Gumbo - A Corona Level Design Tool

Do you use Windows or Mac? Web version or installed? Safari or Firefox? Does it happen with both jpegs and png, big ones and small ones?

Helps me narrow it down a bit, in case it just happens on some setups. [import]uid: 13180 topic_id: 5505 reply_id: 25947[/import]

I’ll do more trials for more info – but the quick answer seems to be:

On a Mac, it happens with jpg and png, first one, every time on the STANDALONE version of Gumbo (that was my context on the other notes)

I did just try things using Safari/Gumbo and the text fields work fine, even after importing an image.

Hope that starts the narrowing – will be glad to gather more experience to help on that.

Thanks
Dave
[import]uid: 34130 topic_id: 5505 reply_id: 25963[/import]

I would love it if you could create basic objects in gumbo, like just a normal Rect, right now i find that i have to create my objects, then edit my code to make it just a rectangle rather than a newImage object. [import]uid: 19620 topic_id: 5505 reply_id: 25996[/import]

(without piling on too much in feature request mode) …
I’d second madjack … being able to make basic rects (I find it esp helpful to have *invisible* ones as hot spots, or static physics boundaries).

Thanks for whatever you can do - at whatever pace.

[import]uid: 34130 topic_id: 5505 reply_id: 26029[/import]

If you don’t need a lot of different settings for the rectangle, I could quickly make a function that just adds a basic rectangle where you only define the size and position. I mean, if it’s only going to be used to handle events and is going to be invisible, there’s no need to add a lot of code just to make it look pretty. :wink: [import]uid: 13180 topic_id: 5505 reply_id: 26153[/import]

Yea the only thing i would ask if it isnt alot of extra work, would also be for some way to define the fill color for the rectangle. in my game im using these rectangles for the ground, so i will color them. if its to much trouble i can just add the fill color code afterwards [import]uid: 19620 topic_id: 5505 reply_id: 26154[/import]

I’ve just uploaded a new version.

Not any new features this time, mostly bug fixes and some minor improvements:

* The background grid should work much better now, and is a lot faster (the old one slowed down the application).

* You don’t have to select “jpg” or “png” anymore when opening images, both will work without selecting from the dropdown.

* Large images should not downscale anymore.

* You can now right click on the items in the object list.

* And the best of all - an improved icon!!! But you’d have to uninstall and install again to see it. [import]uid: 13180 topic_id: 5505 reply_id: 26186[/import]

Hey just a few bugs that i have noticed, for whatever reason i will add text to the Custom code field, and go to another object and go back to the first one i added code to, and its gone, was not saved
Also as far as the physics code, after my 15th object that has physics applied to it, it stops adding the physics.addBody code to the lua script that is generated… [import]uid: 19620 topic_id: 5505 reply_id: 26304[/import]

I’m aware of the first bug. I guess you click on another object in the list right after you’ve added the custom code? Just click anywhere outside the textbox before you select another object in the list and it should save. This happens with all the input fields, not just the code field, it’s just that the other fields save on Enter aswell.

I haven’t seen the other bug though. I just added 50+ items and they all got the physics code.

What I did get, just now, is the bug where you can’t type anything in the textfields. I guess that’s good, since it’ll be easier for me to find the problem. I noticed that if you minimize and maximize the window they’ll work again, so that could be a temporary solution. [import]uid: 13180 topic_id: 5505 reply_id: 26336[/import]

More about the bugs where you can’t type anything in the textfields. Just switching to another application and back again also seems to work.

I only get this bug in standalone, Safari and Firefox works just fine. Have not tested in Windows yet. Looks like it has something to do with the Open/Save dialog. [import]uid: 13180 topic_id: 5505 reply_id: 26342[/import]

Hey,

thank you for Gumbo, its fantastic.

Just noticed a bug, disabled does not save.

Windows 7 64 bit, Gumbo is installed on machine [import]uid: 24981 topic_id: 5505 reply_id: 26594[/import]

Thank you for letting me know!

I’ve just updated Gumbo with a fix for that:

* “Disabled” should now save. For those who don’t know what the Disabled checkbox is for, it simply disables the Lua generation for that object. It’s quite useful at times.

* Changed properties (including Custom code) should now save when you click another object in the list directly after you’ve edited the property.

* You no longer have to “Deselect” objects if you want to deselect them. Just click anywhere on the canvas.

* You can now right click anywhere on the canvas and add a new object at that position. [import]uid: 13180 topic_id: 5505 reply_id: 26667[/import]

Just updated and the disabled checkbox is now saving.

Thank you for the speedy update! [import]uid: 24981 topic_id: 5505 reply_id: 26807[/import]

@Nerderer or anyone who can answer

I am trying to use Gumbo to position Retina (hd) objects on the screen and easier get their coordinates for my code. From what I understand, to get proper coordinates I should use a 960*640 canvas so that an object placed at the bottom right would give x,y=960,640. I need to work with such a setup because I don’t have the low resolution assets that could be placed on a 480*320 canvas.

However, I have a hard time setting the Gumbo canvas size to 960*480. On a windows+firefox machine (1680*1050) if I choose to have an iPhone landscape canvas I get a 680*420 size. Changing this manually to 960*640 results in a bigger grid but the same canvas. The lua output is still based on a 480*320 canvas.

How would you go for working with Gumbo to place Retina objects?
Do I miss something here?

Many thanks! [import]uid: 7356 topic_id: 5505 reply_id: 26895[/import]

The canvas area is really the whole grid area. Setting the canvas size is really so that you can make large scenes, where everything does not fit on the display. That also means that if you put a smaller size in the textboxes than the actual size, the textbox value is not really used.

What you’d need is another display size in the dropdown where you can select iPhone and iPad. I agree that some sizes are missing here, but I’ll try to add support for iPhone Retina display within a couple of hours. What you can do until then, is to use the iPad size, and just ignore extra pixels to the right and at the bottom. Then, when you get the update, just change the display size to iPhone Retina. The layout should stay correct, as the position is based on the top left corner. [import]uid: 13180 topic_id: 5505 reply_id: 26896[/import]

@Nerderer

Thanks for the immediate response. I am going to wait for the next update then.

Let me drop some additional suggestions for the future:

  1. An option to have the main region zoomed out at 50% so you can see the whole iphone4/ipad screen along with the lua output on a 19’ monitor. Lot of user clicks would be saved this way.

  2. Objects are named after their image names. An object created from a “hero.png” image is rather going to be the “hero” object, so lets have it named this way by default.

  3. SpriteSheet support: Read and position individual sprites from a png+lua that has been produced with TexturePacker/Zwoptex according to the Corona SDK requirements.

  4. Support for relative positioning. Instead of absolute coordinate numbers you would get calls to a mapping function that would translate a percentage to an absolute coordinate depending on the device.
    Example:
    Instead of getting obj.x=240 you would get obj.x=px(50) which means: call the function px() and get me the absolute x coordinate for the 50% of the display.contentX of the current device. For iphone4 the call would return 480 and for iPad 512 (on the fly). So the user doesn’t hard code any values and is ready to go for any kind of device. This allows real universal builds.

Thanks again for your work! [import]uid: 7356 topic_id: 5505 reply_id: 26902[/import]

I’ve just updated Gumbo with support for a bunch of resolutions - Retina and a lot of Android ones. [import]uid: 13180 topic_id: 5505 reply_id: 26957[/import]

Gumbo just got a sub forum here in the Corona forums. Please use that one in the future:

http://developer.anscamobile.com/forums/gumbo

Feel free to add bugs or feature requests that are already mentioned in this thread in the new threads. That makes it easier for me to get an overlook on what’s needed/wanted. [import]uid: 13180 topic_id: 5505 reply_id: 26983[/import]

There’s been a new update with some important changes. Read about it here:

http://developer.anscamobile.com/forum/2011/03/11/latest-updates [import]uid: 13180 topic_id: 5505 reply_id: 27982[/import]

love this app! [import]uid: 53744 topic_id: 5505 reply_id: 36704[/import]