@yubaro : I played it around with MacOS X desktop export, and can't find any problem with it. But surely the one that uploaded have problem, because the one from installation also crash at my Mac.
(the one that build from my Mac works totally fine though, but it 88 MB in size, so i... don't want to upload it ) )
@tkhnoman, i tried now your exe and it works exactly as i want to, so that's a good exe to start with to handle the issues, @john26.
of course besides 'fixed ratio' and 'any ratio' the option to have 'fixed ratio when resizing a window but not when in fullscreen' would be a logical 3rd option i guess. (i only need the 'any ratio' for myself though)
also the custom mouse icon - or rather the ability to switch off the windows mouse icon - would be great, e.g. drawing in my app with an arrow is not perfection itself.
@tkhnoman, wow thanks so much for fixing @keszegh's issue! And I see you have also done a pull request, does that reproduce the fix also? ^:)^ =D>
@keszegh: what we really need to do it much more thorough testing on desktop before releasing the next version. I've been very tied up with WinRT but will double down on desktop from now on and make sure the next release is perfect. There are some outright bugs like lack on chrome on exiting fullscreen, but also I now think preserving aspect ratio while user resizes is only correct for letterbox. For stretch it should not attempt this but just fill the window whatever shape.
Everything works fine when I create a debug/release version of my app using Eclipse. When I use my custom player with Gideros everything is fine the first time I run the app. However, all graphic assets are not displayed the second time onwards. If I delete all the assets from the Gideros folder it works again (the first time only).
I also get a black screen after showing an AppLoving v4vc. The app is still responding to back button events though. This all applies to my HTC EVO. On my Nexus 7 it works great.
I have an Evo 3D - I'll try it here. (once I've charged it up)
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
Just tested on Evo 3D, latest player, works ok, then sent again, still works ok.
(player on device, installed with proper keys, not a debug version sent through Eclipse)
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
question: any new desktop exported app when run windows asks if i should allow it to connect to internet. as my app does not use internet at all i wonder why does it try to connect to the internet. or windows ask this even if the app does not try to connect? in any case this will make users suspicious, so if possible somehow we should avoid this.
I've been investigating the issue of disappearing gfx on my HTC EVO 3D test device. Here's is what I have found so far.
On the latest player (a release version) the problem still remains. However, if I clear the app data and restart the app, the gfx are displayed again, but only for the first time. We've also tested on LG, Sony, Lenovo and Nexus 7 devices. These devices work fine. We did have an issue with the LG running under Gideros Studio but we haven't been able to recreate it since.
I created a release version of the player using 2015-07-09 version and the app works but there is a problem with the suspend/resume. We haven't implemented suspend/resume events in our app. However, if I suspend the app by turning off the screen and then resuming, I get a blue screen (the background colour that was initially set). The app still responds to back button events so I can exit the app. I then tested this release on other devices without any issues. Any ideas?
UPDATE: I've attached a screenshot of some errors reported via logcat
Comments
I tried my exe (the one i post here) and it seems "stretch" also work, did you tried it already?
Likes: john26
I played it around with MacOS X desktop export, and can't find any problem with it.
But surely the one that uploaded have problem, because the one from installation also crash at my Mac.
(the one that build from my Mac works totally fine though, but it 88 MB in size, so i... don't want to upload it ) )
Likes: yubaro
of course besides 'fixed ratio' and 'any ratio' the option to have 'fixed ratio when resizing a window but not when in fullscreen' would be a logical 3rd option i guess.
(i only need the 'any ratio' for myself though)
Likes: john26
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Would try to add those in the near future \:D/
Likes: keszegh, john26, pie
Fragmenter - animated loop machine and IKONOMIKON - the memory game
@keszegh: what we really need to do it much more thorough testing on desktop before releasing the next version. I've been very tied up with WinRT but will double down on desktop from now on and make sure the next release is perfect. There are some outright bugs like lack on chrome on exiting fullscreen, but also I now think preserving aspect ratio while user resizes is only correct for letterbox. For stretch it should not attempt this but just fill the window whatever shape.
Likes: keszegh
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I can only see text. The previous player (2015-07-09) works fine. I'm testing on an HTC EVO 3D X515m.
UPDATE: It works fine on my Nexus 7 tablet.
Any ideas?
Everything works fine when I create a debug/release version of my app using Eclipse. When I use my custom player with Gideros everything is fine the first time I run the app. However, all graphic assets are not displayed the second time onwards. If I delete all the assets from the Gideros folder it works again (the first time only).
I also get a black screen after showing an AppLoving v4vc. The app is still responding to back button events though. This all applies to my HTC EVO. On my Nexus 7 it works great.
https://deluxepixel.com
(player on device, installed with proper keys, not a debug version sent through Eclipse)
https://deluxepixel.com
any new desktop exported app when run windows asks if i should allow it to connect to internet. as my app does not use internet at all i wonder why does it try to connect to the internet. or windows ask this even if the app does not try to connect?
in any case this will make users suspicious, so if possible somehow we should avoid this.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I've been investigating the issue of disappearing gfx on my HTC EVO 3D test device. Here's is what I have found so far.
On the latest player (a release version) the problem still remains. However, if I clear the app data and restart the app, the gfx are displayed again, but only for the first time. We've also tested on LG, Sony, Lenovo and Nexus 7 devices. These devices work fine. We did have an issue with the LG running under Gideros Studio but we haven't been able to recreate it since.
I created a release version of the player using 2015-07-09 version and the app works but there is a problem with the suspend/resume. We haven't implemented suspend/resume events in our app. However, if I suspend the app by turning off the screen and then resuming, I get a blue screen (the background colour that was initially set). The app still responds to back button events so I can exit the app. I then tested this release on other devices without any issues. Any ideas?
UPDATE: I've attached a screenshot of some errors reported via logcat
Likes: john26, SinisterSoft, talis, ar2rsawseen