Codea 1.5

SimeonSimeon Admin Mod
edited February 2013 in General Posts: 4,958

Is currently "Processing for App Store" and should be with you shortly.

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  • WOOHOO!

  • BortelsBortels Mod
    Posts: 1,557

    Heh - I went to the app store to get a link so I could spam a few people, and was looking at the reviews. Only one review lower than 4 stars, and they left no comment. The vast majority are 5 stars. That's just awesome.

    Makes me wonder - they have "top apps" there - top being based on downloads, or gross. Is there a way to see "top rated apps"? If there's any app that's got a higher rating than Codea did, I really want to know about it!

  • Not live in the US store yet...hopefully by tonight :)

  • Posts: 69

    Awesome !

  • SimeonSimeon Admin Mod
    Posts: 4,958

    Yeah it's taking quite a long time to show up on the App Store. Sorry about that!

    If I had known I would have waited to announce it. But the main thing is it's approved and will be available soon.

  • No worries, congrats on the update/approval/etc

  • SimeonSimeon Admin Mod
    Posts: 4,958

    It has finally been set to "Ready for Sale". So it should be visible on the App Store now.

  • Posts: 71

    Hmm...still nothing in Colorado, USA

    hits button again

  • Hmmm...nothing as well in London, UK. - I'm off to bed ;-)

  • I am downloading the update from the US store now.

  • Installed it and tried every new example.It's just AWESOME.Now time for testing :p :-D

  • Posts: 71

    Holy crap. This update is HUGE! Thank you Simeon and everyone for the hard work!

    I agree with @Bortels in another thread: had you slapped 2.0 on this and charged for it, I would have gladly paid! Get a tip jar in the app, I'd like to give you guys more money!

  • SimeonSimeon Admin Mod
    Posts: 4,958

    Thank you for the kind words. Glad you like it!

  • Looks and feels glorious and it is 11:30 pm .... There goes my beauty sleep

  • Posts: 666

    Great, my wife just gave me a new Mac mini tonight...and THIS comes out! I'm in trouble tonight!

  • Posts: 730

    Awesome! Still getting used to the keyboard mods but like the improvements. Small hiccup with my current project which zoomed and rotated a large sprite caused it to run slow then crash. Changed to a mesh and all was well.

  • Great work guys! Already made me reconsider some aspects of the code in my projects and how they can be made a bit simpler. Love the new parameter stuff - a welcome addition for prototyping.

    Oh well, there goes this weekends home chores out the window - ill get my other half to have a word with you @Simeon :-)

  • SimeonSimeon Admin Mod
    Posts: 4,958

    .@West did your project previously run fine in 1.4.6?

  • Posts: 730

    .@Simeon, yes it did. I suspect it was something to do with the new sprite scaling (looked briefly at the new sprite scaling demo). The image file used was large ( approximate 1200 by 1200) so wondered if it was to do with the caching process mentioned.

  • SimeonSimeon Admin Mod
    Posts: 4,958

    .@West if you still have the project (and it still crashes) would you consider logging it on the issue tracker? Or is it easily reproducible with any large sprite?

  • Posts: 1,232

    Hi @Simeon,

    Just a couple of words for you - Thank You !!!

    Bri_G

    =D>

  • Jmv38Jmv38 Mod
    Posts: 3,295

    @Simeon same subject as West: sprite behaves strangely:
    1- working with mesh i have less black screen than with sprites
    2- after setcontext(img) , when i sprite(A,x,y), A being an image work fine, but if A is a sprite from the sprite pack, then the setContext(img) does not work: the sprite A is displayed to the screen, not to img.

  • Posts: 1,232

    Hi @Simeon,

    May have hit another bug - but difficult to know if it' real. Ran an app which is locked out - no exit arrow. On 1.46 you used to be able to use a 3 finger tap to exit (least I think it was that). But it doesn't appear to happen in 1.5, is that the case.

    Bri_G

    :-)

  • Posts: 563

    .@Bri_G - the three finger tap functionality was taken out of v1.5

  • Posts: 1,232

    Hi @Reefwing,

    Thanks for the feedback. Was there an alternative method of escaping introduced to replace it? I find switching off an re-booting more than a little annoying.

    Bri_G

    :-)

  • SimeonSimeon Admin Mod
    Posts: 4,958

    .@Bri_G it wasn't exactly taken out, so much as we forgot to re-include it. However it does interfere with some accessibility settings (triple-tap-to-zoom). So I'm not sure if we should find an alternate gesture.

  • Posts: 730

    .@Simeon have added the issue to the tracker along with a sample code which reproduces it on an ipad 3 (it seems to be if the image is loaded within the draw - if it is pre loaded in setup using readImage it doesn't cause the same issue

  • SimeonSimeon Admin Mod
    Posts: 4,958

    Thank you @West.

  • Posts: 688

    Just want to add my $0.02 to all the others saying a big thank you for the 1.5 update. It rocks, TwoLives rock, the new Codea Rocks! (the old one wasn't bad either).

    Hoping to get a good handle on GLSL thanks to the new shader lab!

  • SimeonSimeon Admin Mod
    Posts: 4,958

    Thanks @TechDojo!

  • Posts: 58

    Another possible bug- I have some projects where the buttons in the bottom left hand corner of the screen get in the way, so I use displayMode(FULLSCREEN_NO_BUTTONS). In the last version, I could triple tap the screen with 3 fingers to bring up the buttons. In the 1.5, no matter how much I tap, the buttons don't come up. I've tried this with multiple projects, with each having the same result. The only way I've found of exiting these programs is to either force exit Codea, or put close() somewhere in my program. Is this a but, or am I doing something wrong?

  • SimeonSimeon Admin Mod
    Posts: 4,958

    .@edat44 sorry, this feature will be making a return in 1.5.1 — for now please be sure to put a way to close() your project in if you are going to use FULLSCREEN_NO_BUTTONS.

  • Posts: 146

    just checking in to say, the new stuff in codea 1.5 is seriously cool :) Just one wish open currently, maybe for a future patch: a way to enumerate all projects, to go with the projecttab stuff.

  • SimeonSimeon Admin Mod
    Posts: 4,958

    Thanks @gunnar_z. We will be putting in some way to programatically enumerate and edit projects.

    At the moment you can actually do this with the Lua io.* library — just use os.getenv("HOME") and append "/Documents" and then look for all the ".codea" subfolders. @ruilov did this for his GitHub client.

  • dave1707dave1707 Mod
    Posts: 7,611

    ..@Simeon Another thing for the wish list. Can you add a function that gets called whenever the close/stop icon is pressed when a program is running. Similar to draw or touch. If the function is there, the code gets executed, if not it's ignored. There are times when I'm testing a program and stop it, I would like to gather info about the variables and save it with saveGlobalData. Another question, io. Do the io routines work for the ipad. I’ll try different things, but everything is nil.

  • SimeonSimeon Admin Mod
    Posts: 4,958

    .@dave1707 the io routines should work — @ruilov's git client relies on them, and that works.

    Good idea on the close() callback. Not sure on the implementation. You certainly wouldn't want closing the viewer to be able to be held back by code — could lead to a situation where you can't close the viewer. Needs some thought.

  • Posts: 119

    I'm running a graphics intensive programme. It keeps crashing in 1.5 at random juncture. It used to work on 1.46. Have also ran the code on Xcode and even my iphone with no problem. I do use a few large sprite, perhaps this was the reason. Will try to pinpoint the error and let u guys know.

  • Posts: 730

    .@zapaper sounds similar to the problem I was having which is sorted in 1.5.1. See the following for a work around

    https://bitbucket.org/TwoLivesLeft/core/issue/219/resizing-sprite-slows-and-crashes-codea

  • Posts: 119

    Hm.. 1.5.1 doesn't solve the problem. Will try to pinpoint where exactly it is giving me the issue on the codea and let you guys know.

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