@robert Thanks, there where even more errors with the code, I did "Assets.loadEverything" before I did "System.init", this resulted in the texture creation happening before the render device had been created. Had to debug it in c++ and step through to find my mistake...
The normal run target (html5?) didn't fail at loading but crashed when trying to render.
The other issue about Kode Studio not giving me code completion on images was not solved after building and running it, but resolved itself after restarting Kode Studio.
Sorry to be wasting you time with my silly mistakes and thanks for the help
I have pulled down Kode Studio and have not installed anything else as it's suppose to be batteries included (?).
I've created a project (http://kha.tech/getstarted) and added a png image to the assets folder, built and ran it to let the build system find the new asset.
After I've done that I'm suppose to be able to reference my png image by using "Assets.images.NameOfImage".
However I get this message from the linter: "kha._Assets.ImageList has no field coin" and if I run it nothing gets drawn when I use "framebuffer.g2.drawImage(Assets.images.coin, 0, 0);"
Code can be found here: https://github.com/timotii48/Compost
I've tried this both on windows and mac, same issue.
Guess its most likely just something I'm doing wrong as I see no other reports on the issue.
Thanks for any help,