Here are some little Gideros Studio tutorials I made for someone. It show you how to start with Gideros Studio.
Run a project : Load a sprite : Print in the console : Display and move an sprite : Create object and move it : Google Play Integration : Admob Integration :
I feel better documentation would go a long way too. Tutorials are great but bad/missing documentation turns new users off very quickly.
In particular right now the box2d stuff springs to mind. I have converted the C++ code from (http://www.iforce2d.net/b2dtut/top-down-car) to Gideros and although its all working now, the documentation here on the site made it a very trying exercise.
@antix as far as I know, all box2d functions are documented, so what exactly were you missing? We can't improve documentation if we don't know what you are missing
@ar2rsawseen When you look about the web you will find many articles about box2d, and it seems the majority of them use c++. When converting them to Gideros it is rather confusing when things like b2Vec, b2Dot, setUserData, etc are not present in Gideros. For a new coder trying to figure out what these functions are and how to recreate them in Gideros is a daunting task in my opinion.
Having clear explanations about the differences between implementations and possible workarounds would be fantastic
@jdbc, yep thanks, I did see that posted on the forums. It looks like you are directly handling collisions and updating of sprite positions. There doesn't seem to be any actual box2d physics happening at all (unless I'm missing something.
Besides that it's a pretty neat program, I really like the rotated box collision stuff
@jdbc, yep thanks, I did see that posted on the forums. It looks like you are directly handling collisions and updating of sprite positions. There doesn't seem to be any actual box2d physics happening at all (unless I'm missing something.
Besides that it's a pretty neat program, I really like the rotated box collision stuff
TrackScene (track.lua) uses box2d to collision detection between cars and circuit borders. GameScene uses manual collision detection.
Uncomment --self:debugEnabled() and you will see physic bodies.
Comments
Fragmenter - animated loop machine and IKONOMIKON - the memory game
In particular right now the box2d stuff springs to mind. I have converted the C++ code from (http://www.iforce2d.net/b2dtut/top-down-car) to Gideros and although its all working now, the documentation here on the site made it a very trying exercise.
We can't improve documentation if we don't know what you are missing
Likes: SinisterSoft, antix
Having clear explanations about the differences between implementations and possible workarounds would be fantastic
Likes: antix
https://github.com/jdbcdev/topdown_racing
It uses box2d, collision, camera, scrolling, scenes (track.lua) and some intelligence artificial.
http://giderosmobile.com/forum/discussion/5653/top-down-car-game/
Besides that it's a pretty neat program, I really like the rotated box collision stuff
Uncomment --self:debugEnabled() and you will see physic bodies.
Why not use box2d for all colisions?