Thanks for the response. I'll give that a try and see how it goes!Davidobot wrote: ↑Mon Nov 08, 2021 9:19 pmMaybe increase the memory allocated to the game with the -m flag?abhimonk wrote: ↑Sun Nov 07, 2021 3:45 pm Hello all!
I've been using love.js to port a game to the web and it's worked great 99% of the time, but a few of my players are getting the following error on firefox:
DOMException: The current transaction exceeded its quota
limitations." at love.js line 9, character 324520
Does this have to do with the game's size? I think it's only ~10mb or so. If I go through the code in love.js, the error occurs on the line where love.js calls 'FS.syncFS'.
I can't reproduce this error myself, but some of my players are getting this error on the armorgames version of my love.js game. Any tips? Is there a way around this error? Would shrinking my assets help?
Love.js - A Direct Emscripten Port
Re: Love.js - A Direct Emscripten Port
Re: Love.js - A Direct Emscripten Port
Hello, I have another update to the love.js standalone player.
I pulled the latest source code from Davidobot's repository and updated the standalone player.
https://github.com/2dengine/love.js
https://love2d.org/forums/viewtopic.php?f=12&t=92395
In particular I did cleanup and improvements to the front-end.
I highly recommend merging "game.js", "player.js" and "index.html". The rest of the files are unchanged.
It's all under the same license as the previous love.js versions.
I pulled the latest source code from Davidobot's repository and updated the standalone player.
https://github.com/2dengine/love.js
https://love2d.org/forums/viewtopic.php?f=12&t=92395
In particular I did cleanup and improvements to the front-end.
I highly recommend merging "game.js", "player.js" and "index.html". The rest of the files are unchanged.
It's all under the same license as the previous love.js versions.
Last edited by ivan on Wed Dec 08, 2021 12:41 pm, edited 1 time in total.
- BrotSagtMist
- Party member
- Posts: 659
- Joined: Fri Aug 06, 2021 10:30 pm
Re: Love.js - A Direct Emscripten Port
Nice work everybody, works pretty straight forward.
The loading screen fooled me for a minute until i realized i have to turn js on...
Maybe that should be a tad smarter than just a spinning wheel.
Does anyone have a performance comparison for this? How much slower will a game run from a browser instead of real Löve?
I only get like 15 fps for a simple game but i think this is my browsers fault.
Further i have the annoying bug that my space key is not recognized, but only this one key. Anyone else have that?
The loading screen fooled me for a minute until i realized i have to turn js on...
Maybe that should be a tad smarter than just a spinning wheel.
Does anyone have a performance comparison for this? How much slower will a game run from a browser instead of real Löve?
I only get like 15 fps for a simple game but i think this is my browsers fault.
Further i have the annoying bug that my space key is not recognized, but only this one key. Anyone else have that?
obey
Re: Love.js - A Direct Emscripten Port
You need to have JS enabled with a fairly modern browser.BrotSagtMist wrote: ↑Wed Dec 08, 2021 12:03 pm The loading screen fooled me for a minute until i realized i have to turn js on...
Maybe that should be a tad smarter than just a spinning wheel.
I tried to keep it as simple as possible since you can't really design a loading screen that works for every type of .love game out there.
The performance is pretty good on my aging laptop.BrotSagtMist wrote: ↑Wed Dec 08, 2021 12:03 pm Does anyone have a performance comparison for this? How much slower will a game run from a browser instead of real Löve?
I only get like 15 fps for a simple game but i think this is my browsers fault.
It's much slower if you don't have hardware acceleration enabled in the browser.
I will look into this.BrotSagtMist wrote: ↑Wed Dec 08, 2021 12:03 pm Further i have the annoying bug that my space key is not recognized, but only this one key. Anyone else have that?
- BrotSagtMist
- Party member
- Posts: 659
- Joined: Fri Aug 06, 2021 10:30 pm
Re: Love.js - A Direct Emscripten Port
Nothing against simple, but if all feedback is missing how can one see if there is an error on loading the game?
The space problem happens on text input, i just quickly tested a text input box. Now ive also noticed that keydown reports false positive on shift key. Not useful to nag on every detail i guess.
Is there a buglist? Might be useful for when one plans to make an online game in Löve to have a list of what features differ or do not work. eg i also noticed hex notation numbers make it crash.
The space problem happens on text input, i just quickly tested a text input box. Now ive also noticed that keydown reports false positive on shift key. Not useful to nag on every detail i guess.
Is there a buglist? Might be useful for when one plans to make an online game in Löve to have a list of what features differ or do not work. eg i also noticed hex notation numbers make it crash.
obey
Re: Love.js - A Direct Emscripten Port
Zabuyaki, our upcoming beat 'em up: https://www.zabuyaki.com
- BrotSagtMist
- Party member
- Posts: 659
- Joined: Fri Aug 06, 2021 10:30 pm
Re: Love.js - A Direct Emscripten Port
Ah look, its already listed as #18.
Not what i had in mind tho. A bugtracker is rather unsorted.
I meant more like a checklist of stuff to consider you can glance on before you write any code, a short summary of the bugtracker you could say. So you can plan ahead and not end up with a finished game for löve that wont run in love.js
I think that would be useful.
I now have to remove this 60 hex numbers in my theme file...
Not what i had in mind tho. A bugtracker is rather unsorted.
I meant more like a checklist of stuff to consider you can glance on before you write any code, a short summary of the bugtracker you could say. So you can plan ahead and not end up with a finished game for löve that wont run in love.js
I think that would be useful.
I now have to remove this 60 hex numbers in my theme file...
obey
Re: Love.js - A Direct Emscripten Port
In the standalone player version all error messages are logged to the browser's console.BrotSagtMist wrote: ↑Wed Dec 08, 2021 1:24 pm Nothing against simple, but if all feedback is missing how can one see if there is an error on loading the game?
I think showing an error messages to the player is not very useful unless it's something very general like "no game".
Also, you can always modify the player.js file to better suit your needs.
There is a list of known issues listed in davidobot's repository page.So you can plan ahead and not end up with a finished game for löve that wont run in love.js
Re: Love.js - A Direct Emscripten Port
Davidobot, we need a little bit of help here.
First off, the demos on the GitHub page do not work in non-compatiblity mode. Looks like you need to add the the cross origin fix to davidobot.net
Also, I have some trouble with the memory management with the latest version of the source code:
Any tips on what could be causing this warning?
Thank you so much for your work on this project!
First off, the demos on the GitHub page do not work in non-compatiblity mode. Looks like you need to add the the cross origin fix to davidobot.net
Also, I have some trouble with the memory management with the latest version of the source code:
Code: Select all
love.js:9 pthread_sigmask() is not supported: this is a no-op.
_pthread_sigmask @ love.js:9
$func8115 @ love.wasm:0x331baf
$func7568 @ love.wasm:0x2ce9e5
$func8114 @ love.wasm:0x331b1b
dynCall @ love.js:9
onmessage @ love.worker.js:1
Thank you so much for your work on this project!
Re: Love.js - A Direct Emscripten Port
I don't think I can do much about that - it's hosted on GitHub pages so I'm not sure if I have control over that?
Interesting! Does it only happen in the latest source version? There wasn't anything radical changed in there afaik...ivan wrote: ↑Sun Dec 12, 2021 10:37 am Also, I have some trouble with the memory management with the latest version of the source code:Any tips on what could be causing this warning?Code: Select all
love.js:9 pthread_sigmask() is not supported: this is a no-op. _pthread_sigmask @ love.js:9 $func8115 @ love.wasm:0x331baf $func7568 @ love.wasm:0x2ce9e5 $func8114 @ love.wasm:0x331b1b dynCall @ love.js:9 onmessage @ love.worker.js:1
Thank you so much for your work on this project!
It could be this? https://github.com/Davidobot/love/commi ... fdbe93f48d
Try removing that line perhaps?
(this looks like a related issue https://github.com/emscripten-core/emsc ... -489713683 )
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
Who is online
Users browsing this forum: No registered users and 1 guest