@Atilim, Now Event.MOUSE_xx events also work on the device with touch, so do we still need to have TOUCHES_BEGIN, TOUCHES_MOVE and TOUCHES_END or MOUSE events would suffice for most of the things, unless multi-touch was required?
I haven't changed anything on this side. Still touch events aren't dispatched on desktop player.
Hi, After some long investigation, I understand that TTFont bug is because of GCC-LLVM compiler. It only occurs on iOS devices and only when compiled with GCC-LLVM shipped with Xcode 4.2.
I'm upgrading my system to Mountain Lion/Xcode 4.4.1 to build the libraries with the latest Clang compiler. At least I can post a recompiled libgideros.a here as soon as possible so that you can use TTFont without a problem.
Has anyone tried iAd plugin yet? I've only used AdMob before, so I don't really understand how that works, because from "Reference manual" there is no way to provide publishers ID, nor which banner size you want. As I understood (it's inherited from EventDispatcher) you also can't add it to Sprite hierarchy, set it's position, etc. So how does it work really?
Don't have an ability (IOS device) to test it now. So any comments welcome on this
I wanted to try out lpeg and just required a file but Gideros Studio raised an error. Then I tried to require the moonscript compiler.. it gave me again an error
error loading module 'lpeg' from file '/usr/local/lib/lua/5.1/lpeg.so':
dynamic libraries not enabled; check your Lua installation
stack traceback:
@atilim what's wrong? I thought lpeg is responsible for loading dynamic libraries?!
Owltwins. Smart design and creative code. »Gideros Illustrator« - [svg|xml] scene designer using Adobe Illustrator®™ Within one line of code!
Lpeg plugin doesnt come by default, you need to copy the library from "All Plugins\LPeg\bin\YOUR_OS\lpeg*" to Plugins folder. Then you are set.
*head_scratching* somehow it didn't work that way. it still gives me that error of "dynamic libraries not enabled; check your Lua installation" does anyone know how to compile lua to allow dynamic libraries to load?
Owltwins. Smart design and creative code. »Gideros Illustrator« - [svg|xml] scene designer using Adobe Illustrator®™ Within one line of code!
@jack0088 please wait for the next version. It'll be released soon, and fix your issue, the problem @ozapps mentioned and a few other issues noone noticed yet ;-)
@techdojo About your issue with events, it was my first attempt to provide multiple optional parameters to addEventListener function. But after your info, I've replaced it with the original implementation. Therefore, now (with 2012.8.1) your events should work as before.
@ar2rsawseen iAds are directly put on to the OpenGL view and always displayed on top.
iAd API provided by Apple doesn't give any options about setting its size. Its size is automatically set by the system according to its orientation (portrait or landscape).
@techdojo About your issue with events, it was my first attempt to provide multiple optional parameters to addEventListener function. But after your info, I've replaced it with the original implementation. Therefore, now (with 2012.8.1) your events should work as before.
@Atilim - it wasn't so much an issue more a heads up to anyone who might have got a little confused - however thanks for putting it back (more consistent that way), also a massive thanks for getting the TTF bug squished so quickly - respect!
UPDATE : Can confirm - TTF fonts work correctly on iOS
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@atilim Feature Xperia Play keys not working for 2012.8 or 2012.8.1. I tested the example in both versions and with player and apk. I only get a response for menu, search and back buttons.
@zakkwylde: Maybe they ment a different tommorow besides the one that we know. Maybe they do it the ANSCA way and provide some infos only to their favorite users/3rd party devs, I don't know. It was already said by them that they work closely with the CIDER folks. And like I said, I am not interested anymore.
I know the guys behind Cider and AutoLAN and other stuff, they are good developers and have good products, It is nice to note that they are expanding the umbrella to encompass Gideros (though @Atilim has a good IDE for Gideros, something that seems inviting the first time) I love DIY stuff, but a lot many like to get what they see rather than stare at the flatpacks from IKEA and contemplate building it. Gideros gives that comfort than making you stare at the flatpacks and wonder what to do next.
Some of the new features that they have make it exciting as you can check on variables and types, etc.
@Mike, I am also a bit surprised but I am sure that @Atilim must just have been snowed under to write up that documentation. I am sure that he will have that documentation up soon. Though if you have a peek into the tools directory, there is the giderosbridge and the deamon (gdrdeamon and gdrbridge) for both the Windows version and the Mac version but no Idea on how to use it, I tried to run it with the --? --help -help -? but that did not help.
Here are some basic info about using command line tools: - You need to use gdrbridge only. - gdrdeamon is waked up and controlled by gdrbridge. You shouldn't run it by yourself. gdrdeamon connects and controls the player on the background. - gdrbridge isconnected -> prints 1 to stdout if gdrdeamon is connected to player, 0 otherwise. - gdrbridge play mygame.gproj -> plays mygame.gproj (if gdrdeamon is connected to the player) - gdrbridge setip 127.0.0.1 -> sets the ip that gdrdeamon should connect to - gdrbridge stop -> stops the game (if gdrdeamon is connected to the player) - gdrbridge getlog -> prints the log to stdout collected from player up to now - gdrbridge stopdeamon -> stops/kills the gdrdeamon - if gdrdeamon is not connected to the player and doesn't receive any commands within 5 seconds, it automatically stops/kills itself. - You need to close Gideros Studio if it's already running because it also tries to connect to the player independently.
Comments
Glad to know that, then question comes to mind, why the two different events? Wouldn't it be easier to have just one?
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
http://www.giderosmobile.com/forum/discussion/1512/mouse-touch-event-cross-compatibility
Don't have an ability (IOS device) to test it now. So any comments welcome on this
»Gideros Illustrator« - [svg|xml] scene designer using Adobe Illustrator®™ Within one line of code!
»Gideros Illustrator« - [svg|xml] scene designer using Adobe Illustrator®™ Within one line of code!
»Gideros Illustrator« - [svg|xml] scene designer using Adobe Illustrator®™ Within one line of code!
Kidding, quite understandable
iAd API provided by Apple doesn't give any options about setting its size. Its size is automatically set by the system according to its orientation (portrait or landscape).
@Atilim, thanks for the update 2012.8.1, downloading it...
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
UPDATE : Can confirm - TTF fonts work correctly on iOS
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
iTunes: http://itunes.com/apps/glennbacon
Amazon: http://www.amazon.com/s/ref=bl_sr_mobile-apps?_encoding=UTF8&node=2350149011&field-brandtextbin=Glenn Bacon
Hi Atilim, hint hint!
Thanks
Zakk :-\"
Some of the new features that they have make it exciting as you can check on variables and types, etc.
@Mike, I am also a bit surprised but I am sure that @Atilim must just have been snowed under to write up that documentation. I am sure that he will have that documentation up soon. Though if you have a peek into the tools directory, there is the giderosbridge and the deamon (gdrdeamon and gdrbridge) for both the Windows version and the Mac version but no Idea on how to use it, I tried to run it with the --? --help -help -? but that did not help.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
---------------------------------------------------------------
Here are some basic info about using command line tools:
- You need to use gdrbridge only.
- gdrdeamon is waked up and controlled by gdrbridge. You shouldn't run it by yourself. gdrdeamon connects and controls the player on the background.
- gdrbridge isconnected -> prints 1 to stdout if gdrdeamon is connected to player, 0 otherwise.
- gdrbridge play mygame.gproj -> plays mygame.gproj (if gdrdeamon is connected to the player)
- gdrbridge setip 127.0.0.1 -> sets the ip that gdrdeamon should connect to
- gdrbridge stop -> stops the game (if gdrdeamon is connected to the player)
- gdrbridge getlog -> prints the log to stdout collected from player up to now
- gdrbridge stopdeamon -> stops/kills the gdrdeamon
- if gdrdeamon is not connected to the player and doesn't receive any commands within 5 seconds, it automatically stops/kills itself.
- You need to close Gideros Studio if it's already running because it also tries to connect to the player independently.
hope this helps
Likes: GregBUG