To test your HTML5 app, you will need to upload the entire folder to your web server and access that folder through your HTML5 compatible browser. Due to JavaScript security restrictions, HTML5 builds only work if they are served from a web server.
If you have Python installed you can test locally by starting a web browser on your computer and accessing your HTML5 build folder in your browser. The easiest way to get it served on macOS is to drag your build folder on to Terminal.app then paste
python -m SimpleHTTPServer
into the terminal window. Then open http://localhost:8000/index.html in you web browser. For Windows, with Python installed, run cmd.exe and then use the cd command to change directories to your build folder and run the same Python command and then open your browser to the above URL. If you need to see the console log, please open http://localhost:8000/index-debug.html instead.
I’ve just tried converting my game into html5 but I’ve got two errors as soon as I start building my app :
17:51:50.793 ERROR: unable to download plugin.openssl (com.coronalabs). Error message: 17:51:50.793 \<?xml version="1.0" encoding="UTF-8"?\> 17:51:50.793 \<Error\>\<Code\>NoSuchKey\</Code\>\<Message\>The specified key does not exist.\</Message\>\<Key\>com.coronalabs/plugin.openssl/2016.2883/web/data.tgz\</Key\>\<RequestId\>XXXXXXX\</RequestId\>\<HostId\>XXXXX=\</HostId\>\</Error\> 17:52:22.336 ERROR: Out of Memory error 17:52:22.336 not enough memory
I’ve been able to get rid of the UTF-8 error / Facebook api / etc / (by removing all the plugin in my build.setting file), so I’m fine with this one. But i’m not sure what to do with the “Out of Memory error”…
Oh and are there any Corona SDK / HTML5 documentation available somewhere ?
I ported my Tides app and it works. Uses xml as data, converts times and tide heights (sorry landlubbers) into screen coordinates and draws the beautiful sine curves. Horizontal scrolling works, text labels well placed on my tide curve.
I must admit I didn’t read to the end of the post as I was way too excited to try it first … but I did understood that some plugin wouldn’t work
My main issue is the “Out of memory error” that shows up, even after getting rid of all the plugins. I’ll do more test to try to see where it’s coming from.
Stunning, awesome, brilliant. I just looked at conor1’s Irish Tides app on my iPad. I’m super impressed by the Corona team’s accomplishment. My thanks to all that worked so hard on this! Steve
Is it reasonable to assume this development should be usable for Facebook Messenger games? Maybe Facebook games in general (I’m not yet familiar with FB Games).
That’s a timely question Conor. I’m at the Game Developer Conference in S.F. and two of the very biggest pushes from the giants involve the word “instant”. Multiple presentations have been made over 2 days by both Google and Facebook pushing their new game tech. In a nutshell: Google’s “Instant Apps” are sub-10 Mb versions of full apps that can be played entirely in a device’s memory without an install. So players can tap a TRY IT button and be playing a game in seconds. Big game companies have been testing Instant Apps since last Fall. Now it is open to everyone. This isn’t pertinent to HTML 5; but it is worth everyone’s attention. Link: https://www.theverge.com/2018/3/19/17137088/instant-apps-game-developers-google-play-mobile-ads-agones-kubernetes Facebook’s “Instant Games” is their big focus and push. These are small footprint HTML 5 games played in Messenger. Facebook has had some large companies (i.e. Zynga, King, etc.) making the initial games for this space and the play numbers are enormous — even for Facebook. Here’s their main intro doc on this: https://developers.facebook.com/docs/games/instant-games . As an aside, both Cocos and Unity have made a big deal about their support for both Instant Apps (Google) and Instant Games (Facebook). This is certainly too early to try to connect this HTML 5 Beta to “Instant Games” — but it is cool to think that the potential might be here.