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How Do I Compile Games For All Systems.
Posted: Sat Oct 20, 2012 7:50 pm
by TheP3
I only have a Windows 7 OS. I was wondering if I could make it executable for all OS's? I don't want to VM any other OS. Is it possible to make an executable for all OS's?
Re: How Do I Compile Games For All Systems.
Posted: Sat Oct 20, 2012 7:55 pm
by Robin
Yes.
You can follow the instructions for Mac OS X if you treat love.app as a .zip file. For linux thnigs are a bit more complicated, you'll probably just want to distribute your .love and include instructions on where to get LÖVE.
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 12:41 am
by Lüv
Robin wrote: you'll probably just want to distribute your .love and include instructions on where to get LÖVE.
The bad thing about that is if he/she were to change the .love to .zip they can get your source code by unzipping it. Which would be BAD if it was a commercial game.
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 12:49 am
by Robin
Lüv wrote:The bad thing about that is if he/she were to change the .love to .zip they can get your source code by unzipping it.
If you think that is a bad thing, you shouldn't use LÖVE to write games you want to distribute, since that's pretty trivial to do no matter what distribution method you use.
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 12:52 am
by Lüv
Robin wrote:Lüv wrote:The bad thing about that is if he/she were to change the .love to .zip they can get your source code by unzipping it.
If you think that is a bad thing, you shouldn't use LÖVE to write games you want to distribute, since that's pretty trivial to do no matter what distribution method you use.
All I'm saying is if you were to make a commercial game and sell them the .love file instead of the .exe, all they would have to do is change the name of the Whatever.love to Whatever.zip and unzip and take the source code to distibute of their own!
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 2:36 am
by BlackBulletIV
Lüv wrote:All I'm saying is if you were to make a commercial game and sell them the .love file instead of the .exe, all they would have to do is change the name of the Whatever.love to Whatever.zip and unzip and take the source code to distibute of their own!
You can use some sort of license to hinder them from distributing it as their own.
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 3:03 am
by Lüv
BlackBulletIV wrote:You can use some sort of license to hinder them from distributing it as their own.
Yea, but this world isn't perfect...
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 4:59 am
by Robin
Lüv wrote:All I'm saying is if you were to make a commercial game and sell them the .love file instead of the .exe, all they would have to do is change the name of the Whatever.love to Whatever.zip and unzip and take the source code to distibute of their own!
You can still do that with a .exe.
Lüv wrote:BlackBulletIV wrote:You can use some sort of license to hinder them from distributing it as their own.
Yea, but this world isn't perfect...
Please don't try to force a technical solution to a social problem, that never works.
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 8:57 am
by T-Bone
If you don't want people to be able to read your source code, don't use LÖVE. That said, I can't think of many reasons where it would be a problem that people can read your source code.
Re: How Do I Compile Games For All Systems.
Posted: Sun Oct 21, 2012 10:43 am
by qaisjp
T-Bone wrote:If you don't want people to be able to read your source code, don't use LÖVE. That said, I can't think of many reasons where it would be a problem that people can read your source code.
1. compile the .lua with luac.exe
2. pop the game code inside the Love project
3. modify boot.lua to load your game
4. compile the project
5. ???
6. profit!