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Re: Problems with at compile the sources (VS2010)

Posted: Tue Jun 04, 2013 10:36 am
by bartbes
May I ask what your intention is, there are few reasons to be messing with the nogame screen?

Re: Problems with at compile the sources (VS2010)

Posted: Tue Jun 04, 2013 10:52 am
by Hgdavidy
Boolsheet wrote:
Hgdavidy wrote:At Build or Rebuild the exe run, but the window name in the part of (LÖVE) dont change, but the version and the other name in () change, i changed the .rs file and the version.h.
The caption is set by the nogame function here.
Hgdavidy wrote:I changed the pig.png and the heart.png with other images, but no name of file changed.
As I said, the image data is already embedded in boot.lua. You have to replace that to get a new image. It looks like b64.lua is not a pure-Lua solution to encode the data. There should be plenty of resources (and perhaps even Lua code) on the web that let you encode binary data to base64 though.
I changed the name and work.

Ok now I see the code in the boot.lua

Code: Select all

function love.nogame()
	local pig_png = "iVBORw0KGgoAAA...


I will go to find some of this to port the image bin to the lua file...


Ty.

Re: Problems with at compile the sources (VS2010)

Posted: Tue Jun 04, 2013 11:05 am
by Hgdavidy
bartbes wrote:May I ask what your intention is, there are few reasons to be messing with the nogame screen?
Yes, i like build custom version (full) for me, i love view all sources of interesting projects and rebuild the sources for me to test and to check.
This is all.

Im building a launcher for test this, here you have full code in c#, (is for my project, but is under MIT if like use that for the real Löve engine)(Need VS2012Ex for build)
Is a launcher + game gestor
https://github.com/Hgdavidy/Tope2DGameEngineFL (Tope2DGameEngineFL is only the launcher by me)

Note: The custom build version of the löve engine is only for me, i dont put this in internet. (Only the launcher public)
I build this for merge with the launcher


This is all...