Closed Okabintaro closed 2 weeks ago
The WASM build works fine for me with the current master.
Can you try make clean
first and then make wasm
?
I tried it again, doing make clean
and still get the error. Also tried with both chromium and firefox. Ever since commit a911337 I get the same error.
Maybe I am building from the wrong folder? Here is what I did:
❯ pwd
/home/oka/dev/repos/high_biolab
❯ ls
assets/ build/ compile_commands.json high_impact/ Makefile* README.md src/
❯ make clean wasm && python3 -m http.server -d build/wasm/
...
I can gonna investigate further later, but I am currently working on a game jam game with the engine. It's really fun to work with and the code is nice and readable. Thanks for putting it out here.
My apologies, I tested with the wrong version. The problem should be fixed with https://github.com/phoboslab/high_impact/commit/8d5e4e0008b5c23eef0cc9f9806f9f8db4996257
Glad to hear you enjoy working with the engine! Can you post your game here, once it's done?
Hey, thanks for the quick fix. It works great. I submitted my game for the jam, you can see the source here or play it on itch.io
I love how small a build can get. If I would use a mod instead of qoa for the music, the whole game would probably below 300kb.
Weltmeister is a nice editor too and it being just js it seems easy to extend and adapt too. There are a bunch of features I wish it had like copying and pasting from multiple layers, multi select and move entities, lock(make unclickable or hide) entities. Think I might give it a try extending it myself a bit. The guys from CrossCode seemed to be happy with it too and how they were able to extended it.
Neat! I tweeted about it here.
For sound/music I was thinking about porting Sonant-X (from https://github.com/phoboslab/q1k3/blob/master/source/audio.js) to C. This thing worked so nicely for the music in Q1K3 and also lets you create a lot of sound effects easily – somewhat similar to SFXR.
Weltmeister definitely needs some upgrades. I actually have a complete rewrite on my drive already, but it was tightly integrated into what would have become Impact2. Untangling this will be a bit of work...
I also noticed that your game flips gravity, which will trip up the on_ground
flag for physics. That's something I should probably fix...
Anyway, congrats for finishing this game! It plays very well and looks quite cute :)
Neat! I tweeted about it here. Anyway, congrats for finishing this game! It plays very well and looks quite cute :)
Thanks! It was very fun to make, the engine provided a nice framework.
For sound/music I was thinking about porting Sonant-X (from https://github.com/phoboslab/q1k3/blob/master/source/audio.js) to C. This thing worked so nicely for the music in Q1K3 and also lets you create a lot of sound effects easily – somewhat similar to SFXR.
Oh, that looks cool. I found stb_hexwave that does something similar but didn't have the chance to try it out yet. For music I thought about just using jar_xm or libxm in the future. There are some nice public domain modules on modarchive and milkytracker is a nice opensource tracker I used some time ago.
Weltmeister definitely needs some upgrades. I actually have a complete rewrite on my drive already, but it was tightly integrated into what would have become Impact2. Untangling this will be a bit of work...
Nice! I am looking forward to it when you get the chance to clean it up. I wanted to try out LDtk as an editor too, and might try writing a loader or converter for it sometime in the future.
I also noticed that your game flips gravity, which will trip up the on_ground flag for physics. That's something I should probably fix...
Ah I played around with that idea but didn't use it in the end. Maybe for a future game :) Got it to work with a simple patch doing this in entity.c:
@@ -436,8 +432,18 @@ static void entity_handle_trace_result(entity_t *self, trace_t *t) {
if (t->normal.y < -self->min_slide_normal) {
self->vel.y = self->vel.x * t->normal.x;
}
+ } else if (engine.gravity < 0 && t->normal.y > -self->max_ground_normal) {
+ // upside down gravity
+ self->on_ground = true;
+
+ // If we don't want to slide on slopes, we cheat a bit by
+ // fudging the y velocity.
+ if (t->normal.y > -self->min_slide_normal) {
+ self->vel.y = self->vel.x * t->normal.x;
+ }
}
-
+
+
It seems that the wasm was broken somewhere after commit 31ce1b18b9a52c8727ac5fb63da1bdc2a525faac.
When building for example high_biolab using
make wasm
, then hosting it withpython3 -m http.server
it gives me this error in the console:I rolled back to 31ce1b18b9a52c8727ac5fb63da1bdc2a525faac and it works fine.