New bug: Teams do not work in the compiled game application:setOrientation(LandscapeRight ) and . application:setOrientation(landscapeLeft) And on the gideros player everything works//
On the player, the screen rotation works, and in the compiled game, the rotation works only in portrait and portraitUpsideDown format.
function orientation()local orientation=application:getDeviceOrientation()
application:setOrientation(orientation)
stage:dispatchEvent(Event.new("orientation"))end
stage:addEventListener(Event.APPLICATION_START,orientation)
stage:addEventListener(Event.APPLICATION_RESIZE,orientation)
Is it possible to add a comment/uncomment feature to gideros code editor? I'm tired of commenting code line by line. Of course, I could use --[[]] , but this is much slower than commenting one by one in case you need to comment out only 2 or 3 lines. But if you need to comment out a large piece of code, then yes, the brackets are more useful, but again it would be much easier and faster to press a hot key rather than scroll the code and look for the place where you want to put --[[ and ]].
Is it possible to add a comment/uncomment feature to gideros code editor? I'm tired of commenting code line by line. Of course, I could use --[[]] , but this is much slower than commenting one by one in case you need to comment out only 2 or 3 lines. But if you need to comment out a large piece of code, then yes, the brackets are more useful, but again it would be much easier and faster to press a hot key rather than scroll the code and look for the place where you want to put --[[ and ]].
I don't think it's technically difficult, because it's the same as the TAB and shift + tab commands, just duplicate this piece of code. And change the keyboard shortcuts to others. And replace the "tab" with '--'
Somebody write a plugin for Visual Studio Code so it works with Gideros it has CTRL+Q mass comment toggling, and yeah.. ZeroBrane Studio already works super well with Gideros and has mas comment toggling also
I had a look, and no, indentation code is not handled by Gideros but by (Q)Scintilla library, so adding block commenting will end up being a bit more complex than adjusting an already existing routine.
Just used Gideros 2019.10 to build iOS version of my new 3d game project.
Results...
i) Couldn't export with metal flag set as xcode throws error in lighting.lua at line 128 when sent to target device. Exported without metal flag set all OK.
ii) Using Unity ads all OK but dropped the AppLovin ads out of the iOS version of the app, as the SDK is very out of date regards iOS. AppLovin worked but is far too old and a bit creaky for my tastes on iOS.
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You can try reinstall gideros but maybe wait for other answers. I don't experience your issue on my side.
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On my pc I use:
https://www.bfxr.net/
It's more powerful and you can save your list of effects for later.
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Teams do not work in the compiled game
application:setOrientation(LandscapeRight ) and .
application:setOrientation(landscapeLeft)
And on the gideros player everything works//
On the player, the screen rotation works, and in the compiled game, the rotation works only in portrait and portraitUpsideDown format.
https://play.google.com/store/apps/developer?id=razorback456
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Or maybe in the export options...
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Likes: SinisterSoft, MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
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I'm tired of commenting code line by line. Of course, I could use --[[]] , but this is much slower than commenting one by one in case you need to comment out only 2 or 3 lines. But if you need to comment out a large piece of code, then yes, the brackets are more useful, but again it would be much easier and faster to press a hot key rather than scroll the code and look for the place where you want to put --[[ and ]].
Likes: MoKaLux
And change the keyboard shortcuts to others. And replace the "tab" with '--'
Likes: SinisterSoft
https://play.google.com/store/apps/developer?id=razorback456
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Likes: SinisterSoft, antix
Fragmenter - animated loop machine and IKONOMIKON - the memory game
@rrraptor I am using autohotkey to handle this in gideros studio.
https://github.com/gideros/gideros/blob/f9dac957f3e11ee77b35d7c67ce98b6f992d7114/ui/textedit.cpp
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
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It is handled here: https://github.com/mirror/scintilla/blob/master/src/Editor.cxx#L3951
Likes: oleg, SinisterSoft, MoKaLux
Text scaling works PER FILE, I think it shoud be global.
Likes: MoKaLux
Likes: MoKaLux
Results...
i) Couldn't export with metal flag set as xcode throws error in lighting.lua at line 128 when sent to target device. Exported without metal flag set all OK.
ii) Using Unity ads all OK but dropped the AppLovin ads out of the iOS version of the app, as the SDK is very out of date regards iOS. AppLovin worked but is far too old and a bit creaky for my tastes on iOS.
iii) Finally uploaded signed binary to Apple build against iOS10.0 and had an email warning form Apple regards depreciated UIWebview... https://developer.apple.com/documentation/uikit/uiwebview
Other than that all good so far
Likes: MobAmuse, SinisterSoft