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Viewing 15 posts - 16 through 30 (of 146 total)
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  • #4765

    Martin

    Thanks for the info Christian,

    Re the canvas question, I’d like to be able to implement e.g. something like growing/moving splines, a rotating 3d wireframe model or some other graphical elements which are generated by code rather than being pre-rendered. For our current game this is not a problem so if you enable that in Q3, I’m totally happy with it. Nevertheless it would greatly improve the abilities of Felgo!

    Cheers, Martin

    #4771

    Christian
    Felgo Team

    Hi Martin,

    we rather had something simple on our roadmap like (poly-)lines and circles. Splines are a lot more tricky to get right – if more developers demand it though, we will prioritize it higher!

    Cheers, Chris

    #4772

    Martin

    Well, what I would prefer is to write my own problem specific C++ code (like my own QGraphicsItem) which then gets embedded into a QML component which I then use in Felgo. Isn’t that what the native plugin system is supposed to do? For my taste, it would suffice to support properties and signals for QML logic and access to a drawing canvas with C++, no other platform specific things. Do you know what I mean? Or what is your concept for the native plugins? Btw, as an alternative maybe it would be possible to get access to the drawing canvas of some [new] Canvas QML component with javascript (with methods like draw point, line, filled polygon, …)?

    Cheers, Martin

    #4781

    Caeser

    Hi Chris,

    On the home page it is clearly stated that we can monetize our apps using flurry. I don’t see anything like that in the flurry plugin documentation.

    #4783

    Christian
    Felgo Team

    @Drink Tea Games: Flurry is a great plugin for analyzing the behavior of your users to help improve your game. In-app-purchase support for iOS & Android will be available until June.

    @martin: As you said, the native plugin system will allow you to write custom C++ code and provide it as QML components to your game. However, we did not decide on the capabilites for accessing our custom renderer (i.e. we do not use QGraphicsView for rendering, which is the reason for the huge performance gain compared to Qt 4 and still better performance than Qt 5).

    #4795

    Heini

    I would like to upvote support for ads and localization.

     

    Greetings

    Heini

    #4796

    Christian
    Felgo Team

    Hi Heini,

    what do you mean by localisation? Different languages are already supported by Qt.

    Cheers, Chris

    #4797

    Heini

    Hi Chris,

     

    i know, that Qt supports localisation, but i didn´t notice, that vplay also does. Is there an example how to use localisation in vplay? Can i also use ts files generated by linguist? How to name and where to put them?

     

    Greetings

    Heini

    #4798

    Christian
    Felgo Team

    Hi Heini,

    we did not use it by ourselves, but qt translation files and internationalisation features were used by the developers of Blockoban so they are supposed to work. Please write them in their game announcement forum post and ask if they could to share some details how they did it.

    Cheers, Chris

    #4800

    Maciek

    Guybrush said:

    Hi Chris,

     

    i know, that Qt supports localisation, but i didn´t notice, that vplay also does. Is there an example how to use localisation in vplay? Can i also use ts files generated by linguist? How to name and where to put them?

     

    Greetings

    Heini

    I propose you to start from here , I use QT localisations in my project and it works fine with Felgo

    #4801

    Heini

    Hi Maciek,

    thank you for that hint! I will try it on occassion.

    #4878

    Heini

    Hi,

    i´ve tryed the suggestions in the posted link, but i´m still not able to realize the localisations. In the qml folder i created a subfolder called “i18n” and placed there the .qm files, generated by lrelease. My projects mainfile is main.qml, so i named the german qm-file main_de.qm. But when i start the app, the strings are still in english. Is there to setup something else, that translation files are getting used? I am using qsTr(), what function did you use, to declare the strings to be localised?

     

    Greetings

    Heini

    #4886

    Heini

    Hi,

    now, after reading through several documentations and forums, I come to the conclusion, that its simply not possible to pass the qm-translation-file to the app, without accessing c++/QTranslator. So I assume, that standart Qt-translation with VPlay works only on Desktop, but not on Android nor iOS. Besides it seems that its neither possible to check the system locale with QtQuick1.x. Correct me if I´m wrong.

     

    Greets

    Heini

    #4888

    Zoltan
    #4896

    Christian
    Felgo Team

    BB10 and Sailfish are on our high priority list. We hope to be able to announce more details soon!

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