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Newcomer question

Posted: Sun Feb 17, 2013 9:54 pm
by noatom
So,I just discovered this engine.Untill now I programmed only with directx.And,I have some questions:

Can you make the same project launch a game on both linux and windows? I mean can you just take the project,run linux/window,compile and voila,you're in game?

And are there any logos that will appear in my game(if I make one)? Like the udk,or cryengine ones.

Re: Newcomer question

Posted: Sun Feb 17, 2013 10:11 pm
by Taehl
Yes, Love2D is fully cross-platform. The usual way to package and distribute a game is to simply zip it and rename the .zip to .love. This .love file will run on any machine with Love2D installed, be it Windows, Linux, or Mac (there are also projects to make Love run in Android and in a web browser). No need to compile anything. We have a wiki page about Game_Distribution.

There are no logos unless you put one there.

Re: Newcomer question

Posted: Sun Feb 17, 2013 10:31 pm
by noatom
Is there a tutorial like this: http://www.youtube.com/watch?v=pe0YoyHiOAg but for linux? i mean you know,here it creates the exe for windows...

Also: Why the examples provided on the website don't support fullscreen?

And does love2d have resolution independence?

Re: Newcomer question

Posted: Sun Feb 17, 2013 10:47 pm
by Taehl
According to the Game Distribution page, on Linux it works by

Code: Select all

cat /usr/bin/love game.love > game && chmod +x game
I don't use Linux, so I don't know more than that.

Re: Newcomer question

Posted: Sun Feb 17, 2013 11:10 pm
by Ensayia
I would not rely on the linux 'game distribution' method if you plan to distribute to multiple distributions. They probably will not work. Your best bet for perfect cross-platform compatibility is to have each system install the love binaries and then execute the .love file.

Re: Newcomer question

Posted: Mon Feb 18, 2013 11:36 am
by Robin
noatom wrote:Also: Why the examples provided on the website don't support fullscreen?
I guess because it's not really interesting? You can read on the wiki how you can support full screen.
noatom wrote:And does love2d have resolution independence?
Not by itself, but there are libraries available that do just that. I've never used them, though, so someone else will have to explain the details.