Since I'm leaving for a week, and won't be able to make releases during that time, here's a little early release:
Release* Application:vibrate now accepts amount of miliseconds to vibrate
* Ability to provide organization name and domain when exporting desktop applications
* Player dispatches SUSPEND/RESUME events on losing focus and modal dialogs
Plugins* Flurry fix to work with new Flurry library
WinRT export template* Added application:setKeepAwake
* Added handling Back button on phone
* Added application:exit
* Added application:vibrate
* Added Sprite:setBlendMode
* Fixed not resending all files to player all the time
Desktop export template* Dispatches SUSPEND/RESUME events on losing focus and modal dialogs
* Uses provided organization name and domain
https://github.com/gideros/gideros/releases/tag/2015.06.10Backers will receive new templates soon
Comments
After that you would need to codesign .app and all dylib files and I think bundle it.
Additional news is that I think Apple merged developer licenses today, so all ios developers, are able to submit OSX apps now too.
So have a go at it and share any experience you have successful or not.
I will try to do the same when I get back
Likes: SinisterSoft
This is faster than i thought.. I feel like submitting our game faster now, but there is still so much thing need to be done for the game itself... ) ) )
Hmm.. i just wondering about Gideros's logo and name. (Going to use it on vid & credit)
Lately i searched 'Gideros Logo', it all show "Gideros Mobile" as it's name.
Using "mobile" might be weird for desktop game, so is there any talk between core team about this? :-?
EDIT : SUSPEND/RESUME events isn't dispatched at my player.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I'm trying to optimise my toolchain and text editors with Gideros and running into issues using gdrbridge instead of running an Applescript that calls Gideros Studio to run a player on an iP address for on-device development (my Gideros projects use a number of custom plugins.)
Under OS X using the 2015.06.10 build, in the terminal, if my unix pwd is:
/Applications/Gideros Studio/Gideros Studio.app/Contents
I run:
./Tools/gdrbridge setip 192.168.1.20
and I get these errors:
dyld: Library not loaded: /usr/local/opt/qt5/lib/QtNetwork.framework/Versions/5/QtNetwork
Referenced from: /Applications/Gideros Studio/Gideros Studio.app/Contents/./Tools/gdrbridge
Reason: image not found
Trace/BPT trap: 5
Looking in the Tools directory, I can see a bunch of Windows QT dlls, ie:
/Applications/Gideros Studio/Gideros Studio.app/Contents/Tools/Qt5Core.dll
/Applications/Gideros Studio/Gideros Studio.app/Contents/Tools/Qt5Network.dll
/Applications/Gideros Studio/Gideros Studio.app/Contents/Tools/Qt5Xml.dll
but no Mac versions?
Has the gdrbridge executable been tested under Mac OS X lately?
Thank you for your advice.
Best,
- Ian
+ Support AlertDialog
+ Support soundchannel:setPitch
I've now send out the templates to backers.
This is probably the last beta release for backers only. In future we will incorporate desktop and WinRT into the official Gideros releases.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I got the OS X gdrbridge to work. I downloaded the current community edition of QT5.4.2 and installed the clang x64 binaries. Then I manually created the subdirectories within /usr/local so /usr/local/opt/qt5/lib existed.
Then inside the directory:
~/Qt5.4.2/5.4/clang_64/lib/
I copied QtCore.framework, QtNetwork.framework and QtXml.framework to:
/usr/local/opt/qt5/lib/QtCore.framework
/usr/local/opt/qt5/lib/QtNetwork.framework
/usr/local/opt/qt5/lib/QtXml.framework
Now I can call "gdrbridge setip x.x.x.x"and "gdrbridge play ~/path/to/foo.gproj" and everything works. Yay!
However, it *doesn't* work if I copy those .framework folders into the /Applications/Gideros Studio/Gideros Studio.app/Contents/Tools directory, even though I'm guessing the windows gdrbridge.exe binary is using the qt5 dlls in the same directory on that platform.
Why is the Mac version currently hardcoded to expect qt5 libs in /usr/local/opt/qt5/lib ?
Thank you for your thoughts.
Best,
- Ian
--- BUG ---
In the new template, i can't access |D| with io.open, it give me error:
|D|file.ini: Invalid argument
Maybe this is too soon to ask:)
Is it happening with desktop or WinRT?
@zoolax: Do you mean create a WinRT package to distribute to beta testers? Yes, you can do that from the STORE > Create app packages menu. Then you just email what it outputs to testers and they can sideload it using Windows Phone Application Deployment. They just need to unlock their phone. There is no UDID on Win Phone.
To sideload Windows Store apps on a PC, see here:
http://www.howtogeek.com/129535/how-to-sideload-modern-apps-on-windows-8/
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Somehow i always forget to mention where it is, lol.
Is it possible to implement catching mouse left click and mouse right click?
https://deluxepixel.com
Did you mean Desktop version already can catch mouse left click and mouse right click? If yes, i wonder how we do that.
If it's about Windows Desktop, i already received it, and frequently issuing about things, because we planned to go on Steam.
So does focus stuff does not work on player but works on desktop export?
and will add mouse button too
Yes, it's only works on desktop export. Haven't tried Mac.
I wanted to thank every one who has worked on making gideros winRT possible.
Really Great work.
I have published my game on windows store :
http://apps.microsoft.com/windows/en-ca/app/sea-of-giants-the-society/f2c86e76-ebec-4f7b-be5e-d7121659dcce
I am trying to find out on how to add a free trial as well within the same paid application.
A Free trial that is based on the amount of levels that players play.
There is an option in publishing page,
but it only lets you to limit the trial's time which will not work all the time.
Here it is an example:
http://apps.microsoft.com/windows/en-ca/app/roman-empire/18a56d6a-901f-4f84-aba9-4d57b91e64b9
Let me know if you have any idea how to do this.
Thanks
Likes: SinisterSoft, dreiko65, john26
I hope everyone here will download this game to see how Gideros looks on WinRT and also to support a fellow developer! :-)
Are you also planning to release Windows and Mac desktop versions? Perhaps on Steam?
Now that 2015.06.30 is released (phew!) I will look into the issue of preparing a trial version on WinRT.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Thank you guys for all the dedication and massive hard work.
I can not imagine how complex of task ,it must of been to execute.
I will look into steam for sure.
I am downloading the new released version just now.
I might just create a free demo for now as a separate package,not sure if Microsoft approves it.
but I will give it a try.
Talk to you guys soon
Likes: zoolax
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: zoolax
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
+1
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Beside that, your game is really beautiful. I am very fond of adventure/point and click games like that.
But for some reason I can not make it to work with Gideros Player.
So does it really work normally for you?
Likes: GiderosFan
bit.ly/1T95VgF
regarding translation,that might happens when you hire on freelancers,and since I do not speak any French,it can be very hard for me to check that.:)
If you send me a gmail,I will share the word document with you.
And I would really appreciate that.
My email is play@zoolax.com
Thanks