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Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 4:59 pm
by bartbes
I forgot to mention... but Public Alpha time has started, you can find all releases here. (I'll add the url to the first post)
Everyone enjoy playing!

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 8:41 pm
by Jasoco
I get an error that the Joystick can't be found.

I don't have a JoyStick.

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 9:08 pm
by Robin
Jasoco wrote:I get an error that the Joystick can't be found.

I don't have a JoyStick.
I don't get an error without a joystick. When does this error occur exactly? At game startup?

Does anybody else have this problem?

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 9:29 pm
by Jasoco
As soon as I press Enter. You know, the level shows, the dialog box is up. When I press Enter to do what it says it goes blue.

The EXACT error is:

"Invalid Joystick Index: 0"

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 9:45 pm
by Robin
Does it give you any line number?

EDIT: What happens if you comment out line 45 in main.lua (it says: activejoystick = 0)?

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 9:47 pm
by Jasoco
Nope. Just says the Joystick index is invalid. Which is ZERO.

Do you have a Joystick? Do you make sure to check if one exists first before trying to retrieve values?

I will have to look at the code.

Edit: By removing all the JoyStick code it works and runs fine.

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 9:55 pm
by Robin
For me it works fine without a joystick. Have you seen my edit in the post above?

Re: LovelyBigPlanet

Posted: Fri Sep 11, 2009 11:39 pm
by Jasoco
I already removed all the code. When you post a new version I will download again.

Re: LovelyBigPlanet

Posted: Sat Sep 12, 2009 8:30 am
by bartbes
IIRC I accidentally left a debug in that uses the joystick regardless of it existing.
As to why it works for robin: I fixed it in the porting branch

Re: LovelyBigPlanet

Posted: Sat Sep 12, 2009 4:53 pm
by Robin
bartbes wrote:IIRC I accidentally left a debug in that uses the joystick regardless of it existing.
As to why it works for robin: I fixed it in the porting branch
I think not:

Code: Select all

    local njoysticks = love.joystick.getNumJoysticks()
    if njoysticks == 0 then
        activejoystick = 0
    elseif njoysticks > 0 then
        --this needs to be replaced, this doesn't work
        --you need to be able to choose the joystick here
        activejoystick = 0
    end
That is in the latest version of the porting branch -- if no joysticks are found, activejoystick=0 == true, which means the joystick code is still run. But it still works for me.