XaiJu
clickteam_phi
clickteam_phi

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DarkEdif and Lacewing update

Hey folks,

Still working on Bluewing Unicode. I've added some optimisations to the SDK and to Bluewing, and incorporated a lot of the Unicode porting, as well as limiting characters to prevent name glitches. Unfortunately, $150/month isn't paying all the bills just yet, and my main client has asked for more time for the rest of December to finish off a project, so my available time for Patreon will be reduced quite a bit.

I should still be able to get Unicode out by the end of the year, then next year release the two extensions (Tree Lister, free, SQL ODBC, paid for on ClickStore), and Android will be next year.

On the task list, Bluewing iOS has an overwhelming majority of votes over Bluewing HTML5. One backer has even bought a Mac Mini for me to use for iOS compiling! So, I'm going to be doing iOS first.

I'm planning to set up the DarkEdif SDK to work with both Android and iOS compilation; so you can target Windows, Unicode, Android and iOS platforms from one codebase. And it's very possible!

(pictured: a proof of concept for cross-compiling)

And the multi-platform SDK will be compatible with all ABIs; so that means 64-bit Android, 32-bit, ARM, etc. In layman's terms, that means newer Android/iOS devices will work, as will older devices.
(Of course, if Apple decide their App Store won't support older devices, then that's another story.)

I'll also be setting up the SDK so others using DarkEdif can do iOS remote compiling; how it works is their Visual Studio sends their files to the Mac, it compiles, and it sends the result or any errors back. That's actually quite fast, as it's on a fibre connection, and code is mostly small text files. 

I could probably also expand the SDK to also support Mac exporter, UWP, etc. It's more difficult in that Mac SDK has yet to be released, so I'd need to talk with Yves about it.

When Lacewing iOS will come out, you will be able to do crossplay seamlessly! Not just mobile to mobile, but desktop too.

Bluewing server is already capable of supporting clients on other platforms, and it is aware of what Bluewing version and what OS a client is using, but it won't affect how the server operates – unless of course you customise your server to treat different platforms differently by reading the client implementation.
The public servers will allow crossplay implicitly, and if you need speed for your own, there's an open-source server that is pure C++.

Also on the drawing board is a expression-based function object, that I call Intense Functions Object (working name). I paused it to assess how Clickteam's object selection works, to see if that's easily copied to functions, and Uppernate made a scoping object after I paused, and source code of that will be very helpful.
DebugObject also has an update planned, including automatic event numbers, but it mostly stalled when I realised Windows is very strange with its console when working as both input and output.
Wanting to keep the built-in console, with its IME language support, I tried to get it working, but regardless Windows doesn't recognise where a console line ends. It will quite happily position the user so they're overwriting output text, and I don't have a way of stopping that unless I take over every keypress and display one by one properly.
And that's overkill. So I'm thinking I just use a RichEdit control, since on Windows that'll work and on non-Windows, the console isn't usually writeable.

So thanks for your donations! They're funding a lot of work. Please do vote on the task list, or comment on this post if you have any other priorities you want.

Cheers,
~Phi


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