A question about creating a Mac OS app:
Are we allowed to change the "bundle name", "copyright" and "bundle version" in the plist, or do we need to leave the standard there?
Distributing your games (making a .love file)
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- slime
- Solid Snayke
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Re: Distributing your games (making a .love file)
Yes, you definitely can (and probably should) change them to something personalized to you when creating a standalone Mac game.
Re: Distributing your games (making a .love file)
After making game.exe file frome love.exe+game.love my program can't open file for reading that stored in C:\Users\user\AppData\Roaming\LOVE\game.
File with game.love extension just doing it fine.
File with game.love extension just doing it fine.
- slime
- Solid Snayke
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Re: Distributing your games (making a .love file)
The save directory of fused games is in %appdata%/identityname/, rather than %appdata%/LOVE/identityname/.
All the love.filesystem functions (love.filesystem.read, love.filesystem.write, etc.) are relative to both the game's source folder/.love and its save directory, so it shouldn't be a problem to have a different save directory location as long as your game doesn't rely on a file being in the save directory before the game puts it there initially.
All the love.filesystem functions (love.filesystem.read, love.filesystem.write, etc.) are relative to both the game's source folder/.love and its save directory, so it shouldn't be a problem to have a different save directory location as long as your game doesn't rely on a file being in the save directory before the game puts it there initially.
Re: Distributing your games (making a .love file)
still it's not working. I'm using Win7 and it has "Roaming" after "appdata".slime wrote:The save directory of fused games is in %appdata%/identityname/, rather than %appdata%/LOVE/identityname/.
All the love.filesystem functions (love.filesystem.read, love.filesystem.write, etc.) are relative to both the game's source folder/.love and its save directory, so it shouldn't be a problem to have a different save directory location as long as your game doesn't rely on a file being in the save directory before the game puts it there initially.
- slime
- Solid Snayke
- Posts: 3166
- Joined: Mon Aug 23, 2010 6:45 am
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Re: Distributing your games (making a .love file)
Yes that's normal. If you type %appdata% into the Explorer address bar it will take you to /username/AppData/Roaming/.
It sounds like your code might be assuming a file exists even though it hasn't created it yet - try deleting or moving the game's save folder in %appdata%/LOVE/ and run the un-fused .love, to see if that's the case.
It sounds like your code might be assuming a file exists even though it hasn't created it yet - try deleting or moving the game's save folder in %appdata%/LOVE/ and run the un-fused .love, to see if that's the case.
Re: Distributing your games (making a .love file)
Here is the test code where i create file, write "test" in it and then trying to read it from that file.
.love just doing it fine with "test" output but .exe do not with "none" output.
Code: Select all
function love.load()
fname="data.txt"
f=love.filesystem.newFile(fname)
f:open("w")
f:write("test")
f:close()
if love.filesystem.exists(fname) then
p=love.filesystem.read(fname)
else
p="none"
end
end
function love.update( ... )
end
function love.draw()
love.graphics.setBackgroundColor(25,25,25,255)
love.graphics.print(p, 10, 10)
end
- slime
- Solid Snayke
- Posts: 3166
- Joined: Mon Aug 23, 2010 6:45 am
- Location: Nova Scotia, Canada
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Re: Distributing your games (making a .love file)
You might need to make sure the identity is set, either in love.conf via t.identity (e.g. t.identity = "mygame") or at the top of love.load via [wiki]love.filesystem.setIdentity[/wiki].
Re: Distributing your games (making a .love file)
Great help, thanx.
Re: Distributing your games (making a .love file)
Oh! I've noticed that this new .exe file is an archive and can be opened and extracted. So is there any way to protect the code from that?
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