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Today, we have a new update to our visual editor Composer GUI, available in daily build 2014.2332 (Mac only for now).

This update makes significant improvements over the previous beta. We’ve focused on polishing the existing feature set as well as improve your workflow. Several key features were missing like resizable windows, full-screen mode, zooming in/out, and multiple selection (marquee or shift-click). Plus, all Pro subscribers can start using the Composer GUI right away, no need to enable it in the terminal as required in the previous version.

We also focused on lots of small things that you don’t notice until they’re missing. For example, if you’re a long-time user of Adobe products, you’re used to quickly toggling the hand tool by holding down the spacebar. In the latest Composer GUI, you’ll be able to do the same thing.

Here’s a short preview of what you can do in the updated Composer GUI:

If you’re ready to play, here’s a sample you can use with the latest daily build, the same one we use in the video. And as always, more information is available in our docs.


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16 Responses to “Composer GUI Beta Update”

  1. George

    Great updated, very cool new features!
    Now you can almost completely work within Composer GUI.
    Look forward to the next release.

    Reply
  2. Peter Dwyer

    Still needs some way to paint sprites to a grid. It’s just too damned tedious doing every block by hand individually. This screams out for a tile mapper.

    Reply
    • George

      Copy + Past features are very necessary. There is need to be a way to copy an existing object and past the copy somewhere. Plus, it needs alignment options as well.

      Reply
    • Sid

      I use Level Director as it is way more advanced and works on Windows.
      LD allows you to manage assets which contain the physics so you don’t have to reapply them to each instance of the object, much easier.

      Reply
  3. Tom

    Would the Composer GUI be useful for Corona apps with physics that have already been coded? Or is the GUI only useful for projects that were created using the GUI? If the former, is there anything that needs to be done to import a pre-existing project into the GUI? Or will it just work?

    Reply
  4. J. A. Whye

    So getObjectByTag grabs the object with that Name, not tag. WTF?

    If it’s going to be getObjectByTag, then in the Composer GUI make that label say Tag and not Name.But don’t do that, because…

    …everywhere else in the known universe tags are NOT typically unique like an ID would be. So if I have 3 UFOs on the screen they may all have a “ufo” tag on them so I know to which group they belong. An ID on an object should be unique, and probably a Name, as well, so that method should be getObjectByName or getObjectByID.

    If you want to grab by tag then it should be getObjectsByTag (plural) which returns a table with all objects that have that tag. Maybe 1, maybe 40.

    Seriously, do not screw up stuff like that. It makes it look like 12-year olds are in charge.

    Jay

    PS – Can you tell I’m passionate about stuff like that? It *does* matter.

    Reply
    • alexf

      Jay,

      Wow you’re passionate about it :)

      We already plan for that change though. We just need some more work on the product to be able to do it correctly.

      getObjectByTag will become getObjectByName in one of the upcoming updates. Also, after we’ll implement object tags, getObjectsByTag will return a table with all the objects that have the passed in tag set.

      Regarding the 12-year olds being in charge, i would kindly ask you to revise your wording if possible in the future. We did, do and will accept feedback gladly and implement it when appropriate (like in this present case), and you know that. So yea…

      Thanks,
      alex

      Reply
      • J. A. Whye

        Alex,

        I went back twice to see if I could change the wording of that, but once you post the comment apparently it can’t be edited. I *should* at least have replied to myself to point out I realized (too late) that I was being a dick (can I say that here?) — sorry about that.

        Jay

        PS – Yay for the upcoming change! :)

        Reply
  5. Steve

    How does it handle the scaling for different devices?

    I just downloaded and played around. I created a blank project with the ultimate config from Rob (the new revised one) and added a few assets. In the GUI, I have it set for an iPhone 4 (480×320) and when I run it on an iPhone 5 it scales incorrectly. It adds the extra space all on one side, instead of adding equal amounts on both sides.

    Reply
  6. nick

    Cool update, still a long way to go before I use it. Level Director (win only) and Level Helper are the two best bets right now. I’m interested to see how this turns out though, just got to wait.

    As for as “revise your wording” ya know we could have oh what’s that thing called? An edit button yes.

    Then, people could edit the post like a normal person. :)

    :) :) :) :)

    Reply
  7. James

    It is rather unfortunate that this feature is only available for Mac users, I think that if there was a Windows version available you would have even more people being able to test it thus helping move it out of the Beta stages sooner.

    Other than that t looks great, just we windows users would like to get our hands dirty too =)

    Reply

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