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demos did not run on Android and windows

Open Kingurus opened this issue 4 years ago • 13 comments

I am not sure if this is from my build, I added ECMAScript to 3.2.3.stable and compiled. Demos run when I click "play the project", but exporting to .exe did not work. It opens then closes. Neither did they work when exporting to android. On Android, I get a flicker when see the godot logo for a few times then the app closes. Are they not supposed to work? Or are they only for HTML5?

Kingurus avatar Nov 19 '20 13:11 Kingurus

do not compile the script resources when you exporting your project

Geequlim avatar Nov 19 '20 14:11 Geequlim

Thanks for the fast reply Geequlim, I tried export->script->script export mode->"text" (was compile), still does the same on Android.

Kingurus avatar Nov 19 '20 14:11 Kingurus

By the way, what you are doing is really excellent. Congratulations. To me JS and Godot are the best combination for game engine EVER!! I hope I will be able to help soon.

Kingurus avatar Nov 19 '20 14:11 Kingurus

It should works on android. Where is your android export template from?

Kingurus [email protected]于2020年11月19日 周四下午10:39写道:

By the way, what you are doing is really excellent. Congratulations. To me JS and Godot are the best combination for game engine EVER!! I hope I will be able to help soon.

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Geequlim avatar Nov 19 '20 14:11 Geequlim

same templates I had for the original 3.2.3.stable, they work when exporting projects that have no .jsx

Kingurus avatar Nov 19 '20 14:11 Kingurus

you have to using the template compiled with ECMAScript module

Kingurus [email protected]于2020年11月19日 周四下午10:45写道:

same templates I had for the original 3.2.3.stable, they work when exporting projects that have no .jsx

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Geequlim avatar Nov 19 '20 14:11 Geequlim

Ah, where can I get these?

Kingurus avatar Nov 19 '20 14:11 Kingurus

You can get it from the github action download page

Geequ lim [email protected]于2020年11月19日 周四下午10:46写道:

you have to using the template compiled with ECMAScript module

Kingurus [email protected]于2020年11月19日 周四下午10:45写道:

same templates I had for the original 3.2.3.stable, they work when exporting projects that have no .jsx

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Geequlim avatar Nov 19 '20 14:11 Geequlim

Thanks so much and sorry I lost your time!!

Kingurus avatar Nov 19 '20 14:11 Kingurus

https://github.com/GodotExplorer/ECMAScript/actions/runs/356290639

Kingurus [email protected]于2020年11月19日 周四下午10:47写道:

Ah, where can I get these?

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Geequlim avatar Nov 19 '20 14:11 Geequlim

Thanks, it works now. I downloaded the template files you mentioned, unzipped them in C:\Users\Name\AppData\Roaming\Godot\templates\3.2.3.stableJS, modified version.py in Godot to status = "stableJS" and recompiled. Now it exports correctly. Keep up the good work 👍

Kingurus avatar Nov 19 '20 15:11 Kingurus

JS is fast and can do everything that GDscript does. I love it 👍 I added a function in the C source and can already access it from JS! But now I guess I will need to regenerate the export templates, right? When I compile on Linux, I am getting:

ImportError: No module named quickjs.builtin_binding_generator: File "/root/Desktop/home/godot3.2.3stablejs/SConstruct", line 618: SConscript("modules/SCsub")

Are there instructions how to compile the export templates with JS on the different OSes?

Kingurus avatar Nov 23 '20 08:11 Kingurus

https://github.com/GodotExplorer/ECMAScript/actions/runs/356290639 Kingurus [email protected]于2020年11月19日 周四下午10:47写道: Ah, where can I get these? — You are receiving this because you commented. Reply to this email directly, view it on GitHub <#5 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABVEKTFDJKZH6UWU3UNO64TSQUVXHANCNFSM4T3NNOMQ .

Please Geequlim, I am stuck on this issue: How to compile the win/ios/android export templates with ECMAScript? Please help me and I will help you. Can I PM you about something else?

Kingurus avatar Dec 29 '20 09:12 Kingurus