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Re: Distributing your games (making a .love file)

Posted: Tue Jul 23, 2013 10:25 pm
by Eamonn
It was the smallest resolution I could find! I could have used Gimp or something to scale it down! I'll make them bigger in future! ^_^

*coughsarcasmcough*

Re: Distributing your games (making a .love file)

Posted: Sun Aug 04, 2013 7:23 pm
by jonyzz
I made this build.xml Ant script to package my games. It's able to build Windows (both 32/64 bit version) and OS X packages, additionaly it can also change Windows executable icon using resource hacker (works on Linux with wine). The nice thing is that everything game-related is placed inside build.properties file, so the original build.xml script can be reused without any modifications.

Sample build.properties file (it has to be in the same directory as build.xml):

Code: Select all

game.name     = my-awesome-game
game.version  = 1.0
game.files    = graphics/*, sounds/*, **/*.lua  # files included inside .love file
dist.files    = README.txt, license.txt         # files distributed together with game
love.version  = 0.8.0
See the build.xml for more properties.

Command line usage (requires Apache Ant):

Code: Select all

ant help         Prints all targets and their description.
ant love         Creates LOVE file.
ant dist         Creates generic distribution zip.
ant dist-win-32  Creates distribution zip for Windows (32-bit).
ant dist-win-64  Creates distribution zip for Windows (64-bit).
ant dist-osx     Creates distribution zip for OS X.
ant all          Creates everything.
ant clean        Deletes all generated files.
ant run          Runs game.
The zip packages are generated inside the dist directory (can be changed using dist.dir property).

Re: Distributing your games (making a .love file)

Posted: Tue Sep 17, 2013 10:21 am
by FireZenk
Spanish tutorial: http://desarrollandovideojuegos.blogspo ... ove2d.html

I hope that is helpful :awesome:

Re: Distributing your games (making a .love file)

Posted: Wed Nov 06, 2013 6:54 pm
by Rucikir
Hi everyone,
I guess it does already exists, or you probably already have your own, but I just finished a Bash script that automates game releases.
You launch it at your project's root, and it does all the long stuff that is downloading Löve, zip your sources and packages everything.
So, please tell me what you think :)

Check the related topic over here: http://love2d.org/forums/viewtopic.php?f=5&t=75387
Supports: Windows, OS X, Debian packages and the Android port.

It's on Github: https://github.com/MisterDA/love-release, clone, star, fork, do whatever you want !
Awesome features includes:
  • Automatic detection of the love version your project uses.
  • Specify by CLI arguments files and directories to include/exclude.
  • Bundled with automatic bash completion and a manpage.
  • Automatic download and caching process of LÖVE binaries.
  • Modular conception that allows you to write your own build scripts.
  • Windows
    • Supports x86 and x86_64.
    • Pass an Icon (.ico) file to use (requires Wine).
    • Create a zip of you executable with its dll dependecies.
    • Or choose to create an installer ! (requires Wine).
  • Mac OS X
    • Pass an Icon (.icns) file to use.
  • Debian
    • Full support of Debian (and Ubuntu) packaging.
    • Fits perfectly with every Desktop env.
  • Android
    • Supports Android an OUYA icons.
    • Will build the LÖVE port automatically

Re: Distributing your games (making a .love file)

Posted: Fri Dec 13, 2013 4:31 am
by freudich
So I've got a bit of an issue. I'm using a Mac, and if I run love through the command line to execute a folder for a game I'm making, it runs just fine.

However, if I try dragging the folder onto love.app or try making my own .love file, I just get that terrible pig.

I'm not sure what the problem is. If I download .loves posted here, they run fine; if I unzip them and drag the folder onto love.app, it works fine. It just seems to hate my games.

I really don't know what the problem is, so I'm attaching my current work as a zip. Any help? I'm using love to make a game for a class project and I don't want to have to get the professor to go through some convoluted process just to get my game working.

Re: Distributing your games (making a .love file)

Posted: Fri Dec 13, 2013 5:22 am
by slime
freudich wrote:However, if I try dragging the folder onto love.app or try making my own .love file, I just get that terrible pig.
Are you using Mac OS 10.9? If so and you haven't downloaded LÖVE within the last 1.5 months, you might need to redownload it - there was a bug in the interaction between LÖVE 0.8.0 and Mac OS 10.9 which prevented love.app from working properly in situations like that, but I updated the download with a hot-fix patch (see more here).

Re: Distributing your games (making a .love file)

Posted: Fri Dec 13, 2013 6:25 am
by MysticPing2
I need some help, i m not manage to export into a .exe, when i finally managed thou it was only the rubber piggy!
Any idea why!

I spent about 2 days making this and now im a bit upset.

Re: Distributing your games (making a .love file)

Posted: Sun Mar 02, 2014 1:49 am
by Oprogrammer
Hey guys i am trying to make a .love file using windows 7 64bit but i am finding it a bit of a struggle ....

i am following the wiki,I highlight all the files in the game folder ( main.lua , conf.lua , etc ...) right click and press send to compressed zip file , i rename the file to xxx.love , but it still remains a zip file .... i have tried downloading whatever active program and scrips there are in this thread but i am having no luck .... what am i doing wrong ?

PS: when i drag the xxx.love (zip folder) and run it with the love application i get a black screen but i guess that is normal since it does not have a .love extension.

Re: Distributing your games (making a .love file)

Posted: Sun Mar 02, 2014 8:53 am
by Robin
Could you upload one of those .love files you made?

Re: Distributing your games (making a .love file)

Posted: Sun Mar 02, 2014 1:38 pm
by Oprogrammer
Here it is ..