Composer is most definitely supported on WP8. This is most likely happening to you because your *.ccscene files are not getting bundled into your app. This is because Visual Studio will not automatically include files as “content” for extensions that it does not recognize.
What you need to do is the following:
Go to the Solution Explorer panel in Visual Studio.
Right click on a *.ccscene file and select Properties from the popup menu.
In the Properties panel, go to the “Build Action” property and select “Content”.
You can also select multiple files in the Solution Explorer via Shift/Ctrl click and set all of them to “Content” in one shot as well.
I recommend that you go through all of your asset files to ensure that they’re Build Action is set to Content.
(This isn’t a Corona thing. This is something all Visual Studio developers need to be aware of.)
Note that we document this in the link below. See topic “How to add an existing Corona project to this Visual Studio project”.
Hmm… I was able to getting composer working on WP8 just fine. Last I used/tested it was last week. And the *.ccscene files are not required to get composer working. In fact, they use the existing composer Lua library as well.
Try running your app under the Visual Studio’s debugger to see if any Lua runtime errors are occurring. This is in case you’re using a Lua API that we do not support on WP8 yet in your transition listeners.
You’ll need to do the following with your project to see Lua’s printed output:
Right click on your application project in Visual Studio.
Select “Properties” from the popup menu.
Select the “Debug” tab on the left.
Go to the drop-down box under “Debugger Type\UI Task” and select “Native Only”.
Run your application in debug mode.
If the above does not show any meaningful errors, then the next step would be for you to send me your “main.lua” that can reproduce this issue. You can do so via the “Report a Bug” link above. Thanks.
i got it working. My issue was that even though I was no longer using the native widgets, i still had the require tucked away at the top of one of my lua files.
I never received any errors in the debugger what so ever,
I just started trimming my 2nd screen down to the bare minimum
Also, you should’ve been able to see the Lua runtime error by debugging your app in “Native Only” mode. That’s the list of instructions I posted up above. Were you able to find that option in Visual Studio?
I don’t see lua Runtime errors neither, I do see print lines though. So I manually call an ‘unhandledError’ listener which generates print lines so that I could see Runtime lua errors. If I don’t do that, Runtime errors aren’t visible in Visual Studio’s output.
Hmm… okay. Maybe I can see them because I’m running a debug version of the Lua library versus you guys have the release version of Lua. I’ll have to double check on this later. Thanks for letting me know.
The newest WP8 CoronaCards build that got pushed out now logs Lua runtime errors to the Visual Studio “Output” panel. Plus, it’ll log in both “Native” and “Managed” debugger modes… and with far better performance. Although, still not as fast as iOS or Android, but I think this is as good as it’s going to get; at least when logging to Visual Studio. Anyways, this should make it easier for you guys to debug your applications.
If it helps you any, you can run the Corona Simulator in your WP8 project’s “Assets\Corona” directory, provided that it’s not using the Native/Lua bridge. I sometimes do this myself when I want to quickly test my Lua script changes. And the new release version of the Corona Simulator allows you to set a custom width/height so that you can match a WP8 device’s resolution. Does this help you any or is there some other issue getting in your way?
Composer is most definitely supported on WP8. This is most likely happening to you because your *.ccscene files are not getting bundled into your app. This is because Visual Studio will not automatically include files as “content” for extensions that it does not recognize.
What you need to do is the following:
Go to the Solution Explorer panel in Visual Studio.
Right click on a *.ccscene file and select Properties from the popup menu.
In the Properties panel, go to the “Build Action” property and select “Content”.
You can also select multiple files in the Solution Explorer via Shift/Ctrl click and set all of them to “Content” in one shot as well.
I recommend that you go through all of your asset files to ensure that they’re Build Action is set to Content.
(This isn’t a Corona thing. This is something all Visual Studio developers need to be aware of.)
Note that we document this in the link below. See topic “How to add an existing Corona project to this Visual Studio project”.
Hmm… I was able to getting composer working on WP8 just fine. Last I used/tested it was last week. And the *.ccscene files are not required to get composer working. In fact, they use the existing composer Lua library as well.
Try running your app under the Visual Studio’s debugger to see if any Lua runtime errors are occurring. This is in case you’re using a Lua API that we do not support on WP8 yet in your transition listeners.
You’ll need to do the following with your project to see Lua’s printed output:
Right click on your application project in Visual Studio.
Select “Properties” from the popup menu.
Select the “Debug” tab on the left.
Go to the drop-down box under “Debugger Type\UI Task” and select “Native Only”.
Run your application in debug mode.
If the above does not show any meaningful errors, then the next step would be for you to send me your “main.lua” that can reproduce this issue. You can do so via the “Report a Bug” link above. Thanks.
i got it working. My issue was that even though I was no longer using the native widgets, i still had the require tucked away at the top of one of my lua files.
I never received any errors in the debugger what so ever,
I just started trimming my 2nd screen down to the bare minimum
Also, you should’ve been able to see the Lua runtime error by debugging your app in “Native Only” mode. That’s the list of instructions I posted up above. Were you able to find that option in Visual Studio?
I don’t see lua Runtime errors neither, I do see print lines though. So I manually call an ‘unhandledError’ listener which generates print lines so that I could see Runtime lua errors. If I don’t do that, Runtime errors aren’t visible in Visual Studio’s output.
Hmm… okay. Maybe I can see them because I’m running a debug version of the Lua library versus you guys have the release version of Lua. I’ll have to double check on this later. Thanks for letting me know.