Next public release!

[Update] New release is out: http://www.coronalabs.com/blog/2012/06/20/corona-sdk-new-public-release/

Hi all, wanted to let you know that daily build 833 is our candidate for the next public release.

Download it now and let us know if you see any showstopper issues!

We plan on officially blessing it early next week.

thanks!
walter [import]uid: 26 topic_id: 27550 reply_id: 327550[/import]

playing around with it now. ill let you guys know if we find anything! [import]uid: 19919 topic_id: 27550 reply_id: 111927[/import]

It seems to have blow up my in-progress app! Here what happens:

I have for instance settings screen with 4-5 buttons (widgets) and back to the main button. Usually (before I upgraded to 833) i could say press the sound button and I can toggle between the different choices like music off, mute…This still work but when try any other buttons settings, the back button or even the background part of the screen (no button) the first button I pressed always gets the focus!? ie when I press the back button, I can see the first button I pressed change to it imageOver image.

This behavior is not limited to my settings screen. It is actually anywhere where I have multiple buttons on the same screen. It also affect my gameScreen.lua where I have analog joystick.

I am going to go back to an older build and see. By the way the effect (first button keeping the focus) is visible both on the simulator and on the device.

Hope this help.

Mo

EDIT: yes it seems related to the 833 unfortunately. I reloaded my previous build (818) and the button touches are behaving correctly now. Any idea why 833 will introduce this issue? It could be my code but not sure why 818 will fix the issue. [import]uid: 100814 topic_id: 27550 reply_id: 111949[/import]

@LairdGames, can you send post a sample, or send us a test case via the bug form? As far as we know the buttons in the widget library are working. [import]uid: 26 topic_id: 27550 reply_id: 111953[/import]

Hello Walter: Sorry for the delay. My code is very messy so I am not sure I can make a sample version of it. I tried a sample example that came with 833 (buttons) and it seems to work fine as you said. I will see what I can come up.

Thanks again.

Mo [import]uid: 100814 topic_id: 27550 reply_id: 112009[/import]

Hi Mo, there was a change related to multi-touch support for buttons introduced in build 826.

walter
[import]uid: 26 topic_id: 27550 reply_id: 112016[/import]

Hello Walter. Thank you! I did not know about that change. I can see it but I am not what was done? Is the button widget behave differently between 818 and 826? Anything I need to change between 818 and 826+? I do use multitouch in my game but mostly because i have a analog joystick and a fire button on my gameScreen.lua. In my options.lua, I simply use 4 widgets buttons to change the game settings (sound, on/off, game level easy/hard…) Maybe I should turn off multitouch when going to options.lua? Still the problem remains on gameScreen.lua since the first button I touch in gameScreen.lua keep the focus…

In any event, thanks so much Walter. It is simply amazing that a CEO get some much involved in a product support! I will keep looking for anything I can report.

Mo.

EDIT: It works fine with 825! [import]uid: 100814 topic_id: 27550 reply_id: 112026[/import]

I have a problem with storyboard.reloadScene()

When I use storyboard.reloadScene() on build 817 it really reloads the scene, goes thru createScene( event ) as well as enterScene( event ) but on latest builds it only goes thru enterScene( event ).

My app updates from network on resume, it works fine with build 817 but not with recent builds.

Is this a bug or not ?
[import]uid: 10141 topic_id: 27550 reply_id: 112077[/import]

Sorry duplicate :frowning: [import]uid: 100814 topic_id: 27550 reply_id: 112098[/import]

Sorry, duplicate :frowning: [import]uid: 100814 topic_id: 27550 reply_id: 112097[/import]

Hello Walter.

There is definetly something different between 825 and 826 since I am able to run fine with 825 in term of touch and widget. In 826, the buttons seems to keep focus no matter what I do. Just in case it may help, here an example of how I deal with buttons (I have four settings buttons, game mode, level, sounds and so on. Here my game level logic:

[lua]------------ game level Selection

local onLevelTouch = function( event )

local phase = event.phase

if event.phase == “release” then

– Play Sound
if fxOn == true then
audio.play( tapSound )
end

if gameLevel == 1 then

gameLevel = 2
settings:store( “gameLevel”, gameLevel )
btLevel:setLabel( “level > Medium” )

analytics.logEvent(“APP_OPTIONS_MEDIUM”)

elseif gameLevel == 2 then
gameLevel= 3
settings:store( “gameLevel”, gameLevel )
btLevel:setLabel( “level > Hard” )

analytics.logEvent(“APP_OPTIONS_HARD”)

elseif gameLevel == 3 then
gameLevel= 1
settings:store( “gameLevel”, gameLevel )
btLevel:setLabel( “level > Easy” )

analytics.logEvent(“APP_OPTIONS_EASY”)

end

end

return true
end[/lua]

And here how I set that widget button:

[lua]btLevel = widget.newButton{
id = “btLevel”,
left = left + screenW*0.5 - 86,
top = top + 110,
label = “level > Hard”,
width = 181, height = 32,
cornerRadius = 8,
onEvent = onLevelTouch,
default=imagesHudPath…“pauseLabel.png”,
over=imagesHudPath…“pauseLabelOver3.png”,
font = myFont,
–fontSize = 14,
labelColor = { default={ 255,255,255}, over={ 255,0,0 } }
}[/lua]

Of course I could just use build 825 but i rather use the upcoming stable version (833) instead. But first I need to understand why changes made to widgets buttons (multitouch) in 826 changed the behavior of the widget buttons.

Anybody else got the same issue with their widget buttons after 825? What changes with the mutitouch and button widgets?
Thanks.

Mo.

ps: @Walter, it is difficult to reproduce the problem into a smaller code but i could email you the all project (Yes, I trust you ha! ha!) and maybe someone can see something I am missing) I am still hoping I can make a small project but my feeling it will work just fine since the sample projects coming with 833 worked just fine… [import]uid: 100814 topic_id: 27550 reply_id: 112096[/import]

@Mo: If you use ‘onRelease’ instead of ‘onEvent’ and remove the event.phase checking from the listener function, do you still get the problem?

We are having trouble reproducing the issue (I put several buttons on the screen, enabled multi-touch, and all seemed to receive focus and press properly–on device). You may have to wrap up a test case and submit it so we can see what is going on, in case you are hitting some kind of rare edge case that needs to be handled. [import]uid: 52430 topic_id: 27550 reply_id: 112221[/import]

@Jon: I am not sure what to say! I have update again from 825 to 833 on both my PC and mac mini and BEFORE had a chance to change my code to OnRelease as you suggested, It seems to work perfectly now!!! Both on the simulator (PC and mac) and also on the device. I did not change any of my code?!

Pressing a button use to keep the focus on that button when pressing other buttons but now it is working perfectly. I did go back and forth between( 833/826) and (825/704b) and until today when I update it one more time, the buttons did not work properly.

Not sure what to make of it. But it works great right now!

Sorry for the false alarm I guess!

Thanks Jon, that was very good suggestion I did not try. I will try if the issue comes back (but i doubt it it will come back now)

Mo [import]uid: 100814 topic_id: 27550 reply_id: 112245[/import]

Here are some of the broken things we are seeing in the current 833 build:

  • Objects/sprites not being hidden (code works fine on 819 but is broken in 826 & 833)

  • In App Purchase not working if built with the Windows. Works fine when built with the Mac version not sure which version it stopped working in.

  • App crash on Galaxy Nexus only when you switch out of the app, then come back to the app, then attempt to switch out once more… At this point it will crash every time. Also tested on 5 other devices with no problem. This crash also exists in app of the week Go Ninja.

  • Lots of Graphic artifacts on screen on Android 4xx. Tested on Galaxy SII & Galaxy Nexus.

Yes… All are show stoppers for the app.

Ben [import]uid: 28534 topic_id: 27550 reply_id: 112250[/import]

Ben, about the “objects/sprites not being hidden”, I believe there’s a bug related to isVisible property. You might want to use alpha property (i.e., set alpha to 0) instead as a workaround for now.

Naomi [import]uid: 67217 topic_id: 27550 reply_id: 112252[/import]

Thanks for the tip Naomi. I’ll check that one out. [import]uid: 28534 topic_id: 27550 reply_id: 112254[/import]

when you submit your app with a bundle ID that contain dots, corona replaces it automaticaly with “-”.
Since you can’t change your bundle ID of a game, could you just make it a “warning” instead of a name change? Since some builds i can’t upload an important update for ipad 3 for my game, and i’m not the only one with this problem… [import]uid: 44010 topic_id: 27550 reply_id: 112272[/import]

833 has been working great for me.

Just two things I’ve been asking for forever…

The ability to NOT show a device skin onscreen, as my MacBook Air 11 has a resolution of only 1366x768 and it’s unnecessary screen real estate. A vanilla window would be nice.

The ability to keep the zoom settings after each relaunch of my app. I launch app, zoom out or in to fit the screen, make changes in my text editor, save, Corona relaunches my app with the default zoom again, to which I have to zoom out or in again. Rather annoying.
[import]uid: 6084 topic_id: 27550 reply_id: 112321[/import]

@BenM, for IAP, I assume you mean Google Play, as you can only do Android builds on both Mac and Win? Can you send us a test project? This sounds like a line-ending issue. [import]uid: 26 topic_id: 27550 reply_id: 112389[/import]

Just checked with our lead Android engineer regarding the Galaxy Nexus:

There is a bug where the enterFrame’s are coming before the appResume. This seems to be unique to the Galaxy Nexus. This has already been logged as bug # 14519.

We’ve observed that the crash goes away if you add a check in your enterFrame listener. The check should ensure that, on a suspend, enterFrame listener will do nothing — only after an applicationResume system event has occurred, should the listener behave normally.

[Addendum] Yes, we plan on addressing this very soon. [import]uid: 26 topic_id: 27550 reply_id: 112391[/import]