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# lime
  • r

    refined-cat-44047

    01/05/2023, 12:08 PM
    Hmm, that looks like it would also solve my problem above too. Thanks! šŸ˜„
  • h

    high-magician-37091

    01/05/2023, 5:03 PM
    Thanks for the answer, will try this tomorrow morning
  • l

    limited-psychiatrist-77022

    01/06/2023, 5:30 AM
    How do I compile to switch via lime? I’ve seen #if !switch in some code before, but, looking up ā€œlike switch targetā€ doesn’t give me much
  • f

    future-iron-61487

    01/06/2023, 8:59 AM
    yeah all that stuff is secrit
  • f

    future-iron-61487

    01/06/2023, 8:59 AM
    you'll need to get approval from nintendo.
  • f

    future-iron-61487

    01/06/2023, 9:01 AM
    nintendo doesn't know anything about lime though so after that you'll need to contact a lime-switch dev to get the lime-switch version of the code.
  • f

    future-iron-61487

    01/06/2023, 9:02 AM
    people don't always have time to keep that updated so AFAIK it's still stuck on lime 7.2.1, which means you'll have to use Haxe 3.4.7 and OpenFL 8.8.0 (since it can't be updated with the public
    lime
    , it lags behind)
  • f

    future-iron-61487

    01/06/2023, 9:04 AM
    basically, first make your game with those versions of haxe/lime on PC, then once you get approval from nintendo to publish your game you can work on a switch version easily (for some definition of easily - there's always going to be work to do around joy-cons connecting/disconnecting/change grip/order, gamesaves, online if you have it, etc)
  • f

    future-iron-61487

    01/06/2023, 9:09 AM
    however, once you've got it set up (which can be a pain)
    lime build switch
    should mostly just work.
  • f

    future-iron-61487

    01/06/2023, 9:09 AM
    good luck!
  • l

    limited-psychiatrist-77022

    01/06/2023, 11:09 AM
    Damn
  • l

    limited-psychiatrist-77022

    01/06/2023, 11:09 AM
    Alright
  • n

    nutritious-lunch-7063

    01/08/2023, 1:06 AM
    Does lime keep the http server running in the background, or cache the build folder's location somewhere? When I run
    lime test html5
    in a new project, it builds fine, but the browser opens (lime's web server running) the old project.
  • n

    nutritious-lunch-7063

    01/08/2023, 2:48 PM
    Well, restarting my computer didn't fix this: running
    lime test html5
    in the TurnBasedRPG folder still makes lime launch (a broken version of) an older project instead. (Restarting did fix a different anomaly, however: Haxe was telling me neko.dll can't be found (though neko.dll was still in its right place)—not sure if that's related at all).
  • h

    hallowed-ocean-84954

    01/08/2023, 10:18 PM
    have you tried deleting the build so it rebuilds it from scratch ?
  • h

    hallowed-ocean-84954

    01/08/2023, 10:18 PM
    are you building in vscode or from the command line ?
  • n

    nutritious-lunch-7063

    01/08/2023, 10:40 PM
    Lime saga continues! now i get
  • n

    nutritious-lunch-7063

    01/08/2023, 10:40 PM
    Thanks for the suggestion, I'll give that a try
  • n

    nutritious-lunch-7063

    01/08/2023, 10:44 PM
    Well the problem's gone now. :) Thanks (The build folder for TurnBasedRPG did contain TurnBasedRPG though, so it seems lime's web server was caching the previous build folder's value. It's behaving again now.)
  • h

    hallowed-ocean-84954

    01/08/2023, 11:24 PM
    ok - cool. The EADDRINUSE means something else is using the port which usually means there is another http server running. If there were another server running it could be running an old version. That said, if you just launch from one window it shouldn't happen.
  • o

    orange-van-60470

    01/09/2023, 12:16 AM
    When running lime from terminal after quitting I use from terminal on linux
    Copy code
    npx kill-port 3001
    or from mac
    Copy code
    lsof -ti:3001 | xargs kill
    but may depend on your system. Lime does not really need a server if you are not using assets that are loaded but it's been built in because mostly people do and the browsers don't allow 'crossdomain' a server means its all one one domain
  • o

    orange-van-60470

    01/09/2023, 12:17 AM
    I am not sure if your VSC is not setup right, if you build inside, you don't need this as does it for you maybe? But I often compile on terminal so I normally have to use the above.
  • o

    orange-van-60470

    01/09/2023, 12:18 AM
    But if VSC is not hooking up to haxe properly etc then
  • n

    nutritious-lunch-7063

    01/09/2023, 12:20 AM
    heh, yeah the file:// protocol is under lockdown
  • n

    nutritious-lunch-7063

    01/09/2023, 12:20 AM
    I tried running lime test html5 twice and was able to reproduce the error. I guess I had some stray terminal in the background running it
  • n

    nutritious-lunch-7063

    01/09/2023, 12:21 AM
    thanks for the help. I am on windows (sadly)
  • o

    orange-van-60470

    01/09/2023, 12:22 AM
    well it used port 3001 normally and node so you can google it
  • o

    orange-van-60470

    01/09/2023, 12:22 AM
    npx is a node thing
  • o

    orange-van-60470

    01/09/2023, 12:22 AM
    so may work on win
  • o

    orange-van-60470

    01/09/2023, 12:23 AM
    https://stackoverflow.com/questions/39322089/node-js-port-3000-already-in-use-but-it-actually-isnt
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