Re: L Builder Design View
Posted: Sat Mar 05, 2011 10:53 am
t.version is not the version of the game. It's the version of Löve that the game is written for.crow wrote:I am going to change it little so that you can still use 0.0.0.1
t.version is not the version of the game. It's the version of Löve that the game is written for.crow wrote:I am going to change it little so that you can still use 0.0.0.1
Since the source dose not really use it there it no real reason for it right now since the soruce sets it anyway if I left it out.nevon wrote:t.version is not the version of the game. It's the version of Löve that the game is written for.crow wrote:I am going to change it little so that you can still use 0.0.0.1
Go google the name and read its history and you understand why but simply reply eros (Cupid) was Venus's son, Venus been goddess of lovechris wrote:Why do you call it eros?
Code: Select all
require('scripts/action.lua');
flynsk wrote:I'm glad you're going for the portable "install."
I have a quick question. I know you're not planning support for extensions but...
Do you have a "require" function built in, so the user can specify extensions? Maybe you can make it so the user can specify custom "requires" to speed it along(?).
Ie: require (name, target.lua)
then you could just load require --> "name" in the UI.
what i'm hoping to avoid, is having to export, then write in the requires, then build. I guess if we're building our own exe's gotta happen anyways, but once the exe function is implemented, it would be nice to just click and go