I'm trying to leave open files like "textures", "saved" or "languages" for
anyone to modify, but I don't know.
How can I make open files when turning my game into .exe?
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
Re: How can I make open files when turning my game into .exe?
If you talking about easy way to allow open fused game in your exe file, then you have nothing to do
Anyone can open fused game with any archive program, for example, with 7zip and then edit it
Anyone can open fused game with any archive program, for example, with 7zip and then edit it
-
- Party member
- Posts: 548
- Joined: Wed Oct 05, 2016 11:53 am
Re: How can I make open files when turning my game into .exe?
Another possible way to allow modifications is to make the game look for those files in the save folder, and load the files therein instead of the ones bundled within the fused exe. Just make sure appendidentity is set to false in your conf.lua.
Re: How can I make open files when turning my game into .exe?
I'd have it copy everything from the fused exe into the save directory on launch (but not overwrite existing files).MrFariator wrote: ↑Sun Nov 21, 2021 9:44 pm Another possible way to allow modifications is to make the game look for those files in the save folder, and load the files therein instead of the ones bundled within the fused exe.
Re: How can I make open files when turning my game into .exe?
Just put your files in the same directory as the fused exe, call
and you're good.
Code: Select all
love.filesystem.mount(love.filesystem.getSourceBaseDirectory(), "/")
Who is online
Users browsing this forum: Ahrefs [Bot], Bing [Bot] and 2 guests