Re: Animations on iOS

2015-12-15 Thread J. Landman Gay

On 12/15/2015 6:25 PM, Ralph DiMola wrote:

I also have to set it's visible to false on Android when leaving the spin
ball card because the gif appears on the next card spinning quite nicely.
You also see the background of the previous card thru the transparency of
the objects bounding box (ball is round control is a rectangle) It's not on
the next card. I have to put a QCC report in on this one.


It may be related to a broader redraw issue:



It isn't just gifs.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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RE: Animations on iOS

2015-12-15 Thread Ralph DiMola
I just put gif into a mobile today. I imported it as control. I wanted the
user to see some motion while the app initializes. It is just a spinning
ball(7kb). I loads quick and resizes nicely but motion is jerky. Is there
any way to yield more time to the engine so it spins smoothly? I do local
database and network http requests to/from my LC server scripts. The latter
may be blocking I fear.


I also have to set it's visible to false on Android when leaving the spin
ball card because the gif appears on the next card spinning quite nicely.
You also see the background of the previous card thru the transparency of
the objects bounding box (ball is round control is a rectangle) It's not on
the next card. I have to put a QCC report in on this one.

Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net


-Original Message-
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf
Of J. Landman Gay
Sent: Tuesday, December 15, 2015 6:27 PM
To: How to use LiveCode
Subject: Re: Animations on iOS

On 12/15/2015 12:54 PM, Ben Rubinstein wrote:
> Loading the GIF from an external file might be better but I couldn't 
> make this work on mobile - should it be possible? Do I want a relative 
> path or an absolute one?

I've never had to do it with a gif, but I'd think the process would be the
same as any other image file. In the stack script:

put specialFolderPath("Resources") & slash &  into tPath set
the filename of img x to tPath

Put the gif file into the same folder with your stack so it will work on the
desktop as well as on mobile. SpecialFolderPath("Resources") points to the
current stack folder on desktop. In a standalone, it points to a Resources
folder that the standalone builder creates automatically for copied files.

In standalone settings -> copy files pane, add the gif file.

See if that works.

-- 
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: Animations on iOS

2015-12-15 Thread J. Landman Gay

On 12/15/2015 12:54 PM, Ben Rubinstein wrote:

Loading the GIF from an external file might be better but I couldn't
make this work on mobile - should it be possible? Do I want a relative
path or an absolute one?


I've never had to do it with a gif, but I'd think the process would be 
the same as any other image file. In the stack script:


put specialFolderPath("Resources") & slash &  into tPath
set the filename of img x to tPath

Put the gif file into the same folder with your stack so it will work on 
the desktop as well as on mobile. SpecialFolderPath("Resources") points 
to the current stack folder on desktop. In a standalone, it points to a 
Resources folder that the standalone builder creates automatically for 
copied files.


In standalone settings -> copy files pane, add the gif file.

See if that works.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: Animations on iOS

2015-12-15 Thread Jim Lambert
go stack URL "http://netrin.on-rev.com/animateimage/animata.rev”

Had a smart quote in the previous post. :(

JimL
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Re: Animations on iOS

2015-12-15 Thread Jim Lambert
Probably won’t solve Ben’s issue, but here’s an ancient stack I did that shows 
how to animate using a single image in a group and simply adjusting its 
position via scroll.

go stack URL "http://netrin.on-rev.com/animateimage/animata.rev”

Jim Lambert



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Re: Animations on iOS

2015-12-15 Thread EED-wp Email
Excellent!
Bill

William Prothero
http://ed.earthednet.org

> On Dec 15, 2015, at 9:15 AM, Scott Rossi  wrote:
> 
> I don't know if OP wanted to move animation around the screen, but if you
> use a multi-image display technique for animation, it's more efficient to
> use a single image as a viewer.  You only need one command -- set the text
> of img "display" to  -- instead of using two (hide and show).
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX/UI Design
> 
> 
> 
> 
> On 12/15/15, 8:22 AM, "use-livecode on behalf of EED-wp Email"
>  proth...@earthednet.org> wrote:
> 
>> Anything wrong with putting each animated object's image states in a
>> group and showing/hiding each figure in some kind of sequence? Then move
>> the group to move the character. Obviously I'm thinking of character
>> animation. Seems this would be pretty easy. Haven't tried it.
>> Bill
>> 
>> William Prothero
>> http://ed.earthednet.org
>> 
>>> On Dec 15, 2015, at 6:16 AM, Rick Harrison 
>>> wrote:
>>> 
>>> Hi Ben,
>>> 
>>> If you are trying to do a background animation with a looped movie, I
>>> found
>>> the smoothest way was to put one image on each card and then loop
>>> through
>>> the cards.  This eliminates the load time problem.
>>> 
>>> Good Luck,
>>> 
>>> Rick
>>> 
 On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:
 
 What are my options for displaying an animation in a portion of the
 card/screen on iOS?
 
 Currently I've tried:
 
 1) making it into a video, in a very limited range of formats, and
 playing it from an external file using a native control
 
 Pros: works, choice of controller etc, plays from a separate file and
 starts up fairly quickly
 
 Cons: video formats not super-efficient for animation, and at least as
 I've managed so far, limited to certain resolutions - I'm forced to
 crop or squash my original animation.
 
 2) making it into a GIF on the card, which works quite nicely except
 that there's an enormous delay going to the card, presumably as the
 animation is buffered.
 
 Pros: can be exactly the size I want; plays quite smoothly
 
 Cons: I've not managed to play this from an external file, and if it's
 embedded on the card there's an unacceptable delay.
 
 
 Is there a third way?  Should I be able to set the filename of an
 image object to an external gif file?  Are there some video formats
 accepted on iOS which are good for animation and which will allow
 arbitrary dimensions?
 
 TIA,
 
 Ben
 
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Re: Animations on iOS

2015-12-15 Thread Scott Rossi
I've built a mobile stack with a player that plays a remote video from a
web site. This would solve your card opening delay issue, and would keep
the file size of your stack down.  I might be wrong, but I also seem to
recall the entire video doesn't need to be loaded to be playable.  Just
display a busy indicator while the video is initially loading so your
users know that something is happening when the card opens.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/15/15, 10:54 AM, "use-livecode on behalf of Ben Rubinstein"

wrote:

>On 14/12/2015 20:58, J. Landman Gay wrote:
>> On 12/14/2015 1:23 PM, Ben Rubinstein wrote:
>>> 2) making it into a GIF on the card, which works quite nicely except
>>> that there's an enormous delay going to the card, presumably as the
>>> animation is buffered.
>>>
>>> Pros: can be exactly the size I want; plays quite smoothly
>>>
>>> Cons: I've not managed to play this from an external file, and if it's
>>> embedded on the card there's an unacceptable delay.
>>
>> You could try the "prepare image" command to load the gif ahead of
>>time. It
>> works well for me, but I haven't ever tried it with gifs.
>
>Thanks Jacque and all who've replied.
>
>I should have given more details - my animation is actually a rendering
>from a
>3d model - it could happily be a video, except for the frame size issue. I
>looked into the "prepare image" command - however you can only use it for
>an
>image on disk, or an image on the current card; my problem (with an
>embedded 
>image) is that there's a delay on going to the card, because the image is
>being loaded.  Loading the GIF from an external file might be better but
>I 
>couldn't make this work on mobile - should it be possible? Do I want a
>relative path or an absolute one?
>
>Many thanks,
>
>Ben
>
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Re: Animations on iOS

2015-12-15 Thread Ben Rubinstein

On 14/12/2015 20:58, J. Landman Gay wrote:

On 12/14/2015 1:23 PM, Ben Rubinstein wrote:

2) making it into a GIF on the card, which works quite nicely except
that there's an enormous delay going to the card, presumably as the
animation is buffered.

Pros: can be exactly the size I want; plays quite smoothly

Cons: I've not managed to play this from an external file, and if it's
embedded on the card there's an unacceptable delay.


You could try the "prepare image" command to load the gif ahead of time. It
works well for me, but I haven't ever tried it with gifs.


Thanks Jacque and all who've replied.

I should have given more details - my animation is actually a rendering from a
3d model - it could happily be a video, except for the frame size issue. I
looked into the "prepare image" command - however you can only use it for an
image on disk, or an image on the current card; my problem (with an embedded 
image) is that there's a delay on going to the card, because the image is 
being loaded.  Loading the GIF from an external file might be better but I 
couldn't make this work on mobile - should it be possible? Do I want a 
relative path or an absolute one?


Many thanks,

Ben

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Re: Animations on iOS

2015-12-15 Thread Ben Rubinstein
Thanks Scott et al, I should have been more detailed in my original post; my 
animation is more like a simple video (rendered out from a 3d model) so not 
susceptible to these techniques.


Ben

On 15/12/2015 17:15, Scott Rossi wrote:

I don't know if OP wanted to move animation around the screen, but if you
use a multi-image display technique for animation, it's more efficient to
use a single image as a viewer.  You only need one command -- set the text
of img "display" to  -- instead of using two (hide and show).

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/15/15, 8:22 AM, "use-livecode on behalf of EED-wp Email"
 wrote:


Anything wrong with putting each animated object's image states in a
group and showing/hiding each figure in some kind of sequence? Then move
the group to move the character. Obviously I'm thinking of character
animation. Seems this would be pretty easy. Haven't tried it.
Bill

William Prothero
http://ed.earthednet.org


On Dec 15, 2015, at 6:16 AM, Rick Harrison 
wrote:

Hi Ben,

If you are trying to do a background animation with a looped movie, I
found
the smoothest way was to put one image on each card and then loop
through
the cards.  This eliminates the load time problem.

Good Luck,

Rick


On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:

What are my options for displaying an animation in a portion of the
card/screen on iOS?

Currently I've tried:

1) making it into a video, in a very limited range of formats, and
playing it from an external file using a native control

Pros: works, choice of controller etc, plays from a separate file and
starts up fairly quickly

Cons: video formats not super-efficient for animation, and at least as
I've managed so far, limited to certain resolutions - I'm forced to
crop or squash my original animation.

2) making it into a GIF on the card, which works quite nicely except
that there's an enormous delay going to the card, presumably as the
animation is buffered.

Pros: can be exactly the size I want; plays quite smoothly

Cons: I've not managed to play this from an external file, and if it's
embedded on the card there's an unacceptable delay.


Is there a third way?  Should I be able to set the filename of an
image object to an external gif file?  Are there some video formats
accepted on iOS which are good for animation and which will allow
arbitrary dimensions?

TIA,

Ben




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Re: Animations on iOS

2015-12-15 Thread Scott Rossi
I don't know if OP wanted to move animation around the screen, but if you
use a multi-image display technique for animation, it's more efficient to
use a single image as a viewer.  You only need one command -- set the text
of img "display" to  -- instead of using two (hide and show).

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/15/15, 8:22 AM, "use-livecode on behalf of EED-wp Email"
 wrote:

>Anything wrong with putting each animated object's image states in a
>group and showing/hiding each figure in some kind of sequence? Then move
>the group to move the character. Obviously I'm thinking of character
>animation. Seems this would be pretty easy. Haven't tried it.
>Bill
>
>William Prothero
>http://ed.earthednet.org
>
>> On Dec 15, 2015, at 6:16 AM, Rick Harrison 
>>wrote:
>> 
>> Hi Ben,
>> 
>> If you are trying to do a background animation with a looped movie, I
>>found
>> the smoothest way was to put one image on each card and then loop
>>through
>> the cards.  This eliminates the load time problem.
>> 
>> Good Luck,
>> 
>> Rick
>> 
>>> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:
>>> 
>>> What are my options for displaying an animation in a portion of the
>>>card/screen on iOS?
>>> 
>>> Currently I've tried:
>>> 
>>> 1) making it into a video, in a very limited range of formats, and
>>>playing it from an external file using a native control
>>> 
>>> Pros: works, choice of controller etc, plays from a separate file and
>>>starts up fairly quickly
>>> 
>>> Cons: video formats not super-efficient for animation, and at least as
>>>I've managed so far, limited to certain resolutions - I'm forced to
>>>crop or squash my original animation.
>>> 
>>> 2) making it into a GIF on the card, which works quite nicely except
>>>that there's an enormous delay going to the card, presumably as the
>>>animation is buffered.
>>> 
>>> Pros: can be exactly the size I want; plays quite smoothly
>>> 
>>> Cons: I've not managed to play this from an external file, and if it's
>>>embedded on the card there's an unacceptable delay.
>>> 
>>> 
>>> Is there a third way?  Should I be able to set the filename of an
>>>image object to an external gif file?  Are there some video formats
>>>accepted on iOS which are good for animation and which will allow
>>>arbitrary dimensions?
>>> 
>>> TIA,
>>> 
>>> Ben
>>> 
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Re: Animations on iOS

2015-12-15 Thread Roger Guay
Wow, what a cool idea! It boggles the mind!! Thanks, Scott. 


Roger


> On Dec 15, 2015, at 9:15 AM, Scott Rossi  wrote:
> 
> I don't know if OP wanted to move animation around the screen, but if you
> use a multi-image display technique for animation, it's more efficient to
> use a single image as a viewer.  You only need one command -- set the text
> of img "display" to  -- instead of using two (hide and show).
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX/UI Design
> 
> 
> 
> 
> On 12/15/15, 8:22 AM, "use-livecode on behalf of EED-wp Email"
>  proth...@earthednet.org> wrote:
> 
>> Anything wrong with putting each animated object's image states in a
>> group and showing/hiding each figure in some kind of sequence? Then move
>> the group to move the character. Obviously I'm thinking of character
>> animation. Seems this would be pretty easy. Haven't tried it.
>> Bill
>> 
>> William Prothero
>> http://ed.earthednet.org
>> 
>>> On Dec 15, 2015, at 6:16 AM, Rick Harrison 
>>> wrote:
>>> 
>>> Hi Ben,
>>> 
>>> If you are trying to do a background animation with a looped movie, I
>>> found
>>> the smoothest way was to put one image on each card and then loop
>>> through
>>> the cards.  This eliminates the load time problem.
>>> 
>>> Good Luck,
>>> 
>>> Rick
>>> 
 On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:
 
 What are my options for displaying an animation in a portion of the
 card/screen on iOS?
 
 Currently I've tried:
 
 1) making it into a video, in a very limited range of formats, and
 playing it from an external file using a native control
 
 Pros: works, choice of controller etc, plays from a separate file and
 starts up fairly quickly
 
 Cons: video formats not super-efficient for animation, and at least as
 I've managed so far, limited to certain resolutions - I'm forced to
 crop or squash my original animation.
 
 2) making it into a GIF on the card, which works quite nicely except
 that there's an enormous delay going to the card, presumably as the
 animation is buffered.
 
 Pros: can be exactly the size I want; plays quite smoothly
 
 Cons: I've not managed to play this from an external file, and if it's
 embedded on the card there's an unacceptable delay.
 
 
 Is there a third way?  Should I be able to set the filename of an
 image object to an external gif file?  Are there some video formats
 accepted on iOS which are good for animation and which will allow
 arbitrary dimensions?
 
 TIA,
 
 Ben
 
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Re: Animations on iOS

2015-12-15 Thread EED-wp Email
Anything wrong with putting each animated object's image states in a group and 
showing/hiding each figure in some kind of sequence? Then move the group to 
move the character. Obviously I'm thinking of character animation. Seems this 
would be pretty easy. Haven't tried it. 
Bill

William Prothero
http://ed.earthednet.org

> On Dec 15, 2015, at 6:16 AM, Rick Harrison  wrote:
> 
> Hi Ben,
> 
> If you are trying to do a background animation with a looped movie, I found
> the smoothest way was to put one image on each card and then loop through
> the cards.  This eliminates the load time problem.  
> 
> Good Luck,
> 
> Rick
> 
>> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:
>> 
>> What are my options for displaying an animation in a portion of the 
>> card/screen on iOS?
>> 
>> Currently I've tried:
>> 
>> 1) making it into a video, in a very limited range of formats, and playing 
>> it from an external file using a native control
>> 
>> Pros: works, choice of controller etc, plays from a separate file and starts 
>> up fairly quickly
>> 
>> Cons: video formats not super-efficient for animation, and at least as I've 
>> managed so far, limited to certain resolutions - I'm forced to crop or 
>> squash my original animation.
>> 
>> 2) making it into a GIF on the card, which works quite nicely except that 
>> there's an enormous delay going to the card, presumably as the animation is 
>> buffered.
>> 
>> Pros: can be exactly the size I want; plays quite smoothly
>> 
>> Cons: I've not managed to play this from an external file, and if it's 
>> embedded on the card there's an unacceptable delay.
>> 
>> 
>> Is there a third way?  Should I be able to set the filename of an image 
>> object to an external gif file?  Are there some video formats accepted on 
>> iOS which are good for animation and which will allow arbitrary dimensions?
>> 
>> TIA,
>> 
>> Ben
>> 
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Re: Animations on iOS

2015-12-15 Thread Peter M. Brigham
+1. I forgot this one, haven't played it in a while, and it's beautiful and 
challenging. So my list of total games played in my lifetime is: JQBoggle, 
Monument Valley, The Room. (Oh, I tried Angry Birds a few times.)

-- Peter

Peter M. Brigham
pmb...@gmail.com
http://home.comcast.net/~pmbrig

On Dec 14, 2015, at 11:39 PM, Scott Rossi wrote:

> If you're seeking enlightenment in a game, I can't help you.  But another
> game I can recommend is The Room series by Fireproof Games.  Instead of
> architectural puzzles on a grand scale, The Room is a series of mechanical
> box/device puzzles: quasi-steampunk designed marvels with secret doors,
> panels, levers, cyphers and jaw dropping mechanical design.  The puzzles
> are more challenging than Monument Valley, and there is a vague but
> intriguing backstory that keeps you wondering throughout.
> 
> All the Room games have been included in Apple's "best of" game lists, and
> deservedly so. With Fireproof's release of their 3rd installment The Room
> 3, the first title is now available for free:
> https://itunes.apple.com/us/app/the-room/id552039496?mt=8
> 
> 
> But definitely purchase their other titles.  Support the developers, and
> enjoy hours of award-winning challenges.
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX/UI Design
> 
> 
> 
> 
> On 12/14/15, 6:58 PM, "use-livecode on behalf of Brahmanathaswami"
> 
> wrote:
> 
>> 
>> LC is so far behind in this arena... At Scott's suggestion, I tried
>> the first video game I ever played in my life: Monument Valley... So
>> beautifully done, though in the end I got, as usual bored to tears and
>> had to force myself to finish level 10 just on principle and, as some
>> anti-gamers  say, despite the award-winning graphics/puzzles... "I came
>> out of the game dumber than I went in"
>> 
>> That said. These things made in Unity are awesome and the "holy grail"
>> would be able to play unity "shorts"  inside Livecode. Their WebGL
>> export (--> unity to enscriptenJS)  will not work on mobile
>> 
>> 
> 
> 
> 
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Re: Animations on iOS

2015-12-15 Thread Rick Harrison
Hi Ben,

If you are trying to do a background animation with a looped movie, I found
the smoothest way was to put one image on each card and then loop through
the cards.  This eliminates the load time problem.  

Good Luck,

Rick

> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:
> 
> What are my options for displaying an animation in a portion of the 
> card/screen on iOS?
> 
> Currently I've tried:
> 
> 1) making it into a video, in a very limited range of formats, and playing it 
> from an external file using a native control
> 
> Pros: works, choice of controller etc, plays from a separate file and starts 
> up fairly quickly
> 
> Cons: video formats not super-efficient for animation, and at least as I've 
> managed so far, limited to certain resolutions - I'm forced to crop or squash 
> my original animation.
> 
> 2) making it into a GIF on the card, which works quite nicely except that 
> there's an enormous delay going to the card, presumably as the animation is 
> buffered.
> 
> Pros: can be exactly the size I want; plays quite smoothly
> 
> Cons: I've not managed to play this from an external file, and if it's 
> embedded on the card there's an unacceptable delay.
> 
> 
> Is there a third way?  Should I be able to set the filename of an image 
> object to an external gif file?  Are there some video formats accepted on iOS 
> which are good for animation and which will allow arbitrary dimensions?
> 
> TIA,
> 
> Ben
> 
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Re: Animations on iOS

2015-12-14 Thread Brahmanathaswami

Oops sorry I highjacked the thread...

Point:

"Daddy! I want to do (or at least render) some of this really cool 
animation stuff in LiveCode!"


BR

Scott Rossi wrote:

If they're making it, it's worth waiting for :-)

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/14/15, 8:51 PM, "use-livecode on behalf of Mark Wieder"
  wrote:


On 12/14/2015 08:39 PM, Scott Rossi wrote:


All the Room games have been included in Apple's "best of" game lists,
and
deservedly so. With Fireproof's release of their 3rd installment The
Room
3, the first title is now available for free:
https://itunes.apple.com/us/app/the-room/id552039496?mt=8

Dang. Have to wait until next month for the Android version.

--
  Mark Wieder
  ahsoftw...@gmail.com

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Re: Animations on iOS

2015-12-14 Thread Scott Rossi
If they're making it, it's worth waiting for :-)

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/14/15, 8:51 PM, "use-livecode on behalf of Mark Wieder"
 wrote:

>On 12/14/2015 08:39 PM, Scott Rossi wrote:
>
>> All the Room games have been included in Apple's "best of" game lists,
>>and
>> deservedly so. With Fireproof's release of their 3rd installment The
>>Room
>> 3, the first title is now available for free:
>> https://itunes.apple.com/us/app/the-room/id552039496?mt=8
>
>Dang. Have to wait until next month for the Android version.
>
>-- 
>  Mark Wieder
>  ahsoftw...@gmail.com
>
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Re: Animations on iOS

2015-12-14 Thread Mark Wieder

On 12/14/2015 08:39 PM, Scott Rossi wrote:


All the Room games have been included in Apple's "best of" game lists, and
deservedly so. With Fireproof's release of their 3rd installment The Room
3, the first title is now available for free:
https://itunes.apple.com/us/app/the-room/id552039496?mt=8


Dang. Have to wait until next month for the Android version.

--
 Mark Wieder
 ahsoftw...@gmail.com

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Re: Animations on iOS

2015-12-14 Thread Scott Rossi
If you're seeking enlightenment in a game, I can't help you.  But another
game I can recommend is The Room series by Fireproof Games.  Instead of
architectural puzzles on a grand scale, The Room is a series of mechanical
box/device puzzles: quasi-steampunk designed marvels with secret doors,
panels, levers, cyphers and jaw dropping mechanical design.  The puzzles
are more challenging than Monument Valley, and there is a vague but
intriguing backstory that keeps you wondering throughout.

All the Room games have been included in Apple's "best of" game lists, and
deservedly so. With Fireproof's release of their 3rd installment The Room
3, the first title is now available for free:
https://itunes.apple.com/us/app/the-room/id552039496?mt=8


But definitely purchase their other titles.  Support the developers, and
enjoy hours of award-winning challenges.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/14/15, 6:58 PM, "use-livecode on behalf of Brahmanathaswami"

wrote:

>
>  LC is so far behind in this arena... At Scott's suggestion, I tried
>the first video game I ever played in my life: Monument Valley... So
>beautifully done, though in the end I got, as usual bored to tears and
>had to force myself to finish level 10 just on principle and, as some
>anti-gamers  say, despite the award-winning graphics/puzzles... "I came
>out of the game dumber than I went in"
>
>That said. These things made in Unity are awesome and the "holy grail"
>would be able to play unity "shorts"  inside Livecode. Their WebGL
>export (--> unity to enscriptenJS)  will not work on mobile
>
>



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Re: Animations on iOS

2015-12-14 Thread Brahmanathaswami
I have a "deep and abiding" interest in this, since the days I tried 
SMIL on the web. Aside: hmm I thought SMIL was alive again last year, 
but it seems dead today...  Can't even find any current discussion on 
"SKIA animation" which could be another direction...


Paul: Scott's method works well, storing frames in custom props...   
that fellow's fist needs to start bleeding though after the 5th loop. (ha)


It would be interesting if we pushed this model with

a) a lot more content
b) robust SVG (= +color, gradients etc.) for the images

and see how low we can get the byte count/length ratio for longer 
animations. Some combination of this + Malte's Animation engine could go 
a long way.


Let us know how it goes on Mobile...


 LC is so far behind in this arena... At Scott's suggestion, I tried 
the first video game I ever played in my life: Monument Valley... So 
beautifully done, though in the end I got, as usual bored to tears and 
had to force myself to finish level 10 just on principle and, as some 
anti-gamers  say, despite the award-winning graphics/puzzles... "I came 
out of the game dumber than I went in"


That said. These things made in Unity are awesome and the "holy grail" 
would be able to play unity "shorts"  inside Livecode. Their WebGL 
export (--> unity to enscriptenJS)  will not work on mobile




BR




Paul Hibbert wrote:

I think it was Scott Rossi that figured out a way to play an animation by 
storing images as text in custom properties, then load each image in turn into 
an image object.

I would imagine this may be limited to smaller less complex animations, but up 
until now I hadn’t tried it myself, so I had a go…

https://www.dropbox.com/s/ebltjtztsj1ymlc/CP%20Animation.livecode?dl=0

Haven’t tested on mobile though, my LC&  Xcode versions are out of sync again.

Paul



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Re: Animations on iOS

2015-12-14 Thread Rick Harrison
Hi Ben,

If you are trying to do a background animation with a looped movie, I found
the smoothest way was to put one image on each card, and then loop through
the cards.  This eliminates the load time problem when going to the card because
it’s just one image that’s loading, not a bunch, and they are all embedded into 
the
stack.

Try it, and let me know what you think.

Rick

> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein  wrote:
> 
> What are my options for displaying an animation in a portion of the 
> card/screen on iOS?
> 
> Currently I've tried:
> 
> 1) making it into a video, in a very limited range of formats, and playing it 
> from an external file using a native control
> 
> Pros: works, choice of controller etc, plays from a separate file and starts 
> up fairly quickly
> 
> Cons: video formats not super-efficient for animation, and at least as I've 
> managed so far, limited to certain resolutions - I'm forced to crop or squash 
> my original animation.
> 
> 2) making it into a GIF on the card, which works quite nicely except that 
> there's an enormous delay going to the card, presumably as the animation is 
> buffered.
> 
> Pros: can be exactly the size I want; plays quite smoothly
> 
> Cons: I've not managed to play this from an external file, and if it's 
> embedded on the card there's an unacceptable delay.
> 
> 
> Is there a third way?  Should I be able to set the filename of an image 
> object to an external gif file?  Are there some video formats accepted on iOS 
> which are good for animation and which will allow arbitrary dimensions?
> 
> TIA,
> 
> Ben
> 
> ___
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Re: Animations on iOS

2015-12-14 Thread Paul Hibbert
I think it was Scott Rossi that figured out a way to play an animation by 
storing images as text in custom properties, then load each image in turn into 
an image object.

I would imagine this may be limited to smaller less complex animations, but up 
until now I hadn’t tried it myself, so I had a go…

https://www.dropbox.com/s/ebltjtztsj1ymlc/CP%20Animation.livecode?dl=0

Haven’t tested on mobile though, my LC & Xcode versions are out of sync again.

Paul


> On Dec 14, 2015, at 11:23 AM, Ben Rubinstein  wrote:
> 
> What are my options for displaying an animation in a portion of the 
> card/screen on iOS?
> 
> Currently I've tried:
> 
> 1) making it into a video, in a very limited range of formats, and playing it 
> from an external file using a native control
> 
> Pros: works, choice of controller etc, plays from a separate file and starts 
> up fairly quickly
> 
> Cons: video formats not super-efficient for animation, and at least as I've 
> managed so far, limited to certain resolutions - I'm forced to crop or squash 
> my original animation.
> 
> 2) making it into a GIF on the card, which works quite nicely except that 
> there's an enormous delay going to the card, presumably as the animation is 
> buffered.
> 
> Pros: can be exactly the size I want; plays quite smoothly
> 
> Cons: I've not managed to play this from an external file, and if it's 
> embedded on the card there's an unacceptable delay.
> 
> 
> Is there a third way?  Should I be able to set the filename of an image 
> object to an external gif file?  Are there some video formats accepted on iOS 
> which are good for animation and which will allow arbitrary dimensions?
> 
> TIA,
> 
> Ben
> 
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Re: Animations on iOS

2015-12-14 Thread J. Landman Gay

On 12/14/2015 1:23 PM, Ben Rubinstein wrote:

2) making it into a GIF on the card, which works quite nicely except
that there's an enormous delay going to the card, presumably as the
animation is buffered.

Pros: can be exactly the size I want; plays quite smoothly

Cons: I've not managed to play this from an external file, and if it's
embedded on the card there's an unacceptable delay.


You could try the "prepare image" command to load the gif ahead of time. 
It works well for me, but I haven't ever tried it with gifs.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: Animations on iOS

2015-12-14 Thread Colin Holgate
If you have an animation made in Flash, you can export it as HTML5 Canvas, and 
then the animation would play in a browser object.

If you do have to do video, dig out your old copy of QuickTime Player 7, then 
you can have any aspect ratio you like.
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Re: Animations on iOS

2015-12-14 Thread Scott Rossi
Another option could be playing animation within a browser object.  In theory 
you'd have many more options available to you.

Regards,

Scott Rossi
Creative Director
Tactile Media UX/UI Design

> On Dec 14, 2015, at 11:23 AM, Ben Rubinstein  wrote:
> 
> What are my options for displaying an animation in a portion of the 
> card/screen on iOS?
> 
> Currently I've tried:
> 
> 1) making it into a video, in a very limited range of formats, and playing it 
> from an external file using a native control
> 
> Pros: works, choice of controller etc, plays from a separate file and starts 
> up fairly quickly
> 
> Cons: video formats not super-efficient for animation, and at least as I've 
> managed so far, limited to certain resolutions - I'm forced to crop or squash 
> my original animation.
> 
> 2) making it into a GIF on the card, which works quite nicely except that 
> there's an enormous delay going to the card, presumably as the animation is 
> buffered.
> 
> Pros: can be exactly the size I want; plays quite smoothly
> 
> Cons: I've not managed to play this from an external file, and if it's 
> embedded on the card there's an unacceptable delay.
> 
> 
> Is there a third way?  Should I be able to set the filename of an image 
> object to an external gif file?  Are there some video formats accepted on iOS 
> which are good for animation and which will allow arbitrary dimensions?
> 
> TIA,
> 
> Ben
> 
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RE: Animations on iOS

2015-12-14 Thread Ralph DiMola
I was just getting ready to do a simple animation on mobile. I was thinking
on testing an animated gif first. I was wondering if LC would animate a gif.
Well you answered that question. Now you're talking about slow load times.
How big is you gif(resolution, #of frames)? I want to have a spinning ball
to distract the user while the rest of my app loads and initializes. How
long is the load delay?

I'm using LC 6.7.6 Android Win XP, LC 6.7.7 iOS Xcode 6.2 OSX 10.9.5.

Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net


-Original Message-
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf
Of Ben Rubinstein
Sent: Monday, December 14, 2015 2:23 PM
To: Use LiveCode
Subject: Animations on iOS

What are my options for displaying an animation in a portion of the
card/screen on iOS?

Currently I've tried:

1) making it into a video, in a very limited range of formats, and playing
it from an external file using a native control

Pros: works, choice of controller etc, plays from a separate file and starts
up fairly quickly

Cons: video formats not super-efficient for animation, and at least as I've
managed so far, limited to certain resolutions - I'm forced to crop or
squash my original animation.

2) making it into a GIF on the card, which works quite nicely except that
there's an enormous delay going to the card, presumably as the animation is
buffered.

Pros: can be exactly the size I want; plays quite smoothly

Cons: I've not managed to play this from an external file, and if it's
embedded on the card there's an unacceptable delay.


Is there a third way?  Should I be able to set the filename of an image
object 
to an external gif file?  Are there some video formats accepted on iOS which

are good for animation and which will allow arbitrary dimensions?

TIA,

Ben

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Animations on iOS

2015-12-14 Thread Ben Rubinstein
What are my options for displaying an animation in a portion of the 
card/screen on iOS?


Currently I've tried:

1) making it into a video, in a very limited range of formats, and playing it 
from an external file using a native control


Pros: works, choice of controller etc, plays from a separate file and starts 
up fairly quickly


Cons: video formats not super-efficient for animation, and at least as I've 
managed so far, limited to certain resolutions - I'm forced to crop or squash 
my original animation.


2) making it into a GIF on the card, which works quite nicely except that 
there's an enormous delay going to the card, presumably as the animation is 
buffered.


Pros: can be exactly the size I want; plays quite smoothly

Cons: I've not managed to play this from an external file, and if it's 
embedded on the card there's an unacceptable delay.



Is there a third way?  Should I be able to set the filename of an image object 
to an external gif file?  Are there some video formats accepted on iOS which 
are good for animation and which will allow arbitrary dimensions?


TIA,

Ben

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