Search found 16 matches
- Sat Jan 14, 2017 4:27 pm
- Forum: Support and Development
- Topic: [Solved] Adding a new module to Love, help!
- Replies: 10
- Views: 9984
Re: Adding a new module to Love, help!
@raidho36: Steamworks integration @bartbes: Sorry, should have probably edited my first reply! I'm also not very experienced with Lua, so just went for the C++ approach, and yes, I know I can also use luaJIT/FFI to achieve what I wanted, I've tried it and and by doing the same that steam provides in...
- Sat Jan 14, 2017 12:51 pm
- Forum: Support and Development
- Topic: [Solved] Adding a new module to Love, help!
- Replies: 10
- Views: 9984
Re: Adding a new module to Love, help!
And working now, thanks a lot!
- Sat Jan 14, 2017 12:45 pm
- Forum: Support and Development
- Topic: [Solved] Adding a new module to Love, help!
- Replies: 10
- Views: 9984
Re: Adding a new module to Love, help!
NEvermind, found this old post: viewtopic.php?t=54754
Will give it a try!
Will give it a try!
- Sat Jan 14, 2017 12:42 pm
- Forum: Support and Development
- Topic: [Solved] Adding a new module to Love, help!
- Replies: 10
- Views: 9984
Re: Adding a new module to Love, help!
Do I also need to make changes in boot.lua.h ?
- Sat Jan 14, 2017 12:28 pm
- Forum: Support and Development
- Topic: [Solved] Adding a new module to Love, help!
- Replies: 10
- Views: 9984
Re: Adding a new module to Love, help!
Thanks, I did it and now I added my module there, the question is, do I need to add this script folder next to my newly built love.exe?raidho36 wrote:Try editing boot.lua file.
- Sat Jan 14, 2017 12:12 pm
- Forum: Support and Development
- Topic: [Solved] Adding a new module to Love, help!
- Replies: 10
- Views: 9984
[Solved] Adding a new module to Love, help!
Hi all, I'm adding a new C++ module to love, I've downloaded the sources and compiled the project, once I got that working I added my own module to love, but when building it, it doesn't seem to have my love.myModule Things I've done so far: - I copied how other modules are registered, so my module ...
- Mon Dec 12, 2016 2:23 pm
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 1080308
Re: Distributing your games (making a .love file)
Thanks for the answers, I just wanted to make sure this was the case and I wasn't missing a step while building the final exe
- Sun Dec 11, 2016 11:05 pm
- Forum: Support and Development
- Topic: Distributing your games (making a .love file)
- Replies: 278
- Views: 1080308
Re: Distributing your games (making a .love file)
So I did my first .exe today following the steps you mentioned in this thread, all working fine and good, but just realized I can simply open the .exe file in win rar and see all the files inside, code, data and everything. Does that mean anybody who gets the game can change the code?
- Fri Oct 07, 2016 10:29 am
- Forum: Support and Development
- Topic: (Not) Another Networking Thread
- Replies: 2
- Views: 2932
Re: (Not) Another Networking Thread
Hi there! I'm currently working on another game adding the online mode, in our case it's quite different as one of the clients also acts as a server, so essentially it is peer to peer. About your questions, this is how I'm doing it myself... in case you can use it for reference: Re: the server, I th...
- Fri Jul 22, 2016 7:02 pm
- Forum: General
- Topic: Configuring Visual Studio with Babelua for LÖVE
- Replies: 16
- Views: 15445
Re: Configuring Visual Studio with Babelua for LÖVE
Yes, it did work! I can finally debug properly, thanks so much!SiENcE wrote:Maybe you use Löve 64bit ?
Visual Studio is always 32bit .
So just use Löve 32 bit.