StackMachine: Build pipline for LÖVE games
Re: StackMachine: Build pipline for LÖVE games
is it possible to make it generate a .deb?
Re: StackMachine: Build pipline for LÖVE games
Not yet, although I'm thinking of adding it. I'm deciding between generating a .deb or actually hosting a repository so that package managers (such as apt-get) can install it. The only issue there is that the automatic updates should probably come through the package manager instead of the game.jjmafiae wrote:is it possible to make it generate a .deb?
Re: StackMachine: Build pipline for LÖVE games
It's giving out a "Whoops" when I try to create a new game or see one that already exists. :/
Re: StackMachine: Build pipline for LÖVE games
This looks awesome! But I also get the Whooops! page when I try to create a new game.
Re: StackMachine: Build pipline for LÖVE games
Thanks for the heads up everyone! I'm looking into the problem right now. Once it's fixed I'll have a full report on what happened.
Re: StackMachine: Build pipline for LÖVE games
Alright, I've fixed the bug. You should now be able to create new games and releases. I'm so sorry about the downtime. I know how much time and effort you spend on your games, and this level of downtime isn't acceptable.
So, what happened?
I added a new column to a database table and forgot to run the database migration on the production database. When anyone tried to create a release for their game, the site returned a 500 error. I have application monitoring, so that I get an alert the instant any error happens. However, I was running an older version of the monitoring software which had a bug, preventing the reports from being sent. Since they weren't sent, I didn't know there was a problem.
Why this won't happen again
- An automated step in the deployment process has been added to make sure that database migrations are up to date
- The monitoring software has been updated to the latest version and I've confirmed it's working.
- I've replaced the "Whoops" page with a page that allows you to easily reach out to me and report a problem
So, what happened?
I added a new column to a database table and forgot to run the database migration on the production database. When anyone tried to create a release for their game, the site returned a 500 error. I have application monitoring, so that I get an alert the instant any error happens. However, I was running an older version of the monitoring software which had a bug, preventing the reports from being sent. Since they weren't sent, I didn't know there was a problem.
Why this won't happen again
- An automated step in the deployment process has been added to make sure that database migrations are up to date
- The monitoring software has been updated to the latest version and I've confirmed it's working.
- I've replaced the "Whoops" page with a page that allows you to easily reach out to me and report a problem
Re: StackMachine: Build pipline for LÖVE games
Don't sweat it, that's beta! I tested with a simple app, and it works brilliant now. I love both the stats and the auto-updates, and it is also very intuitive to use. Couple remarks:
> I would really like to use my own release version numbers.
> I think that it would make more sense not to include the version number in the name of the zip produced by SM. It is confusing to download a zip archive that's called 'Game-win-0.1.0' and have that contain a launcher that auto-updates to the latest version.
> Sometimes when the launcher downloads the new version, I get a Windows 'File cannot be found' popup; I think it happens when I run the launcher from a path that contains a space. I can see a Windows command console in the back. For example:
When I run C:\...\Desktop\fps-test-win-0.1.0\FPS Test\fps-test.exe, when the download completes, I get a Windows error: File cannot be found: 'C:\...\Desktop\fps-test-win-0.1.0\FPS'. When I run the exe one more time, it launches the latest version.
When I run: C:\...\Desktop\fps-test-win-0.1.0\FPSTest\fps-test.exe, it works OK.
Keep up the excellent work! This looks awesome, and I'll be happy to use it soon.
> I would really like to use my own release version numbers.
> I think that it would make more sense not to include the version number in the name of the zip produced by SM. It is confusing to download a zip archive that's called 'Game-win-0.1.0' and have that contain a launcher that auto-updates to the latest version.
> Sometimes when the launcher downloads the new version, I get a Windows 'File cannot be found' popup; I think it happens when I run the launcher from a path that contains a space. I can see a Windows command console in the back. For example:
When I run C:\...\Desktop\fps-test-win-0.1.0\FPS Test\fps-test.exe, when the download completes, I get a Windows error: File cannot be found: 'C:\...\Desktop\fps-test-win-0.1.0\FPS'. When I run the exe one more time, it launches the latest version.
When I run: C:\...\Desktop\fps-test-win-0.1.0\FPSTest\fps-test.exe, it works OK.
Keep up the excellent work! This looks awesome, and I'll be happy to use it soon.
Re: StackMachine: Build pipline for LÖVE games
You're not the only one. This is going to the top of the list (as it's a pretty easy feature to add).MZ|One wrote:I would really like to use my own release version numbers.
Good point. The version number is already in the URL, so that should be good enough.MZ|One wrote:I think that it would make more sense not to include the version number in the name of the zip produced by SM. It is confusing to download a zip archive that's called 'Game-win-0.1.0' and have that contain a launcher that auto-updates to the latest version.
Thanks for the bug report. I've pushed a fixed. Note that this was a bug in the client code, so those older clients won't be able to successful update :/MZ|One wrote:Sometimes when the launcher downloads the new version, I get a Windows 'File cannot be found' popup; I think it happens when I run the launcher from a path that contains a space. I can see a Windows command console in the back.
Re: StackMachine: Build pipline for LÖVE games
Hey everybody, I'm excited to announce that StackMachine now supports custom icons, splash screens, and release versions. You can upload any icon or splash screen that you'd like. Many of you also wanted to choose the version number for a specific release, so I added that as well.
Happy Hacking!
Happy Hacking!
Re: StackMachine: Build pipline for LÖVE games
Will this support android at some point?
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