Ah yes, it looks like the template uses libs bundled with Visual Studio 2013 (v120), and that VS2015 uses newer ones (v140). Did you try 'retargeting' as the Error message says ?
Ah yes, it looks like the template uses libs bundled with Visual Studio 2013 (v120), and that VS2015 uses newer ones (v140). Did you try 'retargeting' as the Error message says ?
Yes, but same error. I am downloading Visual Studio 2013 Community.
I have several games to submit to Windows Store :-)
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
Great work core team! Thank you so much for the winRT export.
However Tried my project on a lumia 720 and performance is really bad.
Could just be my code but one thing that was really strange was removing all textFields from the level select scene (i'm using scene manager) fixed the framerate dropping from 55ish to 27fps. Tried removing all textFields from the game in hopes it would fix the framerate across the board but apparently not.
Still I live in hope my game will run well on windows phones and that this is various fixes that are planned, or is it peoples experience so far that there shouldn't be such a big difference between android/ iPhone and winRt?
@billydb, I too felt like WinRT phones are somewhat slower than android or iOS. Is it due to DirectX ? Lua ? somehting else from microsoft OS ? Hard to tell right now, however there are still a few things that we are investigating to get better performance: luajit on windows phones, vertex buffer cachings (both WinRT and other platforms too), etc
@jdbc, you can do this from Vsiual studio 2013: go to the extension manager (somewhere in the menu, under tools or something like that), then choose extensions from the internet and search for SQLite for WP8.
@billydb: Yes, we have noticed apps run slower in WP8 than Android/iOS with equivalent hardware. It does seem DirectX is slower than OpenGL which is disappointing. We have made some strides in improving speed but still not bridged the gap. One thing you can try is use application:setFps(-60), or setFps(-30). This feature (only in WinRT) will try to maintain the frame rate by drawing fewer frames but more game logic updates. The game is playable but less smooth, I realise this is not really a solution to the problem but it might help. Worth a try!
The other thing we can do is LuaJIT which will certainly speed up the game logic side. But my hunch is the problem is really DirectX.
I've noticed an error in 2015.06.30 when exporting for Windows 8 (Metro) apps. On some high res computers the game image will not fill the screen as they should. [The problem does not affect Windows Phone]. Basically it's a "retina display" issue. We've fixed the problem now and the fix will be in the next version.
So it might be better to hold off actually submitting to Windows Store till next version. If you do want to submit to Windows Store or have done already please contact me and I will give you details to do a quick fix of your existing Gideros installation.
@billydb The text slowdown is really puzzling. Let's hope it's a clue as to what is making windows phone slower.
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
thanks @john26 I will try the setFps(-60) this weekend and see. Hoping lumia 720 is the lower end of devices these days so it doesn't have to run completely smooth. @SinisterSoft I also got a huge slowdown when triggering the player moving, but that could be TNTparticles (he has a rocket attached) or perhaps box2d stuff as he's a set of dynamic objects. Or could just be directX. Textfield being an issue was a surprise though.
@ar2rsawseen actually both but the scene that had this problem was using an arial.ttf font. As a matter of fact its using your game template (which is awesome by thew way and thanks:)) and the framerate drop occurs when going from the pack select to level select screen.
@john26 i tested in both windows phone player and full exported app and they both had major framerate issues.
@tkhnoman > Actually, not having maximize and can't be resized are standard for game application, right?
Is it standard? I've just tried a bunch of games from the Mac Appstore and they all resize (maintaining the same aspect ratio) and the maximise works. They all look ok to me.
> I don't think it really necessary.
I think it is important for desktop because of the variety of screen resolutions.
The Gideros player resizes (but not with a fixed ratio) and maximises.
Sorry guys, I was mostly sick and did not do many updates on desktop export in this release
I remember the issues that are hanging in the github issues, if you want anything else to be added/fixed. Please add issue there, or comment on the similar issue to add to it
Comments
I have several games to submit to Windows Store :-)
Also the toolbar is very small. Once screens get higher resolution it will be impossible to click on an icon unless it's fixed.
Likes: MobAmuse
https://deluxepixel.com
Likes: SinisterSoft
http://google.github.io/liquidfun/Programmers-Guide/html/md__chapter11__particles.html
Likes: SinisterSoft, pie
So yeah, I tried it just now, but it still have io.open bug on Windows Desktop Export, which make it unusable.
However Tried my project on a lumia 720 and performance is really bad.
Could just be my code but one thing that was really strange was removing all textFields from the level select scene (i'm using scene manager) fixed the framerate dropping from 55ish to 27fps. Tried removing all textFields from the game in hopes it would fix the framerate across the board but apparently not.
Still I live in hope my game will run well on windows phones and that this is various fixes that are planned, or is it peoples experience so far that there shouldn't be such a big difference between android/ iPhone and winRt?
Likes: jdbc
https://www.dropbox.com/s/2743cv3xopy7iod/winrt.rtf?dl=0
(see second section)
Likes: jdbc
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
The other thing we can do is LuaJIT which will certainly speed up the game logic side. But my hunch is the problem is really DirectX.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I've noticed an error in 2015.06.30 when exporting for Windows 8 (Metro) apps. On some high res computers the game image will not fill the screen as they should. [The problem does not affect Windows Phone]. Basically it's a "retina display" issue. We've fixed the problem now and the fix will be in the next version.
So it might be better to hold off actually submitting to Windows Store till next version. If you do want to submit to Windows Store or have done already please contact me and I will give you details to do a quick fix of your existing Gideros installation.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://deluxepixel.com
If TTF, then do you cache the characters?
http://docs.giderosmobile.com/reference/gideros/TTFont/new#TTFont.new
third parameter
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
On the Mac desktop export, unless I've missed something, you can't resize the window and you can't enter full-screen mode.
I know you can set full-screen through the api, but surely you'd want to offer the option via the window maximise button?
Thanks,
Paul
@john26 i tested in both windows phone player and full exported app and they both had major framerate issues.
Actually, not having maximize and can't be resized are standard for game application, right?
I don't think it really necessary.
But the weird thing is that after you set full screen the game and de-fullscreen, that maximize button on titlebar became accessible.
A bug where application is not auto-scaled on MAC export also still exist, which made the fullscreen feature unusable.
> Actually, not having maximize and can't be resized are standard for game application, right?
Is it standard? I've just tried a bunch of games from the Mac Appstore and they all resize (maintaining the same aspect ratio) and the maximise works. They all look ok to me.
> I don't think it really necessary.
I think it is important for desktop because of the variety of screen resolutions.
The Gideros player resizes (but not with a fixed ratio) and maximises.
I remember the issues that are hanging in the github issues, if you want anything else to be added/fixed. Please add issue there, or comment on the similar issue to add to it
Likes: talis
> Sorry guys, I was mostly sick and did not do many updates on desktop export in this release
Thanks. Nae bother. Hope you are better now.
Likes: totebo
Oh, yeah. You're right. I just tried it now and it seems have them.
I just think it behave the same with Windows. I guess MAC have their own type of behavior.