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Thank you for the report!

Since you're peeking at the leftover / legacy texture paths it's an easy way to see what I'm doing here: Originally all these animations shared a texture folder that I was constantly updating (for performance). But I switched to having them be independent, to improve compatibility and ease of use.

Some of these references are hard to find because they're tucked inside the Advanced Render Settings tab, which has some branching textures in it. I thought I had squished most of these, but some still slipped. How do you get the missing texture report? This sounds like a very useful tool for debugging, as for me they just look like they work! 

I'll upload a new update as soon as possible, fixing these leftovers. Thank you once more.

Wonderful. Glad to see you're working on it until it's perfect 😁

I'm using love2d and the EffekseerForLove plugin. EffekseerForLove has a custom TextureLoader for Effekseer to be able to load the textures using the love filesystem, and the error messages come from there. Here's an example love2d program that loads *.efk from a directory (hardcoded to SC-Astrology as an example), so you could see all the warnings for each file:

 local effekseer = require('effekseer')
 local manager
 local effects = {}
 local handle
 
 function love.load(args)
     love.window.setMode(1280, 800)
 
     -- Pass in true to print warnings, remove true to raise an error instead.
     manager = effekseer.newEffectManager(true)
 
     local path = 'SC-Astrology'
     local k, v
     for k, v in ipairs(love.filesystem.getDirectoryItems(path)) do
         if v:sub(-4) == '.efk' then
             print("Loading: " .. v)
             table.insert(effects, manager:newEffect(path .. '/' .. v))
         end
     end
 end
 
 local tot_dt = 0
 local idx = 1
 function love.update(dt)
     tot_dt = tot_dt + dt
     if tot_dt >= 1 then
         tot_dt = tot_dt - 1
         print("FPS: " .. love.timer.getFPS())
     end
 
     -- Play the next effect if none are playing.
     if not handle or not manager:exists(handle) then
         handle = manager:play(effects[idx])
         manager:setLocation(handle, 640, 400)
         idx = idx + 1
         if idx > #effects then
             idx = 1
         end
     end
     manager:update(dt)
 end
 
 function love.draw()
     -- Draw all effects using the manager
     manager:draw()
 end

You need to run love with the EffekseerForLove plugin in the LUA_CPATH though, so it's not as straightforward as running other love2d programs. Let me know if you want to get it setup and need a hand!