Moai SDK 1.2 is here

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Moai SDK 1.2 is here

Postby dana » Fri Jun 15, 2012 5:22 pm

Yes, it's finally here! Release notes in the blog here.

Note: We are having issues with updating the docs, so that will get resolved on Monday. We didn't want to hold back the entire release until this was resolved. Sorry for the inconvenience!
Last edited by dana on Fri Jun 15, 2012 5:39 pm, edited 1 time in total.
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Re: Moai SDK 1.2 is here

Postby todd » Fri Jun 15, 2012 5:32 pm

Many Bothans died to bring us this release. :lol:
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Re: Moai SDK 1.2 is here

Postby makotok1123 » Sat Jun 16, 2012 8:49 am

Thank you for the great release!
For now, I will work without problems.
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Re: Moai SDK 1.2 is here

Postby rhoster » Sun Jun 17, 2012 10:47 am

I downloaded the latest binary release on my MacBook but wasn't able to get the OSX moai executable to work. I also noticed that there aren't any run.sh files in the samples folders. I was able to open the project in XCode and build it from scratch. Anyone else running into these issues?
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Re: Moai SDK 1.2 is here

Postby mirsadm » Sun Jun 17, 2012 5:33 pm

I upgraded my Android project and appear to be getting a crash in libmoai.so on startup. Just tried again with a basic sample from the SDK and it is also crashing on startup. Anyone having the same issue? Appears to be crashing in cosf() from what I can tell in the stack trace.

UPDATE: Just unpacked the SDK again and tried to run the very basic Android sample and it is still crashing.
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Re: Moai SDK 1.2 is here

Postby plamen » Mon Jun 18, 2012 12:34 am

Sorry guys, i give up. Without proper documentation of deprecated/changed functions i can't continue using MOAI. For the last 5 days i was trying to make a decision, shall i throw away all the code i did so far for my game and start with new SDK or to try fixing the code digging the forum and MOAI source for all changes. It takes too much time and energy to find why the stuff doesn't work anymore or it works some weird way. I spent days of searching what changed and how it changed instead of coding the game logic. And even if i manage to find all the changes by my self and fix my code there will be no guarantee it won't happen again with some of the next releases. It is a pity about more than 20K line of code but i guess i have to get over it. MOAI is great framework but implementing more and more features some times is not that important as well documented and supported smaller set. I'll keep eye on the development but i really need something else.
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Re: Moai SDK 1.2 is here

Postby ibisum » Mon Jun 18, 2012 2:15 am

plamen: let us help you - don't give up. There were some bumps in the rush from beta to 1.0 release, but I'm pretty sure the problems you are having are settled now, and once you get caught up with the 1.2 API, it should be relatively easy for you to keep pace.
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Re: Moai SDK 1.2 is here

Postby rockerbenny » Mon Jun 18, 2012 3:16 am

plamen: to be honest, sometimes, I kinda feel the same as you do, but please don't give up. I've been persisting with Moai in my spare time for nearly one year and constantly see it is becoming better. The Moai team is very nice, any time we have some trouble or new requirements, they always help us in the first time. Surely, there are bumps in the way, but I really hope you stay with Moai and keep your 20k lines of code.
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Re: Moai SDK 1.2 is here

Postby mirsadm » Mon Jun 18, 2012 12:06 pm

Just an update..if anybody is having issues with the 1.2 release on Android I got it working by compiling libmoai from source.
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Re: Moai SDK 1.2 is here

Postby dana » Mon Jun 18, 2012 12:16 pm

rhoster wrote:I downloaded the latest binary release on my MacBook but wasn't able to get the OSX moai executable to work. I also noticed that there aren't any run.sh files in the samples folders. I was able to open the project in XCode and build it from scratch. Anyone else running into these issues?


I'll look into where all the run.sh files disappeared to and see about getting those added back in. Sorry about that.

What kind of errors are you getting on OSX? Are you running the release (build #35) or did you download the second link which is our current in-development build (#36 or higher)?

On another note, the wording on the two SDK downloads that are available is a little confusing, we're going to get that cleared up so it should be more obvious that one is our latest development build and we can't guarantee it is stable.
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Re: Moai SDK 1.2 is here

Postby mirsadm » Mon Jun 18, 2012 12:35 pm

Issues I've found...

MOAIEnvironment.osBrand is still a string ("android", "ios" etc). The MOAIEnvironment.OS_BRAND_ANDROID constants are enum integers.

MOAIEnvironment.screenWidth/height no longer exists and is now horizontal/vertical resolution but the docs haven't been updated.
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Re: Moai SDK 1.2 is here

Postby dana » Mon Jun 18, 2012 1:17 pm

mirsadm wrote:Just an update..if anybody is having issues with the 1.2 release on Android I got it working by compiling libmoai from source.


Thanks for that update, I'll look at the SDK release and see if I can figure out why Android wasn't working from that.

What kind of device were you working on? Any more information you could give that would help us track this down? It seems to be running on Android for us so I'm not sure what's going wrong.
Last edited by dana on Mon Jun 18, 2012 5:21 pm, edited 1 time in total.
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Re: Moai SDK 1.2 is here

Postby dana » Mon Jun 18, 2012 1:21 pm

mirsadm wrote:Issues I've found...

MOAIEnvironment.osBrand is still a string ("android", "ios" etc). The MOAIEnvironment.OS_BRAND_ANDROID constants are enum integers.

MOAIEnvironment.screenWidth/height no longer exists and is now horizontal/vertical resolution but the docs haven't been updated.


I'll look into the first thing you listed. Regarding screenWidth/Height, those aren't changed yet in the stable release (build #35), you should only run into those changes if you download the current in-development build (#36 or higher, and may be unstable).
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Re: Moai SDK 1.2 is here

Postby mirsadm » Mon Jun 18, 2012 1:40 pm

dana wrote:
mirsadm wrote:Issues I've found...

MOAIEnvironment.osBrand is still a string ("android", "ios" etc). The MOAIEnvironment.OS_BRAND_ANDROID constants are enum integers.

MOAIEnvironment.screenWidth/height no longer exists and is now horizontal/vertical resolution but the docs haven't been updated.


I'll look into the first thing you listed. Regarding screenWidth/Height, those aren't changed yet in the stable release (build #35), you should only run into those changes if you download the current in-development build (#36 or higher, and may be unstable).


Ah yes I am on the development build because I had to recompile libmoai for Android as the shipped ones were crashing on my phone.
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Re: Moai SDK 1.2 is here

Postby rhoster » Mon Jun 18, 2012 1:52 pm

dana wrote:What kind of errors are you getting on OSX? Are you running the release (build #35) or did you download the second link which is our current in-development build (#36 or higher)?


I downloaded moai-sdk-1.2-35.zip - the release build - and when I extracted it, the moai didn't have its type/kind set properly. It was showing up as Document (meaning nothing). After loading moai.xcodeproj in Xcode, I was able to build a moai of type/kind Unix Executable File (which we want) and get it to work.

I'm not exactly sure why the other file isn't coming through as a Unix Executable File when its extracted or how to change it to that type (given that there is no extension).
Last edited by rhoster on Mon Jun 18, 2012 6:08 pm, edited 1 time in total.
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Re: Moai SDK 1.2 is here

Postby dana » Mon Jun 18, 2012 2:24 pm

rhoster wrote:
dana wrote:What kind of errors are you getting on OSX? Are you running the release (build #35) or did you download the second link which is our current in-development build (#36 or higher)?


I'm downloaded moai-sdk-1.2-35.zip - the release build - and when I extracted it, the moai didn't have its type/kind set properly. It was showing up as Document (meaning nothing). After loading moai.xcodeproj in Xcode, I was able to build a moai of type/kind Unix Executable File (which we want) and get it to work.

I'm not exactly sure why the other file isn't coming through as a Unix Executable File when its extracted or how to change it to that type (given that there is no extension).

Ah, thanks for the info, I see that as well on my machine and will look into it.
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