Might be others as well, they're just the two that are posted about most on here.
I did suggest, a while ago, that they open-source the IDE to allow others to build upon it to make it a much better tool but I don't think there's any chance of that happening, unfortunately.
- extract it - ran the exe - set the project directory to where my project folders are - in ZeroBrane i see all the folders. - within the folders i see the .lua files
But i cant see my images/audio files etc. (it looks as the file structure does in windows)
im guessing i need to import the project somehow :-?
Sorry I don't use ZeroBrane so I can't help with that. I was just highlighting some alternatives you could try. But actually, reading your original post again, does the Edit -> Find in Files option in the Gideros IDE not meet your needs?
@ArtLeeApps, I don't believe that you can currently use ZBS completely independently from Gideros Studio. It doesn't understand the Gideros project files. So what you have to do is use Gideros SDK to upload your files to the player or device and then you can switch to using ZBS and run/debug from there.
You can also make modifications in ZBS from then on but if you add or remove a file then you have to go back to Gideros Studio to make the change there.
It might be that @paulclinger (the author of ZBS) will make some changes in future to make this process a little more seamless.
@bowerandy, thanks for that, i had a look at the YouTube tutorial on zerobrane that showed live debugging. So i can see what you mean. It would be nice if you could code the entire project in one place as you say though.
Is glider a full IDE ?
What do most people use to develop, or is it Gideros Studio.
@ArtLeeApps; thank you for the feedback. It's likely that it will be possible to do everything from ZBS, but @bowerandy is correct that there are still some steps that Gideros IDE (or you) need to do. For example, you can open and edit the project file in ZBS to add/remove files, but the IDE will not (yet) do it for you.
If your project structure doesn't change, you should be able to do everything else from ZBS. You can start/debug your projects locally and you should also be able to debug them remotely (I need to update documentation on how this can be done).
I use a cygwin window and use grep command to search. There will be an equivalent command to replace as well, in the unix shell. Too lazy to search for an exact solution, as I wouldn't replace this way, but I do search with grep, then use Gideros Studio to go and modify it.
If there we a real lot of changes across a lot of files, I'd look into a shell command method.
@atilim That's great, I didn't think it would happen. I wish I had the time to run with it and build upon it when it's open sourced. Hopefully there will be some people here who will
@Atilim, that could be a little confusing, you might want to specify that the Gideros Engine is not what is going OpenSource, but the IDE that is to avoid any misunderstandings.
@OZApps I agree, it could be a little confusing. I've always thought of the IDE as Gideros Studio and the engine just as Gideros but yeah, I'm sure it would confuse lots of people.
@atilim If you're open sourcing the IDE, will you also be open sourcing the helper apps (texture packer, font creator)? Just curious.
if the IDE is open source, would there be the standard download, then you add features via plugins that you want to add to it, developed by forumians ? Then as plugins are found be useful and stable it would be added to the standard download ?
@ArtLeeApps unfortunately there is no plugin system right now, but still additions from forumians are welcome and will be included if deemed stable and needed.
Right now, I think it could work through Fork & Pull model.
@ar2rsawseen, I guess a detailed guide (I do mean detailed, step-by-step) for all platforms, Windows, Mac, *nix that outline how to create binary plug-ins rather than simply copying the C/C++/Java code to the project prior to compilation. As each platform and tools have their own issues and 32-bit or 64-bit compiled, etc.
Over the last few weeks we have been trying to achieve seamless integration between Glider and Gideros. We have tried our best to faithfully represent all the dialogs and options everyone is used to from Gideros IDE. For instance the "graphics", "input", and "iOS" tabs look pretty much identical to Gideros IDE:
We have taken liberty to change the way the dependency manager as well as file attributes (ie "no execute" and "downsizing") are presented. We feel this UI is more intuitive and can get the job done faster.
We would like help testing the Gideros integration. Ultimately Glider will be able to fully read and write Gproj files thus eliminating the need to switch from editor to editor.
If anyone needs a trial extension please let us know.
but Studio is basically a text editor which uses gdrbridge and gdrexport. I don't want to discourage you but there is nothing fancy in it
We would really like to know about the gdrexport tool. It does not seem to be anywhere in the current Gideros distribution, is it scheduled to be released soon?
Comments
There's Lua Glider: http://www.mydevelopersgames.com/Glider/
Info on setting this up here: http://www.giderosmobile.com/forum/discussion/3398/glider-1-9-21-with-better-gideros-support#Item_1
Also ZeroBrane: http://studio.zerobrane.com/
Might be others as well, they're just the two that are posted about most on here.
I did suggest, a while ago, that they open-source the IDE to allow others to build upon it to make it a much better tool but I don't think there's any chance of that happening, unfortunately.
http://artleeapps.com/
Bubble Adventure - Colors
- extract it
- ran the exe
- set the project directory to where my project folders are
- in ZeroBrane i see all the folders.
- within the folders i see the .lua files
But i cant see my images/audio files etc. (it looks as the file structure does in windows)
im guessing i need to import the project somehow :-?
http://artleeapps.com/
Bubble Adventure - Colors
http://artleeapps.com/
Bubble Adventure - Colors
You can also make modifications in ZBS from then on but if you add or remove a file then you have to go back to Gideros Studio to make the change there.
It might be that @paulclinger (the author of ZBS) will make some changes in future to make this process a little more seamless.
best regards
thanks for that, i had a look at the YouTube tutorial on zerobrane that showed live debugging. So i can see what you mean. It would be nice if you could code the entire project in one place as you say though.
Is glider a full IDE ?
What do most people use to develop, or is it Gideros Studio.
http://artleeapps.com/
Bubble Adventure - Colors
If your project structure doesn't change, you should be able to do everything else from ZBS. You can start/debug your projects locally and you should also be able to debug them remotely (I need to update documentation on how this can be done).
https://sites.google.com/site/xraystudiogame
If there we a real lot of changes across a lot of files, I'd look into a shell command method.
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
@atilim If you're open sourcing the IDE, will you also be open sourcing the helper apps (texture packer, font creator)? Just curious.
if the IDE is open source, would there be the standard download, then you add features via plugins that you want to add to it, developed by forumians ? Then as plugins are found be useful and stable it would be added to the standard download ?
http://artleeapps.com/
Bubble Adventure - Colors
Right now, I think it could work through Fork & Pull model.
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://artleeapps.com/
Bubble Adventure - Colors
Over the last few weeks we have been trying to achieve seamless integration between Glider and Gideros. We have tried our best to faithfully represent all the dialogs and options everyone is used to from Gideros IDE. For instance the "graphics", "input", and "iOS" tabs look pretty much identical to Gideros IDE:
We have taken liberty to change the way the dependency manager as well as file attributes (ie "no execute" and "downsizing") are presented. We feel this UI is more intuitive and can get the job done faster.
We would like help testing the Gideros integration. Ultimately Glider will be able to fully read and write Gproj files thus eliminating the need to switch from editor to editor.
If anyone needs a trial extension please let us know.
Regards,
M.Y. Developers
Regards,
M.Y. Developers
You can check more on it's usage here:
http://members.giderosmobile.com/knowledgebase.php?action=displayarticle&id=59