Animations for player not working when bundling or html5

When I bundle or build my project to HTML5 or windows, for some reason, only the default animation plays. It works fine when I build in testing and they play alright, but whenever I attempt to export the animations do not play nor do I get any errors. The script I have for handling the movement and animations for the player sprite is here.

local BASE_VELOCITY = 100


function init(self)
	--msg.post("camera", "follow", { target = hash("/Main Character"), lerp = 0.7, horizontal = true, vertical = true, immediate = true })
	msg.post("#", "acquire_input_focus")
	self.keypress = {
		up = false,
		down = false,
		left= false,
		right=false
	}
	self.velocity = vmath.vector3(0,0,0)
	self.correction = vmath.vector3()
	go.set_position(vmath.vector3(222,(Height)*64,0))
end


function update(self,dt)
	self.correction = vmath.vector3()
	
end

function fixed_update(self, dt)
	local pos = go.get_position()
	pos = pos + self.velocity  * dt
	go.set_position(pos)
	self.velocity.x = 0
	self.velocity.y = 0
end

function final(self)
	-- Add finalization code here
	-- Learn more: https://defold.com/manuals/script/
	-- Remove this function if not needed
end

function walkLR(self, Direction)
	self.velocity.x = BASE_VELOCITY * Direction
end

function walkUD(self, Direction)
	self.velocity.y = BASE_VELOCITY * Direction 
end

function on_message(self, message_id, message, sender)
	-- Handle collision
	if message_id == hash("contact_point_response") then
		-- Get the info needed to move out of collision. We might
		-- get several contact points back and have to calculate
		-- how to move out of all of them by accumulating a
		-- correction vector for this frame:
		if message.distance > 0 then
			-- First, project the accumulated correction onto
			-- the penetration vector
		local proj = vmath.project(self.correction, message.normal * message.distance)
		if proj < 1 then
				-- Only care for projections that does not overshoot.
				local comp = (message.distance - message.distance * proj) * message.normal
				-- Apply compensation
				go.set_position(go.get_position() + comp)
				-- Accumulate correction done
				self.correction = self.correction + comp
			end
		end
	end
end

function on_input(self, action_id, action) 

	if action_id == hash("Up") and action.pressed then 
		self.keypress.up = true
		self.keypress.down = false
		self.keypress.left = false
		self.keypress.right = false
		
		sprite.play_flipbook("#sprite", "Up Walk")
		print("walking up")
	elseif action_id == hash("Down") and action.pressed then 
		self.keypress.up = false
		self.keypress.down = true
		self.keypress.left = false
		self.keypress.right = false
		sprite.play_flipbook("#sprite", "Down Walk")
		sprite.set_hflip("#sprite", false)
		print("walking down")
	elseif action_id == hash("Left") and action.pressed then 
		self.keypress.up = false
		self.keypress.down = false
		self.keypress.left = true
		self.keypress.right = false
		sprite.play_flipbook("#sprite", "Side Walk")
		sprite.set_hflip("#sprite", false)
		print("walking Left")
	elseif action_id == hash("Right") and action.pressed then 
		self.keypress.up = false
		self.keypress.down = false
		self.keypress.left = false
		self.keypress.right = true
		sprite.play_flipbook("#sprite", "Side Walk")
		sprite.set_hflip("#sprite", true)
		print("walking Right")
	end

	if self.keypress.up and action_id == hash("Up") and action.released then
		self.keypress.up = false
		sprite.play_flipbook("#sprite", "Up Idle")
	elseif self.keypress.down and action_id == hash("Down") and action.released then
		self.keypress.down = false
		sprite.play_flipbook("#sprite", "Down Idle")
	elseif self.keypress.right and action_id == hash("Right") and action.released then
		self.keypress.right = false
		sprite.play_flipbook("#sprite", "Side Idle")
	elseif self.keypress.left and action_id == hash("Left") and action.released then
		self.keypress.left = false
		sprite.play_flipbook("#sprite", "Side Idle")
		
	end 
	
	


	

	if self.keypress.right and action_id == hash("Right") then
		walkLR(self, 1)
		

	elseif self.keypress.left and action_id == hash("Left")then
		walkLR(self, -1)
		
	
	elseif self.keypress.down and action_id == hash("Down") then
		walkUD(self,-1)
		
		
		
	elseif self.keypress.up and action_id == hash("Up") then
		walkUD(self, 1)
	end
	
		
	
end




1 Like

sorry for the self reply, but upon further inspection I get the following error on the web logs

Failed to load resource::57113/favicon.ico:1
the server responded with a status of 404 (Not Found)

Hi @Toastypencil34 !

What are the image names in your animations? (E.g inside the “Up Idle”, Down Idle" etc)