Don't work sound on mobile:
https://github.com/TannerRogalsky/love.js/issues/60
I tested another games - Mari0, Friendshape, same thing.
Love.js - A Direct Emscripten Port
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- Prole
- Posts: 21
- Joined: Thu Mar 06, 2014 3:00 pm
Re: Love.js - A Direct Emscripten Port
Sound lags very hard on Mac OS X Chrome.
Visual Studio Code Template • RichLÖVE Mobile (AdMob+UnityAds+PlayGamesServices+GameCenter) • Add me on Discord
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Re: Love.js - A Direct Emscripten Port
Love.js is unpredictable at the moment.
By "unpredictable" I mean that the error thrown may or may not tell any (let alone the whole) story.
I also mean that out of 2 similar projects one may convert perfectly and the other one would have issues.
I've attached a *.love file which upon conversion via love.js.cmd (0.11.0-rc3) yields the following:
I don't use any cursors. The line number is inaccurate. When I try to see what's there at the love.js:10:3955 my browser freezes and then crashes. Firefox/Chrome/Vivaldi alike.
I can't say I'm doing something extraordinary here, as some projects got converted really well (this one and/or this one)
Could anyone possibly help me with understanding what I'm doing wrong?
Thanks in advance! ^_^
By "unpredictable" I mean that the error thrown may or may not tell any (let alone the whole) story.
I also mean that out of 2 similar projects one may convert perfectly and the other one would have issues.
I've attached a *.love file which upon conversion via love.js.cmd (0.11.0-rc3) yields the following:
Code: Select all
Error: main.lua:20: Cannot create cursor: Cursors are not currently supported love.js:10:3955
stack traceback: love.js:10:3955
(tail call): ?
I can't say I'm doing something extraordinary here, as some projects got converted really well (this one and/or this one)
Could anyone possibly help me with understanding what I'm doing wrong?
Thanks in advance! ^_^
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- bred.love
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Re: Love.js - A Direct Emscripten Port
hi,Tanner, can you help me with this?
when i try to port my project with love.js 0.11 , the console output the error message:
'TextDecoder': The provided ArrayBufferView value must not be shared.
when i try to port my project with love.js 0.11 , the console output the error message:
'TextDecoder': The provided ArrayBufferView value must not be shared.
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- Prole
- Posts: 3
- Joined: Sun Apr 19, 2015 3:59 pm
Re: Love.js - A Direct Emscripten Port
I just wrote a guide about packaging your LÖVE games for the web using love.js and Docker. Because love.js is not in the best shape right now, it also includes troubleshooting tips to overcome some common issues, like the one in the comment above!
https://kalis.me/building-love2d-games-web-docker/
https://kalis.me/building-love2d-games-web-docker/
Re: Love.js - A Direct Emscripten Port
Reviving this thread for saying that I extended your Love.js functionality for calling JS functions from inside Lua code, it can be found on the repository https://github.com/MrcSnm/Love.js-Api-Player
It has examples of how to do it, it can post-and-forget JS functions or it can retrieve the data that those functions return, I'm archiving here for anyone whose is wishing to port your game to Web, as it is extremely important for HTML 5 integration
It has examples of how to do it, it can post-and-forget JS functions or it can retrieve the data that those functions return, I'm archiving here for anyone whose is wishing to port your game to Web, as it is extremely important for HTML 5 integration
Itch.io : https://hipreme.itch.io/
Github: https://github.com/mrcsnm
Linkedin: https://linkedin.com/in/mrcsnm
Github: https://github.com/mrcsnm
Linkedin: https://linkedin.com/in/mrcsnm
Love.js - Port to LÖVE v11.3
I updated love.js to work with the latest LÖVE version. Not everything works, and browser compatibility has been decreased due to pthreads and some browsers disabling support for them due to security risks. I'll release a version that works without them (which would mean no threading support, but I don't think most people use them).
Repo here: https://github.com/Davidobot/love.js
EDIT: Everything works other than shaders.
EDIT2: Shaders are working minimally, see spec test.
Repo here: https://github.com/Davidobot/love.js
EDIT: Everything works other than shaders.
EDIT2: Shaders are working minimally, see spec test.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Love.js - A Direct Emscripten Port
Well done Davidobot! Any instructions on building form Windows?
Re: Love.js - A Direct Emscripten Port
I think you can adapt build_lovejs.sh to a .bat nearly one-to-one with the exception of sourcing the emsdk. To get through that step, have a look at https://emscripten.org/docs/tools_refer ... html#emsdk
Specifically:
I am mostly a Windows guy myself, just did most of the dev work for this on a Mac for some reasonTo access the emsdk on Windows, first launch the Emscripten Command Prompt.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
- yetneverdone
- Party member
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Re: Love.js - Port to LÖVE v11.3
Hey awesome work on love.js! Can the README of the repo describe what's the difference between the original love.js?Davidobot wrote: ↑Sun Jul 05, 2020 8:06 am I updated love.js to work with the latest LÖVE version. Not everything works, and browser compatibility has been decreased due to pthreads and some browsers disabling support for them due to security risks. I'll release a version that works without them (which would mean no threading support, but I don't think most people use them).
Repo here: https://github.com/Davidobot/love.js
EDIT: Everything works other than shaders.
EDIT2: Shaders are working minimally, see spec test.
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My Repositories!
Follow me lovingly!
Nga pala, pinoy ako.
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