![Smile :)](./images/smilies/ms-smile.png)
I only hope there's much room left for optimisations, since it wouldn't be very usable with this speed..
But nevertheless:: You rock !! This may make Löve work on Facebook, Iphone, Android, Windows Phone, in the future.
This is true. Speed is a current problem, but not a future onechris wrote:Greatest project in Löves whole history!!!
I only hope there's much room left for optimisations, since it wouldn't be very usable with this speed..
But nevertheless:: You rock !! This may make Löve work on Facebook, Iphone, Android, Windows Phone, in the future.
Code: Select all
error during love.load() : TypeError: Cannot read property 'metatable' of null : TypeError: Cannot read property 'metatable' of null
at lua_call (http://localhost/love/js/lua-parser.js:1286:17)
at eval at lua_load (http://localhost/love/js/lua-parser.js:35:21)
at lua_rawcall (http://localhost/love/js/lua-parser.js:1272:17)
at lua_call (http://localhost/love/js/lua-parser.js:1284:12)
at call_love_callback_guarded (http://localhost/love/js/main.js:282:10)
at call_love_load (http://localhost/love/js/main.js:339:53)
at MainRunAfterPreloadFinished (http://localhost/love/js/main.js:521:2)
at PreLoadImageFinishOne (http://localhost/love/js/main.js:462:2)
at HTMLImageElement.<anonymous> (http://localhost/love/js/main.js:445:30)
Code: Select all
profile:102 msec: RunLuaFromPath:parse:main.lua
main.js (line 49)
error during love.load() : TypeError: func is null : lua_call(null,[object Array])<br/> @http://localhost/love/js/lua-parser.js:1286 ((void 0))<br/> @http://localhost/love/js/lua-parser.js:58 lua_rawcall((function () {var tmp;lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setDefaultImageFilter"), ["linear", "nearest"]);lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setPoint"), [3, "smooth"]);lua_call(G.str.require, ["extra"]);G.str.blockimg = lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "newImage"), ["img/block.png"])[0];G.str.screen = lua_newtable([], "width", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getWidth"), [])[0], "height", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getHeight"), [])[0]);G.str.field = lua_newtable([], "width", 3200);G.str.gWorld = lua_newtable();G.str.gTime = 0;G.str.gTick = lua_call(G.str.newTick, [])[0];G.str.Gravity = 700;G.str.Controls = lua_newtable([], "right", "right", "left", "left", "jump", "up", "grab", "z");G.str.JoyControls = lua_newtable([], "jump", 3, "grab", 4);lua_call(G.str.require, ["camera"]);lua_call(G.str.require, ["camerashake"]);lua_call(G.str.require, ["block"]);lua_call(G.str.require, ["player"]);G.str.startTimer = 1;return [];}),[object Array])<br/> @http://localhost/love/js/lua-parser.js:1272 lua_call((function () {var tmp;lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setDefaultImageFilter"), ["linear", "nearest"]);lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setPoint"), [3, "smooth"]);lua_call(G.str.require, ["extra"]);G.str.blockimg = lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "newImage"), ["img/block.png"])[0];G.str.screen = lua_newtable([], "width", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getWidth"), [])[0], "height", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getHeight"), [])[0]);G.str.field = lua_newtable([], "width", 3200);G.str.gWorld = lua_newtable();G.str.gTime = 0;G.str.gTick = lua_call(G.str.newTick, [])[0];G.str.Gravity = 700;G.str.Controls = lua_newtable([], "right", "right", "left", "left", "jump", "up", "grab", "z");G.str.JoyControls = lua_newtable([], "jump", 3, "grab", 4);lua_call(G.str.require, ["camera"]);lua_call(G.str.require, ["camerashake"]);lua_call(G.str.require, ["block"]);lua_call(G.str.require, ["player"]);G.str.startTimer = 1;return [];}),[object Array])<br/> @http://localhost/love/js/lua-parser.js:1284 call_love_callback_guarded("load",[object Array])<br/> @http://localhost/love/js/main.js:282 call_love_load()<br/> @http://localhost/love/js/main.js:339 MainRunAfterPreloadFinished()<br/> @http://localhost/love/js/main.js:521 PreLoadImageFinishOne("img/player.png")<br/> @http://localhost/love/js/main.js:462 ([object Event])<br/> @http://localhost/love/js/main.js:445
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server
|-love (the webplayer's folder)
|-box (my game's folder)
|-main.lua and other lua files
|-img (where my images are)
|-index.html (with my images defined in the preloader)
|-js
|-style.css
|-imgfont.png
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error during shader init:ReferenceError: gShaderCode_Fragment is not defined
fireblend wrote:So, I want to try this on my own but I'm not sure what I might be doing wrong. I cloned the git repo, but if I try to open any of the index.html files within (belonging to the examples, nothing modified by me), they seem to crash all with the same error:
Is this due to some regression introduced in a recent commit? I can see and play the examples on the OP just fine, so I'm guessing maybe a recently-implemented something broke it? Thanks in advance!Code: Select all
error during shader init:ReferenceError: gShaderCode_Fragment is not defined
Code: Select all
java -jar SimpleWebServer.jar
Thanks! My game doesn't make the player crash, but it doesn't run correctly eitherSiENcE wrote:... you need a webserver. here is a very small webserver you should try. put the jar into the webplayer folder and start via commandline:
then go into your browser and type "localhost".Code: Select all
java -jar SimpleWebServer.jar
et voila.
Haha so cool game! Well done. It makes really fun! The monster could be more evilfireblend wrote:You can see the web version of my game here: http://fireblend.github.com/love-web/DaH/
Cheers!
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