First off, this is meant to be for discussion. I already know how to do these things, I am just curious how others go about this.
Anyways, yeah, if you haven't guessed already, I was just kind of wondering what methods people go about to creating their .love files and their game .exe's! I only know of a few right now, like these:
The old fashion zip file creation and renaming technique -- Pain in the rear end!
"7z a -tzip releases/gamename.love * -xr!*.love -xr!.git" -- a .bat file with my method for creating love files, with 7zip installed. (Win)
What other methods do people use? I mean, I'm pretty sure there's at least a few more ways people generate love files and I'd löve to see what other implementations people have for it
Last edited by 20047m on Sat Feb 01, 2014 7:04 pm, edited 1 time in total.
This script is for testing and development. I use it as softlinks don't play well when loading assets in love. This script basically zips up a folder in a temp file so that the softlinks are converted to normal files. https://github.com/josefnpat/LD28/blob/master/run.sh
Missing Sentinel Software | Twitter FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
My approach is similar to #4 except I have an intermediary step where I copy all the source code into a staging directory, then run it through luajit's bytecode compiler. Roughly:
rm -rf $STAGE && mkdir $STAGE
# copy things to the staging directory
find . -name "*.lua" -not -path "$STAGE/*" -exec cp --parents {} $STAGE \;
# compile it
find $STAGE -name "*.lua" -exec $LUAC -b$DEBUG {} {} \;
rm $LOVEOUT
# zip it and merge assets in the main tree
7z a -tzip $LOVEOUT $STAGE/*
7z a -r -tzip -i!*.png -i!*.ogg $LOVEOUT
Then $LOVEOUT points to some .love file ready for further processing.
I have a python script for building .loves. That came in handy with Hat Cat, since all levels were made in an in-game level editor, so the script also took the levels from the love.filesystem save folder and merged them into the game before zipping.
For building .exes, I have a .bat script. The .app I just manually copy-and-paste the .love into a boilerplate .app.
I'm with Robin here, I do it so rarely, I choose the cheapest way.
I'd like to ask a follow-up question, though: What are the reasons for creating .love's or .exe's so often, that there is a desire to automate it?
Or asked different, what are the occasions where you do it?