hexToRGB error?

When i load up my main.lua file i get a hexToRGB error… any idea whats going on?

heres the git… https://github.com/pauloaguiar91/game

It was working fine until i created an object on my map and tried to load an image at a point. from the lime tutorials i was on this one http://lime.outlawgametools.com/tutorials/06-using-objects-to-do-cool-stuff/

Fixed the RGB error thanks to a comment here  http://forums.coronalabs.com/topic/34345-changesfixes-to-the-open-source-version-of-lime/ .  Simply had to remove a line of code in lime-objectLayer. hopefully this gets fixed soon

EDIT: Okay now after fixing this error and jumping into the making a sprite jump tutorial im getting this error:

Heres my code 

[lua]

lime = require(“lime.lime”)

local map = lime.loadMap(“maps/tut.tmx”)

local onPlayerSpawnObject = function(object)

    local layer = map:getTileLayer(“Player”)

    player = display.newImage(layer.group, “guy.png”)

    player.x = object.x

    player.y = object.y

end

map:addObjectListener(“PlayerSpawn”, onPlayerSpawnObject)

–local onObject = function(object)

  –  display.newImage(object.playerImage, object.x, object.y)

–end

–map:addObjectListener(“PlayerSpawn”, onObject)

local visual = lime.createVisual(map)

local physical = lime.buildPhysical(map)

[/lua]

The commented out lines are from a previous tutorial… any idea why its giving the errors attached? 

I couldn’t get the sprite example to work either so I just added in the sprite code separately like this:

[lua]--------------------------------------------
– SPRITE stuff

local options = { width = 64, height = 64, numFrames = 12 }

local imageSheet = graphics.newImageSheet( “sprite.png”, options )

local sequenceData =
{
{ name=“idle”, start=4, count=3, time=500},
{ name=“right”, start=10, count=3, time=500},
{ name=“left”, start=7, count=3, time=500}
}

local player = display.newSprite( imageSheet, sequenceData )
player.x = 100
player.y = 100
player:setSequence(“idle”)
player:play()
[/lua]

Also, see this post regarding how to integrate the sprite created outside of Lime back into Lime:

http://forums.coronalabs.com/topic/34595-lime-and-tiled-tutorial-updates/?p=179592

Fixed the RGB error thanks to a comment here  http://forums.coronalabs.com/topic/34345-changesfixes-to-the-open-source-version-of-lime/ .  Simply had to remove a line of code in lime-objectLayer. hopefully this gets fixed soon

EDIT: Okay now after fixing this error and jumping into the making a sprite jump tutorial im getting this error:

Heres my code 

[lua]

lime = require(“lime.lime”)

local map = lime.loadMap(“maps/tut.tmx”)

local onPlayerSpawnObject = function(object)

    local layer = map:getTileLayer(“Player”)

    player = display.newImage(layer.group, “guy.png”)

    player.x = object.x

    player.y = object.y

end

map:addObjectListener(“PlayerSpawn”, onPlayerSpawnObject)

–local onObject = function(object)

  –  display.newImage(object.playerImage, object.x, object.y)

–end

–map:addObjectListener(“PlayerSpawn”, onObject)

local visual = lime.createVisual(map)

local physical = lime.buildPhysical(map)

[/lua]

The commented out lines are from a previous tutorial… any idea why its giving the errors attached? 

I couldn’t get the sprite example to work either so I just added in the sprite code separately like this:

[lua]--------------------------------------------
– SPRITE stuff

local options = { width = 64, height = 64, numFrames = 12 }

local imageSheet = graphics.newImageSheet( “sprite.png”, options )

local sequenceData =
{
{ name=“idle”, start=4, count=3, time=500},
{ name=“right”, start=10, count=3, time=500},
{ name=“left”, start=7, count=3, time=500}
}

local player = display.newSprite( imageSheet, sequenceData )
player.x = 100
player.y = 100
player:setSequence(“idle”)
player:play()
[/lua]

Also, see this post regarding how to integrate the sprite created outside of Lime back into Lime:

http://forums.coronalabs.com/topic/34595-lime-and-tiled-tutorial-updates/?p=179592