I want to start a discussion about plugins in Gideros. Currently adding features like ads and IAP to a Gideros exported project is quite time consuming as it involves manually copying files from the Gideros install directory. It is also necessary to make changes to the manifest file and main activity (in the case of Android). And of course, you have to do it again when exporting for a different OS, and yet again when upgrading using a new version of Gideros. Now that Gideros supports 7 targets the situation is likely to get out even more difficult. To address this we are considering several options:
The first option is that the user can chose which plugins he wants by ticking boxes within Gideros Studio which exports those files along with the rest of the project (referencing these as necessary in the manifest, project files). This would be the cleanest way, but it involves a lot of coding in Gideros Studio and this coding needs to be specific to each plugin and each OS. So there might be a delay in getting this to work.
The other option is to supplement the existing "bare bones" export with an optional "kitchen sink" export which includes all available plugins including all ads, IAP, social media, etc available in the Gideros repo. These files will of course also be referenced in the project files, manifest files etc. If you don't need all that stuff you can just delete the excess libraries but you will need to alter the manifest etc to reflect this. The idea here is that its easier to delete stuff than to add stuff. We would also bundle libraries that you currently need to download from external websites like Flurry and maintain these in the repo as part of Gideros. This approach is much easier for us to code but you may end up with a bloated export and some manual intervention is needed to remove stuff. The current "bare bones" export would still be available also.
So what is your experience of using plugins and how should they evolve in future? The original idea of plugins dates back to when Gideros was closed source and people needed to do intensive computations in native code or link to unusual 3rd party APIs. But I suspect most people are using them now for ads etc and mainly using the "standard" plugins provided by Gideros. In that case it might be better to export these by default. Please let me know how it works for you and what would be the best way to develop in future.
Comments
I myself don't have any problem for adding stuff to new export, since Gideros have player, it is not that troublesome to test things.
Not forget to mention, most of my plugin is modified, so i don't need plugin from export.
I also think that people here won't update to new version, unless they really need the new feature / bug fix, so updating won't be happening that much on user side (but of course so much in Gideros testing side)
I have resisted upgrading to the latest version because of the hassle of re-configuring everything.
Including the asset catalogue with iOS is a great move forward and should go a long way to reducing the fiddly, time-consuming stuff in xCode. It would be fantastic if all the plugins were there too, especially all the libs you then have to include for each ad plugin etc. It would also be great to be able to set the display name, version number, target SDKs etc that you have to configure in the plist and their equivalents on other platforms.
It would all be well worth waiting for and would free up hours of dev time.
Likes: simwhi
Everything I need is a folder for each plugin and each platform with this files:
1- full documentation FOR DUMMIES.
2- libraries
3- Lua files (examples)
4- other important stuff (like manifest file for android)
To add all the plugins at once, would be maddening and you wouldn't even be sure what to take out.
I like the idea of a box you can tick to add particular plugins. I think i'll take up the backend processing of this since I have some idea but I'm not sure how to do the UI parts.
Likes: john26
Likes: SinisterSoft
The main objective of this work is:
1) Users should never have to copy files manually out of the Gideros install directory. This is accident prone and tedious.
2) Users should not need to download libs from the internet eg for ads. Gideros should host and provide all libs related to standard plugins (and test they work with the current Gideros version).
On a related matter, how many people compile their own players (eg Android player) and why? Is it mainly so you can test ads in the player? I'm thinking perhaps the players should have all/most plugins built in...?
Likes: MobAmuse
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Besides writing docs along the lines of "copy file x to directory y, add line z to the manifest etc" takes just as long as writing code in Gideros Studio to do the same thing!
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://deluxepixel.com
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://deluxepixel.com
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I wouldn't have ads/IAB pre-built, but just as export options.
I've used plugins only for a short time, but it seems fast enough to clone the exported game folder (with plugins embedded) and remove the asset directory to use the same Eclipse project as a dedicated test player.