Page 1 of 1
Fusing ?
Posted: Tue Sep 10, 2013 7:32 am
by Roland_Yonaba
Seen on Löve 0.9.0 changes
Changes from 0.8.0
Additions:
- Added --fused command line argument, to simulate fusing.
Pardon my ignorance, but is there anyone to explain in simple terms to me what is "fusing" ?
And on the top of that, what are the benefits of such a feature ?
Re: Fusing ?
Posted: Tue Sep 10, 2013 7:54 am
by SimonLarsen
I believe fusing is when you fuse a .love file into the LÖVE executable.
From the Wiki on Game Distribution:
Windows
To create your game executable under windows use the command line to run
copy /b love.exe+SuperGame.love SuperGame.exe
Alternatively you can create a .bat (e.g. create_game_exe.bat) file with the contents
copy /b love.exe+%1 "%~n1.exe"
and then you can simply drag your SuperGame.love file onto the .bat file and it will create the file SuperGame.love.exe which you could then use for distribution.
This method creates a fused game.
Re: Fusing ?
Posted: Tue Sep 10, 2013 8:01 am
by Davidobot
Boolsheet wrote: The fused command just sets a flag which is used to force a certain behaviour.
Re: Fusing ?
Posted: Tue Sep 10, 2013 8:09 am
by raidho36
What behavior?
Re: Fusing ?
Posted: Tue Sep 10, 2013 8:32 am
by Robin
raidho36 wrote:What behavior?
IIRC the save dir is created outside of /love/. There may be other things, but I'm not sure. Maybe it also shows the release error screen instead of the default one?
Re: Fusing ?
Posted: Tue Sep 10, 2013 9:04 am
by Davidobot
Robin wrote:raidho36 wrote:What behavior?
IIRC the save dir is created outside of /love/. There may be other things, but I'm not sure. Maybe it also shows the release error screen instead of the default one?
That's what t.release is for.
Re: Fusing ?
Posted: Tue Sep 10, 2013 9:11 am
by slime
Fused mode normally happens when the game is fused to the love executable. In 0.9.0 you can also start a love game by launching it with the '--fused' command-line option to simulate fusing.
Fused games create their save folders directly in the appdata folder, rather than in appdata/LOVE/. They're also able to load Lua .dll/.so files via require when the files are inside the game's save directory.
In 0.8.0, I think the changes which happen when the game is fused are only applied if release mode (t.release=true in love.conf) is also enabled. In 0.9.0 this is no longer the case because release mode is removed.
In 0.9.0, if a game is in fused mode you can also use love.filesystem.mount in a special way to have read-only access to files which are in the same directory as the game's .love file (which will usually be the same location as the executable, in Windows at least.)
Re: Fusing ?
Posted: Tue Sep 10, 2013 11:24 am
by Roland_Yonaba
Wonderful, I think I get this now.
Thanks all.
Robin wrote:There may be other things, but I'm not sure. Maybe it also shows the release error screen instead of the default one?
I second that question.
Re: Fusing ?
Posted: Tue Sep 10, 2013 1:59 pm
by Robin
Interesting. So no more love.releaseerrhand in 0.9.0.