Distributing your games (making a .love file)
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Re: Distributing your games (making a .love file)
thanks but what goes in it
- Robin
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Re: Distributing your games (making a .love file)
a .deb has two subdirectories or .tar.gzs:osgeld wrote:thanks but what goes in it
control[.tar.gz] and data[.tar.gz]
control contains a file called control, for the latest build of 0.6.0 this is:
Code: Select all
Package: love
Version: 20090906-9e20498a4252
Section: games
Priority: optional
Architecture: amd64
Essential: no
Depends: libdevil1c2, libfreetype6, libgl1-mesa-glx, liblua5.1-0, libphysfs-1.0-0, libsdl1.2debian, libopenal1, libogg0, libvorbis0a, libvorbisfile3, libflac8, libflac++6, libmodplug0c2, libmpg123-0
Installed-Size: 1346.08
Maintainer: Tommy Nguyen [tn0502@hotmail.com]
Provides: love
Description: LOVE is a free 2D game engine which enables easy game creation in Lua.
plus two (optional) scripts: postinst and postrm.
data contains the files to install, in the subfolders they are to be placed:
[/]usr/bin/love
[/]usr/share/mime/packages/love.xml
etc. So basically, data is unzipped at /. (root, that is, not slashdot )
Was this what you meant?
Help us help you: attach a .love.
Re: Distributing your games (making a .love file)
Is it possible to compile a static Windows binary, that we only have to distribute ONE executable file (to get rid of the dlls)?
- bartbes
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Re: Distributing your games (making a .love file)
No, and if I understood correctly that was partly because of the legal problems that would occur doing that, you know... licensing...
Re: Distributing your games (making a .love file)
SiENcE: that is possible if the game your making is open source as well. For now, we will keep LGPL'd libraries in DLL-forms, but I've thought about providing an exe-only option in the future.
Re: Distributing your games (making a .love file)
Having some trouble with love(0.6.0) packages giving runtime errors.
I have been able to run other small packages, but my own program crashes in a ball of fire when I convert it to a love package, or merge it with love.exe
It's fine when I run it by dragging the folder to love.exe, but when I zip it and rename (windows 7 + explorer or winrar) all I just get a non-descript runtime error. Anyone have a clue why this might be happening?
edit: Well I seem to have sorted it .. renamed some files to comply with the old 8.3 dos standards
I have been able to run other small packages, but my own program crashes in a ball of fire when I convert it to a love package, or merge it with love.exe
It's fine when I run it by dragging the folder to love.exe, but when I zip it and rename (windows 7 + explorer or winrar) all I just get a non-descript runtime error. Anyone have a clue why this might be happening?
Code: Select all
Problem signature:
Problem Event Name: APPCRASH
Application Name: love.exe
Application Version: 0.0.0.0
Application Timestamp: 4b0ac70c
Fault Module Name: love.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4b0ac70c
Exception Code: 40000015
Exception Offset: 0012b05f
OS Version: 6.1.7100.2.0.0.256.1
Locale ID: 5129
Additional Information 1: e9a9
Additional Information 2: e9a94bf3f2f024a5e5d10b31fb70f57a
Additional Information 3: 6542
Additional Information 4: 654252bdcc5e1ea42a8cc82b6bec7327
- Taehl
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Re: Distributing your games (making a .love file)
I've got the exact same problem as Magitek. My Love project runs fine out of a folder, but trying to run it as a .zip or a .love causes a runtime error. I'm using Windows 7 Pro x64. However, renaming my files to comply with 8.3 standards did /not/ fix it for me...
My project has 15 files, totaling in at 24 kb of data, so it's not like I'm overloading it. I've tried making the .zip with both the Windows Explorer method and with 7zip.
My project has 15 files, totaling in at 24 kb of data, so it's not like I'm overloading it. I've tried making the .zip with both the Windows Explorer method and with 7zip.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
- Robin
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Re: Distributing your games (making a .love file)
Are you sure main.lua is in the top level directory of the .love? When zipping a directory, files are generally placed in a sub-folder.Taehl wrote:I've got the exact same problem as Magitek. My Love project runs fine out of a folder, but trying to run it as a .zip or a .love causes a runtime error. I'm using Windows 7 Pro x64. However, renaming my files to comply with 8.3 standards did /not/ fix it for me...
My project has 15 files, totaling in at 24 kb of data, so it's not like I'm overloading it. I've tried making the .zip with both the Windows Explorer method and with 7zip.
Help us help you: attach a .love.
- Taehl
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Re: Distributing your games (making a .love file)
I'm sure. Here, I've attached the .love file so you can try it yourself.
EDIT) Buggy attachment removed. See next two posts.
EDIT) Buggy attachment removed. See next two posts.
Last edited by Taehl on Thu Jan 14, 2010 2:58 pm, edited 1 time in total.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
- bartbes
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Re: Distributing your games (making a .love file)
It's because the zip (just like linux and mac osx) are case-sensitive and you use Taehl.png as taehl.png, I know that crashing when a file is not found is a bit extreme, but this is a known bug.
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