Folks, the waiting is over. Atilim & Deniz have packaged the latest and greatest Gideros Studio including plugin support. In this release, you'll find the following plugins and their source code as a starting point:
- GameKit
- Flurry
- Lua Bitop (bitop.luajit.org)
For an initial announcement for plugins, see this blog post:
http://www.giderosmobile.com/blog/2011/12/15/introducing-gideros-plugins/If you are also subscribed to our our list, you probably have already received a newsletter from us.
Download Gideros Studio from this link and start experimenting:
http://88.198.22.6/downloads/betaHappy coding!
--
Gideros Team
Comments
yeeaaahhh!!!!
I can't wait to got home and try it all!
the best christmas gift! (After my wife and my son! )
thanks Gideros Team!!!
- A Gideros Fan -
Gianluca.
www.tntengine.com
But how to you use the plugins? Can you use them only the IOS player atm?
But how to you use the plugins? Can you use them only the IOS player atm?
- For Qt, you need to use command qmake to generate Makefile and then make to build it:
$ qmake bitop.pro
$ make
And put the resulting .dylib or .dll file to Plugins folder.
- For Xcode, you need to add header files at Sdk/include and the plugin code to the project then build and deploy to your iDevice:
That's all.
For Flurry and Game Kit, there are two versions of code because Flurry and Game Kit is not supported on desktop. Therefore, there are also empty counterparts of these plugins for desktop.
We'll publish documentation on writing and deploying plugins soon. Please ask any question about it.
But when I add them to the main file like
require "flurry"
or
require "gamekit"
I get this errors:
main.lua:8: module 'flurry' not found:
no field package.preload['flurry']
no file './flurry.lua'
no file '/usr/local/share/lua/5.1/flurry.lua'
no file '/usr/local/share/lua/5.1/flurry/init.lua'
no file '/usr/local/lib/lua/5.1/flurry.lua'
no file '/usr/local/lib/lua/5.1/flurry/init.lua'
no file './flurry.so'
no file '/usr/local/lib/lua/5.1/flurry.so'
no file '/usr/local/lib/lua/5.1/loadall.so'
stack traceback:
For iOS player, you need to add plugin files to Xcode project and deploy to your device. Plugins are not included by default.
Still no success with the OSX desktop player detecting the premade plugins that ship within the dmg file.
I think, I've found the problem. Can you execute these commands at Plugins folder and then try again?
install_name_tool -change liblua.1.dylib "@executable_path/../Frameworks/liblua.1.dylib" bitop.dylib
install_name_tool -change libgfile.1.dylib "@executable_path/../Frameworks/libgfile.1.dylib" bitop.dylib
install_name_tool -change libgfile.1.dylib "@executable_path/../Frameworks/libgfile.1.dylib" flurry.dylib
install_name_tool -change liblua.1.dylib "@executable_path/../Frameworks/liblua.1.dylib" flurry.dylib
install_name_tool -change libgfile.1.dylib "@executable_path/../Frameworks/libgfile.1.dylib" gamekit.dylib
install_name_tool -change liblua.1.dylib "@executable_path/../Frameworks/liblua.1.dylib" gamekit.dylib
install_name_tool -change libgideros.1.dylib "@executable_path/../Frameworks/libgideros.1.dylib" gamekit.dylib
For Flurry, we need the user to download the latest Flurry SDK from http://www.flurry.com
yes. i have a Pod touch 2Gen but is broken:( (my son crashed the display some days ago)
next days i'll buy an ipad (for develop)
downloading now beta7... and testing...
www.tntengine.com
seem like a similar bug that affected beta6...
anyone had the same problem?
www.tntengine.com
yes..
try this:
1. open gideros ide
2. open the example birdanimation
3. double clik on main.lua and then on bird.lua (you can omit this passage)
4. now open gtween example (do not close bird project)
5. bang! crash!! (
it seems that affect only project with more than one .lua sources in it!
if you try to open project that contain only one .lua source there are no problems.
ps: my system is running lion 10.7.2
ciao!
www.tntengine.com
when I want to create the player for the IOS simulator, I always get several errors when add the game center plugin. For the device not. Do you know the reason?
Michael
Otherwise, can you describe the error more? Because I'm usually testing on simulator and then on device.
Here are some errors:
As shown here, I've only added the header files:
If you want, I can send you a sample project?