Re: Polywell: a text editor component
Posted: Mon Sep 19, 2016 9:50 pm
Yay! Nice project!
Don't forget to add UTF8 compatibility into the editor ))
Don't forget to add UTF8 compatibility into the editor ))
I'm currently using it to edit files that contain Thai characters and non-ascii punctuation, so as far as I know it's already supported. Let me know if you run into UTF-8-related bugs though!D0NM wrote:Yay! Nice project!
Don't forget to add UTF8 compatibility into the editor ))
Cool; sounds like fun! Hope you are able to make it work for you. I feel that the live reloading aspect can definitely help smooth along development. Let me know if you run into problems.Viomi wrote:So I'm making a prototype game that's similar just for fun and to see if I'm up to the task of doing better on these issues (I've never made a game, you see). And I'm DEFINITELY using polywell.
I've never tried it on Windows, but maybe if you included the actual message from the error in your description of the problem I could tell what went wrong.SiENcE wrote:So how can i start this on windows?
Code: Select all
Error: main.lua:1: module 'polywell' not found:
no field package.preload['polywell']
no 'polywell' in LOVE game directories.
no file 'polywell.dll' in LOVE paths.
no file '.\polywell.lua'
no file 'C:\Program Files\love-0.10.2-win64\lua\polywell.lua'
no file 'C:\Program Files\love-0.10.2-win64\lua\polywell\init.lua'
no file '.\polywell.dll'
no file 'C:\Program Files\love-0.10.2-win64\polywell.dll'
no file 'C:\Program Files\love-0.10.2-win64\loadall.dll'
stack traceback:
[C]: in function 'require'
main.lua:1: in main chunk
[C]: in function 'require'
[string "boot.lua"]:429: in function <[string "boot.lua"]:275>
[C]: in function 'xpcall'
Yeah, it looks like the symlink is being ignored. Try deleting it and replacing it with another full copy of the whole repository, or using some kind of windows-friendly equivalent of symlinks, if such a thing exists.SiENcE wrote:I the problem lays the file "polywell".