GDT Closed Beta Has Begun

re: Killing app during download.  -  Can’t you make it so there a txt file that downloads last and every time you try to use that content it could check if that txt file is there and if not then it re downloads. Something like that could work.

re: Can’t run game from GDT  - I’m not sure how OSX works but on windows you can just edit the .bat file and put in the correct directory.

@InfiSnyp,

 

Credit system, etc.  - This is one thing I don’t want to go into too much detail about, but I will say:

  1. All the important bits live on a server.  
  2. The GDT Beta is running against a temporary server running debug code, etc. so I can see how the testing goes.
  3. I am continuing development against a second private server as not to goof you guys up as I make changes.
  4. When GDT goes public, the closed beta server will go down and a secure and optimized server will be brought online.  
  5. During the closed beta, the local content is currently NOT encrypted.  In the open beta and beyond that too will be encrypted and hashed to your machine so folks should not be able to make copies and distribute them.

Very excited to get a chance to play with this a bit today.  I ran into a few issues that i’ve tried to describe briefly below.  In general, I think this is going to be a great way to help manage the various components or new or previously-created Corona projects.  

I ran the Mac OS X build on Yosemite 10.10.5 on a Macbook Pro Retina Mid 2012.

  • Using left/right arrow keys while in text fields causes app to navigate back/forth pages

  • scrollbar on file explorer acts funky - scrolling doesn’t correspond to the position always.

  • Runtime error when clicking on the Path bar or back arrow buton in file explorer:

Cannot open Users/tonygod/: No such file or directory

stack traceback:

[C]: in function ‘dir’

?: in function ‘getFilesInFolder’

?: in function ‘getCurFolderDetails’

?: in function ‘_listener’

?: in function <?:167>

?: in function <?:205>

 

  • after going into experienced mode and adding a bunch of plugins to add to my project, the excludeFiles table got scrubbed and set to this:

   excludeFiles = {

      all      = { “*secret.txt”, },

   },

  • Icon/launch definitions are empty after going into experienced mode, adding a bunch of plugins and re-generating game:

         CFBundleIconFiles = {

         },

         UILaunchImages = {

         },

  • I am confused by the Catalog.  I found that I can buy some of the items in there with credits, but after that, clicking on the tiles in here doesn’t seem to do anything.   I think clicking on these should maybe go to a screen that shows the install status of those items with options to uninstall or re-install and version/update info.

  • the red X close button in the upper left is barely visible on the screen – took me a while to realize it was there.  It’s an important button, though because it seems to be the only way to cancel/back out to the main screen for each of the tabs.  

  • FPS setting in config.lua is 30 - this should probably default at 60 for games, but I don’t remember seeing an option for setting it anywhere.

  • asked for applovin id at the end of the configuration, but did not ask for anything for vungle, google analytics or gameNetwork ids

Thanks for the opportunity to test it out – looking forward to getting more time with it.

Best regards,

Tony

@tonygod,

re: left/right arrows while in text field - Good catch.

b - Yeah, I had real trouble with that.  The thing is, I have to pad the bottom of scroll areas (which you don’t see, but the scroller does) and you are right there is a little offset in my calculation.  I’ll pound on it some more.

re: explorer - Thanks for finding this.  I do all my dev on Windows and unfortunately, have done only moderate testing on OS X so far.  Whatever the case, bugs are not acceptable.  

b - I didn’t quite understand the sequence here.  Are you saying you editted a project you previously started in beginner-mode after switching to experienced-mode, or are you saying you exported over a project you had previously hand-editted?  

If it is the latter, please note: I overwrite the destination, so hand-editing, then generating again will wipe out your edits.

re: FPS - You didn’t miss anything.  FPS, a few other config settings, and a bunch of android/plist settings in build.settings are not yet exposed for editting.

re: Applovin - Please verify what your project option selections were.  It should only ask you for IDs for the options you selected.

re: Thanks - You are welcome.  Thank You!

Thus far most of the tests have been successful.

1.  Allow the user to determine where projects are stored at.  I am very picky about how I store projects because I use so many tools.

2.  When I deleted a project it did not remove the project files (main.lua, build.settings, etc…) from my hard drive.  It only removed the project from the GDT Projects Window.

Jason

Is there any way to log out of the application?

@InfiSnyp,

Logging out isn’t really a concept that applies here as I won’t be supporting multiple users using the same app on the same machine.

Also, the system isn’t connected all the time.  It logs in when you start up and retrieves the latest catalog.  Then, it doesn’t talk to the server again unless you check for updates or get something from the catalog.

-Ed

Understood.

This is true. Is this a bug or just hasn’t been implemented yet?

Also. The whole applications text is kinda blurry. Starts to hurt the eyes after a bit.

Question. Why is there a “Settings” tab if there are no settings? Will there be?

@InfiSnyp,

re: Deleting Projects - There are two parts to a project:

  1. GDT stores a copy of all of the settings/options you’ve selected for a project.  This allows you to edit it again later and generate it again if you need it.  I will add a ‘clone’ project for the open beta as making copies and modifying them will also be useful for some.

  2. You will eventually generate the program do your drive.  After you generate this, GDT forgets it exists.  Also I will never remove contents from your drive/system.  Although I could, this would be too dangerous and it would trip up users.  Also it doesn’t make much sense as a usage model.  GDT is meant to generate code.  What you do with that code later is entirely up to you.

re: Blurry - I’ve noticed this too and to be honest it is really puzzling me.  I may have to talk to some Corona staff to see if they have any ideas as to why this is.

re: Settings - Did you watch the video?  If not, or if you skipped parts I don’t blame you.  It was long.  That said, there will be settings, just not for the closed beta.

@jason714,

re: Deleting Projects - InfiSnyp quoted you and I answered up above.

In short, I won’t delete anything from your hard drive.  The idea is that GDT make content, never destroy it.  How you manage your projects once their generated is up to you.  (I’d feel terrible if I deleted your content after you got it just the way you wanted by hand editing it.)

I will watch the video. I skipped over it in the email sorry. 

Totally fine.  Like I said it was long and probably a bit boring.  Keep in mind I recorded it after a major marathon session of coding which is probably a no-no.

Can you place link to this file under help (i.e.:bug reporter) … just cuts off a few steps of looking for the link…

I have noticed on all the projects I have created thus far using GDT all have the wrong package name.  The created package name is com.bluefiregames.jason.test2 when it should be com.bluefiregames.test2.

This is probably due to me entering my personal name when I created the account instead of my company name.  I do not see any way to change this.  Perhaps it will be in settings once it is added.

Jason

Another thing I have noticed is that for some reason on Android Tablets the app icon of created projects is blurry (I am using the corona icon).

Jason

One last thing for now is that I am unable to get input from the Amazon Fire TV and the Amazon Stick TV.  This is on all projects I have created with GDT and I am selecting the Android TV option (under TV/Console) when I create the project.  I am able to get input from normal Corona projects using the Amazon Fire TV and the Amazon Stick TV when creating projects the normal way.

Jason

@jason,

re: Package Name

Hi. Thanks for the feedback, but GDT doesn’t control or affect package names. :slight_smile: That is something you type into the build dialog for Corona:

packagename.jpg

re: Fuzzy Icons -  Yes, the icons may be fuzzy.  This is a side-effect of using Corona to generate them.  Not being designed as a image editor, Corona doesn’t have the same features as a full blown image maipulator like Photoshop.  However, the good news is, the final version of EAT (new name for GDT) will allow you to use the free ImageMagick app to do the actual conversions.   

re: Fire TV -  Wow, it’s cool you’re trying to build for Fire TV.  Please note, that the demo game in GDT is not ready for Android TVs yet.  While it should run, the inputs won’t be hooked up.  Right now, selecting ‘Android TV’ only ensures:

  • The right resolutions are available in a later configuration dialog.
  • The build.setttings file has the right Android settings.

Note: If you don’t mind too much, I’m going to ping you later to help me test Fire TV specific features.  I don’t have one of these so I always make a note when someone says they have one.  :)