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Gideros, HTML5 and other platforms — Gideros Forum

Gideros, HTML5 and other platforms

NinjadoodleNinjadoodle Member
edited February 2014 in General questions
Hi guys

I'm just looking for some feedback to one of my dilemmas, so any responses would be greatly appreciated :)

I've decided on Gideros as my porting tool of choice, because In my time searching, I've not found a tool as complete / bug free and straight forward.

Right now I'm making games in Flash/AS3 and want to start expanding to devices. Especially my current series - ClickPlayTime.

Originally I was also hoping to port to HTML5, Desktops and maybe Windows Phones.

Here are some of my questions ...

- Is there a chance Gideros will support these platforms (HTML5 / Desktops / Win 8 Phones / TIZEN) at some point in the future?

- In your opinion, is it currently worth my time worrying about porting to platforms other and Android and IOS?

- If yes, is it better for me to wait until Gideros supports these platforms, or do I find an additional tool for the extra porting?

- Any other feedback/wisdom on porting etc. would be awesome :)

Thank you heaps in advance!

Comments

  • Hello @Ninjadoodle ;)

    1) Desktop most probably will be supported.
    Win 8 phones also on the road map.
    HTML5, no matter how much I really want to push it to Gideros for now it seems quite far and even if it will be supported it could be quite limited (either running only in specific browsers, or will need plugins to be installed before running in the browser (well that won't be an HTML5 then :) ), or will support limited features), so I would not bet on it for Gideros just yet.

    2) Android and IOS are definitely most popular, and in my opinion the third one most important could really be HTML5, but that again depends, other will say Desktop with MacAppstore and Steam might bring you more options and monetization than HTML5 :)

    3) that depends on your priorities, if your priority is android and ios, probably you don't need to wait.

    4) Gideros has a quite similar concept with Stage and hierarchy to AS3, so to port AS, it should be either Gideros or some Adobe provided way to port :)

  • I would find an additional tool to port your games to these platforms. Other and myself asked for desktop support a long time ago. My guess is you will still wait for a long time. A very long time!

    HTML5 can be financially rewarding via sponsorships. I was able to get quickly a few hundred USD with one game and others have made a living with creating HTML5 games and sellig non-exclusive licenses.
  • NinjadoodleNinjadoodle Member
    edited February 2014
    Hi Guys

    Thanks for the feedback!

    @ar2rsawseen - I've definitely noticed the similarities between Gideros and Flash. I love the way Gideros does movieclips and sprites. I can easily setup my levels the same way I would in Flash. I started porting using Gideros already and so far it's going well :)

    @MikeHart - Cool, thanks for the info. I've been looking at Construct 2 as an additional tool. It ports to most other platforms using html5. I want to make this process as easy as possible and don't want to spend my life porting (I would have already made a Flash and Gideros version haha). I do however realise that there is no "one tool" that will do a magic job.

    Do you guys have any experience with HTML5/desktop porting? Like I said, Construct2 looks very good. There is also Fusion 2.5 from Clickteam, which ports to basically everything (I don't like the fact that you can't use different graphic assets for HD mobiles tho). What tool would you guys use as a supplement to Gideros?

    Thanks again!


  • MikeHartMikeHart Guru
    edited February 2014
    @Ninjadoodle: My tools of choice these days are Monkey X and my own framework fantomEngine. Monkey X is multi platform and free for Desktop and HTML5.
  • NinjadoodleNinjadoodle Member
    edited February 2014
    @MikeHart - Hi Mike! I've tried looking at Monkey X, but the language doesn't seem to click with me :( The forums also don't seem to be that busy, which makes it hard to learn if you're new. Your engine looks cool, but Monkey still seems a bit over my head.

    Also, just to clarify - I am definitely using Gideros to port to IOS and Android, just looking for an easy to grasp tool to port to the other platforms. There are so many around that it makes it hard to decide. It's hard being a one man band :)
  • We jumped from 1000 to 2000 users since all "free" users can sign up and we definetely have more questions and discussion going on. Feels more busy then here.

    If you want to stick with Lua then look into Löve, Moai and @john26 's tool.
  • as you are coming from as, you should check out haxe - openfl, haxeflixel, haxepunk etc - to port to desktops and html5. i never used them in fact, but should be similar to as3, although lua is a more fun language for my taste.
  • Hey guys

    Thanks very much for all the feedback and suggestions! I've had a look at all of them. I think at this point, I'm just going to concentrate on doing my Gideros port (Android, iOS) and when I'm done, I'll try to make a decision on what additional tool I need.

    There is still so many choices and some of them have an impressive number of target platforms, but none click with me like Gideros does.

    From the integrated IDE to the instant testing and multiple sets of graphics, it really is an awesome tool.

    I'm might end up going with something visual e.g. Construct 2, to take my game to HTML5, because I really don't want to have to redo all the code for a 3rd time haha.
  • MikeHartMikeHart Guru
    edited February 2014
    I'm might end up going with something visual e.g. Construct 2, to take my game to HTML5, because I really don't want to have to redo all the code for a 3rd time haha.
    Well, even it is visually, you are porting (coding) it somehow. It is just a different form of developing something.
  • @MikeHart - Yeah, I'd prefer not to port again :) But I also want to try to increase my exposure. I've played with Construct 2 and it seems to make it pretty straight forward to get stuff done. I wouldn't use it for my main platforms (Android/iOS) but I think for HTML5 it should do a good job.

    BTW - does Monkey X support multiple graphic sets like Gideros? (e.g. @2x, @4x etc.)

    I tried learning Monkey, but I can't seem to figure out where to start.
  • Monkey is pretty cool, I'm building my very own framework with it (very first one!)

    The multiplatform deploy is great, but the game engine shipped with it (mojo) is really low level and rough around the edges and that's why I'm writing my own on top of it.
    Have a look if you're interested:

    https://github.com/Gianmichele/pxl

    Definitely not for everyone though. Gideros is much more friendly.







  • BTW - does Monkey X support multiple graphic sets like Gideros? (e.g. @2x, @4x etc.)

    I tried learning Monkey, but I can't seem to figure out where to start.
    If the platform supports it, then it does it automatically. The rest is up to yourself. Definetely not like Gideros does it. I read that most people prefer to rule this on their own.

    Not sure if you saw these videos, but they are a great resource to get the concepts of Monkey:

    http://www.monkeycoder.co.nz/Community/posts.php?topic=3318&page=1


    @gianmichele: Good start on your framework. About mojo, it is not a game engine/framework, but just a graphics api. And there it does a great job.

    When you see how many platforms Monkey X supports and that you get the full source to it and can change/add things yourself, then you have to look very far to see a similar toolset. If there is one that exists.


  • ar2rsawseenar2rsawseen Maintainer
    edited February 2014
    @MikeHart
    I read that most people prefer to rule this on their own.
    Oh I wish that were true.
    We actually have lots of complaints that we provide project export and allow users more freedom on their projects, and not simply exporting the final app binary without allowing them to change anything :D

    In reality majority want whats easier, not whats better :)

  • MikeHartMikeHart Guru
    edited February 2014
    @MikeHart
    Oh I wish that were true.
    I meant in the Monkey community. Should have been more specific.
  • I looked at Monkey (I have a pro licence in fact), but games are a side 'business' for me I don't have much time to do the low level stuff across all formats - at most I get an hour or so spare game coding time each day, maybe two at the weekend - that's why Gideros is so good - you can code in Lua (fast enough for modern phones/tablets) and send to multiple devices without too much hard work.

    Likes: ar2rsawseen

    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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  • NinjadoodleNinjadoodle Member
    edited February 2014
    @SinisterSoft - That's exactly how I feel. Gideros does such a good job of being straight forward it's amazing. Maybe it's just that I'm coming from AS3, but I can literally take a level I've made in Flash and almost copy the code (just changing some syntax obviously).

    In flash I use Tweenmax - In Gideros I can use Gtween, so perfect :)

    I've tested the fps on my game and I'm getting 60fps on Galaxy S3 and about 55fps on Galaxy S1. This is much better than what Adobe Air gives me.

    I've tried a LOT of frameworks before finding Gideros, including the other beer one, as you guys call it. Apart from a few issues, I liked it, BUT the workflow etc. in Gideros is SOOO much better.

    I really think that once Graphics 2.0 comes along and (if) Gideros starts supporting more platforms, it will become a very serious competitor to most tools out there.

    I think HTML5 "might" be an important one, because with it you can reach pretty much all devices. The performance might not be there yet, but if HTML5 was an export option people might use it to go to Tizen / Web / Desktop etc.

    I'm still learning, and the huge fragmentation these days freaks me out a bit, but since Flash seems to be on it's way down, HTML5 might tie it all together.
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