Just to clarify, in case it's not clear yet: users who can't run old games available as love files only are the ones who have to suffer from the design of LÖVE. Not developers who package and sell a game for each specific platform.
MissDanish wrote: ↑Sun Oct 21, 2018 8:23 pm
And with the whole "it's bad to rely on devs to update their software!", it's really not.
Oh come on, nobody said that it's bad to update code. You're missing the point. It's not hard to update my code for any new release. But it's hard to update my code in a way that makes it work with older releases too. And it's not only hard for me, it's hard for everyone else. It's even harder for each and every user who downloads an older love file and can't use it, because double clicking game.love starts the wrong version, and it simply doesn't work.
The vast majority of available LÖVE games is available as love files only, built for one specific version. No such game will work with LÖVE 12.They're useless in a year's time frame, and nobody will be able to play them. Few devs update their game, and almost no user will tinker with their system to run a game some dude posted here years ago. The user is shit out of luck.
You simply say "love files are not for distribution", but what is the point then? That line of thinking is not in the spirit of multi-platform.
Slime and the other people that contribute to the source work hard on it and it's pretty entitled to sit here and expect them to do even more work
What's your point? That the time of slime and the few other people is categorically worth more than the time of all LÖVE devs and users in existence combined?
If you really want to use an old version just distribute an .exe file or .app file with the correct LÖVE version.
You keep missing the point and you're conflating terms. A
user, a
developer and a
distributor are entirely different entities.
A
distributor makes sure the finished game runs on the platforms of their choice, and package it with the correct runtime. They have to build their packages for all desired platforms separately. No problem here.
A
developer (the kind that posts his WIP game here or on his blog) makes it either only work with a specific version, or they'll have a hell of a time making it work with multiple versions. You can't seriously expect them to package their alpha-state game for every supported system.
The situation for a
user is that they're the one who have to figure out how to run that shit. They could fiddle with their system. But in reality, it's almost impossible for an ordinary user to use older love files. If you don't think that's a problem, then I can't help you.
The bottom line is, the way LÖVE is designed, you should never post love files if you want users to be able to play them next year. You need to package your game for every platform in existence instead if you want it to be playable in the future.
If that is how LÖVE and love files are supposed to work, then that's definitely bad design, considering that LÖVE a platform-agnostic framework.