RapaNui: a new, open-source, high-level programming framework for Moai

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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Wed Jun 13, 2012 12:39 am

Hi BlueByLiquid,

the "rapanuidev" branch is the rc version of RapaNui and we are currently using it for our projects, so it's stable (with moai 1.0).
We are going to merge everything into the master and add a version 1.0 tag as soon as possible.
(we are adding last few features to it, then we'll merge).

So, yes, it's the version you should use for your larger projects.
Have a nice day,

Mattia
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Re: RapaNui: a new, open-source, high-level programming fram

Postby BlueByLiquid » Wed Jun 13, 2012 6:16 pm

@mattfortunati, Great to hear.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ignisdeveloper » Fri Jul 20, 2012 10:32 pm

First of all, let me say that Rapa Nui looks really awesome. I was able to get some very smooth looking scenes set up in very little time. I am struggling however to find the best way to do slightly more complicated things within a scene.

For example, I have a scene with a large map that the user should be able to pan around in. It looks like RNListView and RNPageSwipe almost have the functionality that I need, so I tried to emulate some of the behavior. The tricky thing is figuring out the correct way to do this in the context of building a scene.

How would you go about doing this?
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Sat Jul 21, 2012 2:01 am

Hi ignisdeveloper,

>First of all, let me say that Rapa Nui looks really awesome. I was able to get some very smooth looking scenes set up in very >little time.

Great to hear!

>I have a scene with a large map that the user should be able to pan around in.

To do this I will have the map stored in scene field,together with some temp values, like:
Code: Select all
  1. aScene.map=myMap

  2. aScene.tempX=0

  3. aScene.tempY=0


then a touch listener calling a scene internal method:
Code: Select all
  1. RNListeners:addEventListener("touch",aScene.touchListener)


and the method should change the Map coordinates
Code: Select all
  1. function aScene.touchListener(event)

  2. if event.phase=="began" then

  3. aScene.tempX,aScene.tempY= event.x,event.y

  4. end

  5. if event.phase=="moved" then

  6. local deltaX= getDelta(tempX,event.x)

  7. local deltaY= getDelta(tempY,event.y)

  8. aScene.map.x= aScene.map.x - deltaX

  9. aScene.map.y= aScene.map.y - deltaY

  10. tempX,tempY= event.x,event.y

  11. end

  12. end



This way we can check touch delta and move the map according to this.
Obviously you need tempX and tempY variables set in the scene, too.
I have not tested this but this is the way we use to move things around, usually.

Inserting complex code in a scene is quite simple if you see the scene as a class and you are a bit experienced in lua.

I hope this may help you!

Have a nice day,

Mattia
Last edited by mattfortunati on Sat Jul 21, 2012 7:20 pm, edited 1 time in total.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ignisdeveloper » Sat Jul 21, 2012 1:46 pm

Do you put this code inside of aScene.onCreate()? And do I need to assign the parentGroup as sceneGroup?

This is what I have so far.

Code: Select all
  1.  

  2. --[[

  3.          

  4.           SCENES MUST HAVE

  5.           1)a sceneGroup where all instances are inserted

  6.           2)onCreate function in which we create everything

  7.           3)onEnd function in which we clean the instance

  8.  

  9. ]] --

  10.  

  11. aScene = {}

  12.  

  13. local sceneGroup = RNGroup:new()

  14.  

  15. aScene.map = RNFactory.createImage("assets/images/map/map_bg_01.jpg")

  16. aScene.tempX = 0

  17. aScene.tempY = 0

  18.  

  19. function aScene.touchListener(event)

  20.   print("Touch")

  21.   if event.phase=="began" then

  22.     aScene.tempX,aScene.tempY= event.x,event.y

  23.   end

  24.   if event.phase=="moved" then

  25.     local deltaX= getDelta(tempX,event.x)

  26.     local deltaY= getDelta(tempY,event.y)

  27.     aScene.map.x= aScene.map.x - deltaX

  28.     aScene.map.y= aScene.map.y - deltaY

  29.     tempX,tempY= event.x,event.y

  30.   end

  31. end

  32.  

  33. RNListener:addEventListener("touch",aScene.touchListener)

  34.  

  35. --init Scene

  36. function aScene.onCreate()

  37.     local button1 = RNFactory.createAnim("assets/images/sceneButtons.png", 128, 64)

  38.     button1.frame = 1

  39.     button1.x = 1024; button1.y = 768

  40.     button1:setOnTouchDown(button1Down)

  41.     button1:setOnTouchUp(button1Up)

  42.  

  43.     sceneGroup:insert(button1)

  44.     sceneGroup:bringToFront(button1)

  45.  

  46.  

  47.     return sceneGroup

  48. end

  49.  

  50. function button1Down(event)

  51.     event.target.frame = 2

  52. end

  53.  

  54. function button1Up(event)

  55.     event.target.frame = 1

  56.     director:showScene("scenes/title_scene", "fade")

  57. end

  58.  

  59. function aScene.onEnd()

  60.     sceneGroup:remove()

  61. end

  62.  

  63. return aScene

  64.  


This produces a runtime error:
Code: Select all
  1.  

  2. lua/scenes/map_scene.lua:32: attempt to index global 'RNListener' (a nil value)

  3. stack traceback:

  4.         lua/scenes/map_scene.lua:32 in main chunk

  5.         [C] in function 'require'

  6.         rapanui/rapanui-sdk/RNDirector.lua:81 in function 'showScene'

  7.         lua/scenes/title_scene.lua:61 in function 'onTouchUpListener'

  8.         rapanui/rapanui-sdk/RNObject.lua:1184 in function 'onEvent'

  9.         rapanui/rapanui-sdk/RNInputManager.lua:400 in function 'onEvent'

  10.         rapanui/rapanui-sdk/RNInputManager.lua:224 in function <rapanui/rapanui-sdk/RNInputManager.lua:215>

  11.  



My attempts to move your code inside the onCreate function have not been too successful either.

I come from a C++ background, so I'm still getting used to the Lua paradigms. Thanks for the help.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Sat Jul 21, 2012 7:29 pm

Hi,

sorry, that error is because I wrote
"RNListener" instead of "RNListeners".
I've corrected it in my previous post's snippet.
The snippet in my previous post was not intended to be ready to use, because I did not tested it,sorry.



Code: Select all
  1. aScene = {}

  2.  

  3. local sceneGroup = RNGroup:new()

  4.  

  5.  

  6.  

  7. function aScene.touchListener(event)

  8.   print("Touch")

  9.   if event.phase=="began" then

  10.     aScene.tempX,aScene.tempY= event.x,event.y

  11.   end

  12.   if event.phase=="moved" then

  13.     local deltaX= getDelta(tempX,event.x)

  14.     local deltaY= getDelta(tempY,event.y)

  15.     aScene.map.x= aScene.map.x - deltaX

  16.     aScene.map.y= aScene.map.y - deltaY

  17.     tempX,tempY= event.x,event.y

  18.   end

  19. end

  20.  

  21.  

  22. --init Scene

  23. function aScene.onCreate()

  24. aScene.map = RNFactory.createImage("assets/images/map/map_bg_01.jpg")

  25. aScene.tempX = 0

  26. aScene.tempY = 0

  27.  

  28. sceneGroup:insert(aScene.map)

  29.  

  30.     local button1 = RNFactory.createAnim("assets/images/sceneButtons.png", 128, 64)

  31.     button1.frame = 1

  32.     button1.x = 1024; button1.y = 768

  33.     button1:setOnTouchDown(button1Down)

  34.     button1:setOnTouchUp(button1Up)

  35.  

  36.     sceneGroup:insert(button1)

  37.     sceneGroup:bringToFront(button1)

  38.  

  39. aScene.tListener=RNListeners:addEventListener("touch",aScene.touchListener)

  40.  

  41.     return sceneGroup

  42. end

  43.  

  44. function button1Down(event)

  45.     event.target.frame = 2

  46. end

  47.  

  48. function button1Up(event)

  49.     event.target.frame = 1

  50.     director:showScene("scenes/title_scene", "fade")

  51. end

  52.  

  53. function aScene.onEnd()

  54.         RNListeners:removeEventListener("touch", aScene.tListener)

  55.     sceneGroup:remove()

  56. end

  57.  

  58. return aScene



I've changed something in your code other than the RNListeners signature:
I've inserted map in sceneGroup and set the listener during onCreate().
Also, listener is removed together with scene.

I've not tested this neither, but touch function should be correctly called.
Let me know!

Have a nice day,

Mattia
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ignisdeveloper » Sat Jul 21, 2012 9:29 pm

Thanks a lot for the help with this. I've got basic functionality going now. The touch is way too sensitive at the moment, but I will try to look at your implementation of RNListView to get something smoother working. I do get one error which seems to stem from
Code: Select all
  1. RNListeners:removeEventListener("touch", aScene.tListener)


I get the error:
Code: Select all
  1. rapanui/rapanui-sdk/RNInputManager.lua:157: attempt to perform arithmetic on local 'id' (a nil value)

  2. stack traceback:

  3.         rapanui/rapanui-sdk/RNInputManager.lua:157 in function <rapanui/rapanui-sdk/RNInputManager.lua:151>

  4.         (tail call) ?

  5.         rapanui/rapanui-sdk/RNListeners.lua:53 in function 'removeEventListener'

  6.         lua/scenes/map_scene.lua:61 in function 'onEnd'

  7.         rapanui/rapanui-sdk/RNDirector.lua:273 in function 'onComplete'

  8.         rapanui/rapanui-sdk/RNTransition.lua:253 in function <rapanui/rapanui-sdk/RNTransition.lua:253>


The error seems to go away when I comment out this line, but I'm not sure if that is the correct recourse. It seems like we would want to remove the event listener when the scene is deleted.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Sun Jul 22, 2012 2:18 am

It seems like you are removing the a listener which does not exist any more, because you are passing the wrong id to the removeEventListener function, an id which no longer exists.

So, maybe that listener removal is called more than one time while the listener creation is called once;
try to put a print after that line and see how many times it's printed.
If you put the listener removal into aScene.onEnd, the problem is: "Who is changing the scene? When? How many times?".
If it is like a button, maybe this error occurs because you touch it two times (so onEnd is called two times) and so on.

Before changing scene you should check if director is transitioning, like this:
Code: Select all
  1. function aScene.eventChangingScene()

  2.     if director:isTransitioning()==false then

  3.         director:changeScene("nextScene","myMode")  

  4.     end

  5. end




In this sample we correctly add and remove listeners dynamically. Maybe this can help you:
https://github.com/ymobe/rapanui/blob/r ... remove.lua

;D

Mattia
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ignisdeveloper » Wed Jul 25, 2012 4:26 pm

I figured out what was wrong. Apparently I needed to make the listener a member of sceneGroup rather than aScene. I've included the working code.
Code: Select all
  1. --[[

  2.  

  3. SCENES MUST HAVE

  4. 1)a sceneGroup where all instances are inserted

  5. 2)onCreate function in which we create everything

  6. 3)onEnd function in which we clean the instance

  7.  

  8. ]] --

  9.  

  10. aScene = {}

  11.  

  12. local sceneGroup = RNGroup:new()

  13.  

  14. function sceneGroup.touchListener(event)

  15.   if event.phase=="began" then

  16.     sceneGroup.tempX, sceneGroup.tempY= event.x,event.y

  17.   end

  18.   if event.phase=="moved" then

  19.     local deltaX = sceneGroup.tempX - event.x

  20.     local deltaY = sceneGroup.tempY - event.y

  21.     sceneGroup.map.x= sceneGroup.map.x - .1*deltaX

  22.     sceneGroup.map.y= sceneGroup.map.y - .1*deltaY

  23.     tempX,tempY= event.x,event.y

  24.   end

  25. end

  26.  

  27. --init Scene

  28. function aScene.onCreate()

  29.   sceneGroup.map = RNFactory.createImage("assets/images/map/map_bg_01.jpg")

  30.   sceneGroup.map:sendToBottom()

  31.   sceneGroup.tempX = 0

  32.   sceneGroup.tempY = 0

  33.   sceneGroup:insert(sceneGroup.map)

  34.  

  35.   local button1 = RNFactory.createAnim("assets/images/sceneButtons.png", 128, 64)

  36.   button1.frame = 1

  37.   button1.x = 1024; button1.y = 768

  38.   button1:setOnTouchDown(button1Down)

  39.   button1:setOnTouchUp(button1Up)

  40.  

  41.   sceneGroup:insert(button1)

  42.   sceneGroup:bringToFront(button1)

  43.  

  44.   sceneGroup.touchID=RNListeners:addEventListener("touch", sceneGroup.touchListener, "mapListener")

  45.  

  46.   return sceneGroup

  47. end

  48.  

  49. function button1Down(event)

  50.   event.target.frame = 2

  51. end

  52.  

  53. function button1Up(event)

  54.   event.target.frame = 1

  55.   if director:isTransitioning() == false then

  56.     director:showScene("scenes/title_scene", "fade")

  57.   end

  58. end

  59.  

  60. function aScene.onEnd()

  61.   RNListeners:removeEventListener("touch", sceneGroup.touchID)

  62.   sceneGroup:remove()

  63. end

  64.  

  65. return aScene

  66.  



Thanks for all of the help.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ignisdeveloper » Wed Jul 25, 2012 5:45 pm

Thanks a lot for all of the help with the touch listeners in scenes. I've run into another issue which could either be a bug, or more likely, I am using things incorrectly. Instead of a fixed map image, I've created a map RNGroup that I then populate with several tiles and move them collectively. I also create a static button which does not move. I am trying to use the bringToFront() function to make sure the button stays on top of the tiles, but it doesn't really seem to be doing much. The button consistently stays above the first layer of tiles, but when I drag the map, the second layer covers up the button. I've attached my code.
Code: Select all
  1. aScene = {}

  2.  

  3. local sceneGroup = RNGroup:new()

  4.  

  5. function sceneGroup.touchListener(event)

  6.   if event.phase=="began" then

  7.     sceneGroup.tempX, sceneGroup.tempY= event.x,event.y

  8.   end

  9.   if event.phase=="moved" then

  10.     local deltaX = sceneGroup.tempX - event.x

  11.     local deltaY = sceneGroup.tempY - event.y

  12.     sceneGroup.map.x= sceneGroup.map.x - .05*deltaX

  13.     sceneGroup.map.y= sceneGroup.map.y - .05*deltaY

  14.     tempX,tempY= event.x,event.y

  15.   end

  16. end

  17.  

  18. --init Scene

  19. function aScene.onCreate()

  20.   sceneGroup.map = RNGroup:new()

  21.   local tile1 = RNFactory.createImage("assets/images/map/map_bg_01.jpg")

  22.   tile1.x = 0; tile1.y = 0;

  23.   local tile2 = RNFactory.createImage("assets/images/map/map_bg_02.jpg")

  24.   tile2.x = 1024; tile2.y = 0;

  25.   local tile3 = RNFactory.createImage("assets/images/map/map_bg_03.jpg")

  26.   tile3.x = 2048; tile3.y = 0;

  27.   local tile4 = RNFactory.createImage("assets/images/map/map_bg_04.jpg")

  28.   tile4.x = 0; tile4.y = 768;

  29.   local tile5 = RNFactory.createImage("assets/images/map/map_bg_05.jpg")

  30.   tile5.x = 1024; tile5.y = 768;

  31.   local tile6 = RNFactory.createImage("assets/images/map/map_bg_06.jpg")

  32.   tile6.x = 2048; tile6.y = 768;

  33.   sceneGroup.map:insert(tile1)

  34.   sceneGroup.map:insert(tile2)

  35.   sceneGroup.map:insert(tile3)

  36.   sceneGroup.map:insert(tile4)

  37.   sceneGroup.map:insert(tile5)

  38.   sceneGroup.map:insert(tile6)

  39.   sceneGroup.map.x = 512; sceneGroup.map.y = 384

  40.  

  41.   sceneGroup.tempX = 0

  42.   sceneGroup.tempY = 0

  43.   sceneGroup:insert(sceneGroup.map)

  44.  

  45.   local button1 = RNFactory.createAnim("assets/images/sceneButtons.png", 128, 64)

  46.   button1.frame = 1

  47.   button1.x = 1024; button1.y = 768

  48.   button1:setOnTouchDown(button1Down)

  49.   button1:setOnTouchUp(button1Up)

  50.  

  51.   sceneGroup:insert(button1)

  52.   button1:bringToFront()

  53.   --sceneGroup:bringToFront(button1)

  54.  

  55.   sceneGroup.touchID=RNListeners:addEventListener("touch", sceneGroup.touchListener, "mapListener")

  56.  

  57.   return sceneGroup

  58. end

  59.  

  60.  

  61. function button1Down(event)

  62.   event.target.frame = 2

  63. end

  64.  

  65. function button1Up(event)

  66.   event.target.frame = 1

  67.   if director:isTransitioning() == false then

  68.     director:showScene("scenes/title_scene", "fade")

  69.   end

  70. end

  71.  

  72. function aScene.onEnd()

  73.   RNListeners:removeEventListener("touch", sceneGroup.touchID)

  74.   sceneGroup:remove()

  75. end

  76.  

  77.  

  78. return aScene



Does anything look obviously wrong with this?
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Thu Jul 26, 2012 12:50 am

Hi,
I'm happy you fixed most of your problems and you are getting friendly with RapaNui ;D

>Does anything look obviously wrong with this?
Mh.
It's because RNButtons don't have bringToTop() method.
It's not your fault, it's just because RapaNui has a lack of documentation. We are sorry for this, we will bring docs out as soon as possible.

If you want to bring your button to the top you can use:
Code: Select all
  1. button1:setLevel(value)


This will set button1's drawing priority to "value". Objects with higher priorities are drawn to the top of objects with lower priorities.
Code: Select all
  1. button1:setLevel(99999)


Will keep your button to the top of 99999 other instances.

NOTE: when an objects is inserted into a RNGroup, its priority is reset by group. Also you can use
Code: Select all
  1. RNGroup:flattern(value)

to set priority of all objects in that group to "value". (This way objects in the same group priorities are set following object addition to group.)

I hope this can solve your problem ;D
Let me know!

Have a nice day,

Mattia
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ignisdeveloper » Thu Jul 26, 2012 10:09 pm

That did the trick for me. I just had to make sure I set all layer stuff at the very end, after inserting all my groups and stuff.

Thanks for all of the incredible help.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Fri Jul 27, 2012 1:48 am

You are welcome!
Let me know for any great game you are developing!
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Re: RapaNui: a new, open-source, high-level programming fram

Postby Sergeyka » Thu Aug 09, 2012 2:53 am

Mattia, which version of Moai is better to use for rapanui-dev? 1.2 build 56, last snapshot 1.2 (Build 72) or .. ?
thanks.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Thu Aug 09, 2012 3:08 am

Hi Sergeyka,

For our internal projects we use Moai v.1.2 build 35.
At the moment RapaNui (master and rapanuidev branch) is developed using that build of Moai, I've not tested further Moai releases or builds.

Have a nice day,

Mattia
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Re: RapaNui: a new, open-source, high-level programming fram

Postby Sergeyka » Thu Aug 09, 2012 6:54 pm

Hi Mattia,

Does RapaNui work with emulator moai.exe(1.2 Build 35), now?
I'm get the error:
Code: Select all
  1. E:\MyMoai\TarTest>d:\moai-sdk\bin\win32\moai.exe  "d:\MyMoai\TarTest\config.lua" "E:\MyMoai\TarTest\main.lua "

  2. E:\MyMoai\TarTest\main.lua :2: module 'rapanui-sdk/rapanui' not found:

  3.         no field package.preload['rapanui-sdk/rapanui']

  4.         no file 'C:\Program Files\Lua\5.1\lua\rapanui-sdk/rapanui.luac'

  5.         no file '.\rapanui-sdk/rapanui.dll'

  6.         no file 'd:\moai-sdk\bin\win32\rapanui-sdk/rapanui.dll'

  7.         no file 'd:\moai-sdk\bin\win32\loadall.dll'

  8. stack traceback:

  9.         [C] in function 'require'

  10.         E:\MyMoai\TarTest\main.lua :2 in main chunk

  11.  



had all worked with other versions. The folder rapanui-sdk is present in project.
Who is to blame and what to do? :)
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Re: RapaNui: a new, open-source, high-level programming fram

Postby ibisum » Thu Aug 09, 2012 10:58 pm

Change all paths in your 'require' and 'module' statements from using the / character, to .. using the \ character. Since you are on Windows, welcome to this miserable problem ..
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Re: RapaNui: a new, open-source, high-level programming fram

Postby Sergeyka » Thu Aug 09, 2012 11:49 pm

ibisum, earlier all worked... Revolution in the moai again?)
May be a problem with my system.. Where to find a old versions of Moai? I will to test..

p.s. Changed the path in main.lua and all files of folder rapanui-sdk. Dont work.
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Re: RapaNui: a new, open-source, high-level programming fram

Postby mattfortunati » Fri Aug 10, 2012 4:04 am

Hi Sergeyka,

>Does RapaNui work with emulator moai.exe(1.2 Build 35), now?
I've tested it again right now, and it seems there isn't any problem. Everything is working fine for me.

>Change all paths in your 'require' and 'module' statements from using the / character, to .. using the \ character. Since you are >on Windows, welcome to this miserable problem ..
Yes, you are right Ibisium, this will for sure solve some problems :D maybe not this one but further ones.

Clearly Moai is checking for something it cannot find, but I don't know why it's searching for "rapanui.dll" or "rapanui.luac".
Try to download again Moai v1.2 build 35 from here:
https://github.com/moai/moai-dev/tags
and setup again a RapaNui project. Everything is working for me.

Have a nice day,

Mattia
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Re: RapaNui: a new, open-source, high-level programming fram

Postby Sergeyka » Fri Aug 10, 2012 4:29 am

Thanks for reply, Mattia and ibisum. I recovered (Handy Recovery is good software) from harddisk the old version 1.0 and 0.9 beta - same error.

Problem was in Lua for Windows. I'm reinstalled lua and all ok now =)
Last edited by Sergeyka on Fri Aug 10, 2012 4:34 am, edited 1 time in total.
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