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Re: Love.js - A Direct Emscripten Port
Posted: Fri Mar 18, 2016 12:09 am
by JaredSartin
Awesome! Thanks for the links. What can we do to help get more mobile/safari compatibility? Is it just the joysticks problem?
Re: Love.js - A Direct Emscripten Port
Posted: Fri Mar 18, 2016 11:43 am
by Tanner
JaredSartin wrote:What can we do to help get more mobile/safari compatibility? Is it just the joysticks problem?
The issue with gamepads not being supported on Safari should be manageable using the release-compatibility build. You'll need to change your game to catch the error that will happen when you try to use the joystick module the first time.
Maybe the biggest thing to help with mobile is to point me at a game that works well with touch interaction and isn't too simple.
Re: Love.js - A Direct Emscripten Port
Posted: Tue Mar 29, 2016 5:00 pm
by AndreyMust19
Hello.
I made a web-build with this port, but i have stuck in "Downloading..." screen, with spinning circle progress bar.
Before that i have successful runs sometimes almost empty project, but is loading too long.
What a problem?
Link for test-build
Re: Love.js - A Direct Emscripten Port
Posted: Tue Mar 29, 2016 5:07 pm
by MadByte
you can check the debug console in your browser to find out whats wrong.
I often had this problem when my file names doesn't equel the names I require/load in my code (e.g "this.lua" ~= "This.lua" [upper/lowercase sensitive])
For me your game load up properly but it seems to be made for 0.9.1 (love.js is a 0.10.0 port).
Re: Love.js - A Direct Emscripten Port
Posted: Tue Mar 29, 2016 5:31 pm
by AndreyMust19
In my case love.js loading 24.8 sec (in web-console). But still not work.
Re: Love.js - A Direct Emscripten Port
Posted: Tue Mar 29, 2016 8:33 pm
by Tanner
AndreyMust19 wrote:In my case love.js loading 24.8 sec (in web-console). But still not work.
Unfortunately your game doesn't run with Love v0.10. The console messages should have tipped you off:
This game indicates it was made for version '0.9.1' of LOVE.
It may not be compatible with the running version (0.10.1).
I'd recommend you update your game for the most recent version of Love (it shouldn't hard). I have no plans of ever releasing Love.js to support versions of Love before 0.10.0.
Re: Love.js - A Direct Emscripten Port
Posted: Wed Mar 30, 2016 3:03 pm
by pevzi
There seems to be a problem with ParticleSystem drawn to a canvas. It is rendered correctly when drawn directly to the screen but when I try to render it to a canvas and then draw the canvas to the screen, it looks nothing like intended.
Here's an online example and
here's the source code for it.
Re: Love.js - A Direct Emscripten Port
Posted: Wed Mar 30, 2016 3:05 pm
by Nixola
It looks fine here; Linux x64, Firefox (latest), Intel GPU (up to date drivers). Care to give system specs?
Re: Love.js - A Direct Emscripten Port
Posted: Wed Mar 30, 2016 3:19 pm
by pevzi
That's interesting. Here's what it looks like in both Chrome and Firefox when using Intel GPU:
- smoke_wrong.png (3.45 KiB) Viewed 6656 times
But it works fine when I run the browser with a discrete NVIDIA GPU.
I use Windows 10 x64 with the latest 64-bit Chrome and Firefox.
Re: Love.js - A Direct Emscripten Port
Posted: Thu Mar 31, 2016 5:34 am
by Ulydev
Here's what I get on a Macbook Pro with Intel Iris GPU
But it looks pretty cool!