them
Please tell me if I am missing something else
Likes: pie, E1e5en
For me new balance for SoundChannel:setVolume has no effects (tested with a .wav file): https://wiki.gideros.rocks/index.php/SoundChannel:setVolume, also I don't know what the range should be? 0<>1, -1<>1, ... maybe I need a stereo file
The variables mentioned about the openal equalizer seems to be these:
taken from https://openal-soft.org/misc-downloads/Effects Extension Guide.pdf
page #69
maybe you can find something more there, or just add it as a reference
Likes: MoKaLux
PS: also I don't know for you guys but the default volume sounds WAY TO LOUD?!
PS2: oh I may know why balance isn't working for me!? I don't have a stereo file
I don't know if that requires a lot of work, but as of now I can't embed iframes nor open links in new browser tabs.
Here is the best I can do right now, I don't know if it's because I lack privileges, or for safety reasons (https://www.mediawiki.org/wiki/Manual:$wgExternalLinkTarget):
https://wiki.gideros.rocks/index.php/Your_first_code
The ideal thing would be that the wiki could embed the gideros editor window button in code snippets, or only some code snippet like it happens for example here: https://www.w3schools.com/python/python_dictionaries.asp
If that could happen automagically reading the css or templates we would save a lot of manual data entry and focus on developing new mini games
It basically recreates the good feeling of instant testing that I guess we all love and that no other framework that I've heard of has.
GApps could still be useful for more complex projects like that 2d shooter
I don't know what to feed the "mappings" with
I created two pngs to simulate letter a and letter b and I tried the code below. It prints my pngs but something is wrong.
Is it suppose to work like Gideros Font Creator?
Do you guys have a better sample code , thank you!
in TexturePackFont.new() mapping table associate characters to original file names, so in your case something like:
Currently Gideros doesn't handle the case where your mapping table is incorrect, it will draw some random part of the texture pack if the mapped file name doesn't exist. I will fix that.
Likes: MoKaLux
https://wiki.gideros.rocks/index.php/Main_API
When I look at Makefile.gid I see:
PLUGINS_WIN+=threads
PLUGINS_ANDROID+=threads
PLUGINS_WIN32+=bitop threads
But in a Gideros project there is no such Thread(s) plugin anymore.
In Gideros Studio folder \All Plugins\threads:
threads.gplugin_deprecated
Tested on latest Gideros and I have this error:
Uploading finished.
Luau
[string "luabinding/compatibility.lua"]:79: Module Threads not found
stack traceback:
[string "luabinding/compatibility.lua"]:79: in function require
So I think I answered my question and will hide link to https://wiki.gideros.rocks/index.php/Thread in the wiki .
Example:
syntaxhighlight lang="lua"
Sprite.new()
syntaxhighlight
Hope this was automated
+ new section added by hgy29
GIDEROS SHORTS
https://wiki.gideros.rocks/index.php/Welcome!
Viva Gideros
https://devforum.roblox.com/t/open-sourcing-creator-docs/2569346
The repository uses two open-source licenses:
Prose is available under the Creative Commons Attribution 4.0 International License, so you can remix and adapt it into your own work as long as you provide proper attribution.
Code samples are available under the MIT License so that you can freely incorporate them into your experiences.
https://create.roblox.com/docs/reference/engine/libraries/bit32
...
https://wiki.gideros.rocks/index.php/Welcome! by hgy29
Likes: SinisterSoft
Likes: MoKaLux, pie
I merged various scattered pages into one block and removed many disorenting links. Custom shaders and lua shaders should be easier to understand now(?).
I am really sorry hgy29 I moved your Rain drops demo to https://wiki.gideros.rocks/index.php/Lua_Shader_Examples
I hope this will be helpful to the community
PS: there are some missing links which I cannot fill as of now because I don't know
PS2: I am still not happy with the wiki home page and I am trying to declutter it, please allow me some time
PS3: https://wiki.gideros.rocks/index.php/Tutorial:_Making_a_2D_space_shooter_game is broken.
I will try to fix itDONE https://wiki.gideros.rocks/index.php/Tutorial_-_Making_a_2D_space_shooter_gameViva Gideros, viva Gideros Wiki
Likes: keszegh, pie
https://wiki.gideros.rocks/index.php/Tutorial_-_Making_a_2D_space_shooter_game
I had to remove cbump and use a collision detection function instead. I also tested the tutorial again from scratch and it is working, see https://wiki.gideros.rocks/index.php/2D_Space_Shooter_Part_6:_Enemies#Kicking_off_our_level
Guys you should follow it because it is from hgy29, you will feel like being in the movie "Being John Malkovich" but instead you will be hgy29
Have fun!
Likes: pie, keszegh, hgy29, talis
thanks for the tutorial..
I have a question. Why did I have to remove cbump? Have any problem?
thank you
- my goal was to follow the tutorial written by hgy29 and maybe fix some typos
- everything was fine up to the last part: 2D Space Shooter Part 6: Enemies
- in this part the collision between the bullets and the player, enemies wouldn't work
- I searched and found out that collisions don't work in cbump when you only use cbump update (https://github.com/kikito/bump.lua#changing-the-position-and-dimensions-of-items-in-the-world) to move the player
- so the problem was no collision were detected with the actual way to position the player (enemies?)
- I tried to find solutions to keep cbump with detection but I would have to rewrite how you move the player
- the other and simpler solution was to write a new collision detection
- when I did, I then realised that cbump was not needed at all, so I removed it!
So that is why
Also, I am trying to add more cool stuff to the wiki like tutorials, classes, examples, ... so I couldn't spend too much time rewriting it.
Likes: rodri
- https://wiki.gideros.rocks/index.php/Multiplayer
- https://wiki.gideros.rocks/index.php/Ftf_libs for longer piece of code (ftf = from the forum)
- https://wiki.gideros.rocks/index.php/UI_Buttons (updated)
- https://wiki.gideros.rocks/index.php/UI_Text (a typewriter class)
- https://wiki.gideros.rocks/index.php/VirtualRelativeJoystick
- https://wiki.gideros.rocks/index.php/Pathfinding
- https://wiki.gideros.rocks/index.php/Dictionary_tree_search (exotic)
- https://wiki.gideros.rocks/index.php/Lua_Tar_Extraction_Module (exotic)
- https://wiki.gideros.rocks/index.php/Made_With_Gideros curated
- + loads of deleted wiki pages
Hope this can help?!
EDIT: all the code were tested/updated!
Likes: keszegh, pie