ECMAScriptDemos
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demos did not run on Android and windows
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?
do not compile the script resources when you exporting your project
Thanks for the fast reply Geequlim, I tried export->script->script export mode->"text" (was compile), still does the same on Android.
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.
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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same templates I had for the original 3.2.3.stable, they work when exporting projects that have no .jsx
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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Ah, where can I get these?
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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Thanks so much and sorry I lost your time!!
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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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 👍
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?
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?