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Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 2:25 am
by Jasoco
You forgot love.load() and love.update(dt)
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 5:20 am
by Tesselode
Those shouldn't be necessary.
Maybe it would help people if they knew what operating system you were using?
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 6:59 am
by Robin
If you rename the .love to a .zip and open it, what does it say? "test" or "main.lua"?
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 7:19 am
by bartbes
Don't zip the folder, only the contents.
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 7:47 am
by kikito
This pops up every two weeks or so.
Couldn't we consider making LÖVE able to detect the "there's no main.lua file, but there's only a top folder" and "go inside that folder" automatically?
I think it would help newcomers get the hang of things.
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 7:50 am
by bartbes
No, if not only because it's harder for love to do, but also because then people would never learn to make a good .love.
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 9:05 am
by kikito
bartbes wrote:No, if not only because it's harder for love to do, but also because then people would never learn to make a good .love.
I confess I haven't looked at the love-loading C++ part. When you say "harder" you mean "200 lines of code harder" or you mean "2 lines of code harder"? If it's 200, then I'll just shut up. But if it sits on the range of 2-20 lines, then I'd say it's worth it.
The "good .love" argument seems a bit ... fallacious; good files are good because they are good.
Files are just files. The fact that they have a "top folder" inside them or not doesn't make them "bad"; it's the fact that LÖVE can read/not read them. Once the change was made, all those files would be as "good" as the non-folderized ones.
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 9:10 am
by bartbes
"People fail at making a good one" "Well, then we change the format so bad is good as well", imo that is bad practice.
The real solution is education.
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 9:30 am
by Robin
bartbes wrote:"People fail at making a good one" "Well, then we change the format so bad is good as well", imo that is bad practice.
The real solution is education.
Depends on whether the line between “good” and “bad” has a good reason, or is arbitrary.
What I do think is that this is an education fail on our part: the documentation for LÖVE is good, on the whole, but right at the start, the very first tutorials are lacking: the explanation of how to make and run games can be confusing. (Although it is very easy once you find out how to do it.)
Re: Cannot Run LOVE Games via LÖVE 0.6.2
Posted: Mon Jul 26, 2010 9:53 am
by nevon
I agree with Kikito on this one, if only because it would make downloading love games from github super easy, since they can already be auto-packaged as zips.