I don't know gitlab and never used it. But maybe it will be very similar? If they don't have Releases equivalent you can commit the binariesKayleMaster wrote: ↑Sun Apr 01, 2018 8:11 am Any idea on how to write something similar but for gitlab's built in CI?
Search found 21 matches
- Sun Apr 01, 2018 10:10 am
- Forum: General
- Topic: Autobuild LÖVE games on Travis CI
- Replies: 9
- Views: 7139
Re: Autobuild LÖVE games on Travis CI
- Sat Jan 21, 2017 9:52 pm
- Forum: General
- Topic: Autobuild LÖVE games on Travis CI
- Replies: 9
- Views: 7139
Re: Autobuild LÖVE games on Travis CI
I didn't know rcedit. Thanks! Also I didn't yet explored the android builds of love...Positive07 wrote:...
- Sat Jan 21, 2017 8:53 pm
- Forum: General
- Topic: Autobuild LÖVE games on Travis CI
- Replies: 9
- Views: 7139
Re: Autobuild LÖVE games on Travis CI
Awesome, was planning on looking into this at some point as well. How do you get the .exe's back out again? S3? Travis creates .love file, downloads love binary, joins the love.exe with game.love together (which creates the game.exe) and uploads it back to github. You can check it here https://gith...
- Sat Jan 21, 2017 6:48 pm
- Forum: General
- Topic: Autobuild LÖVE games on Travis CI
- Replies: 9
- Views: 7139
Autobuild LÖVE games on Travis CI
Hello,
here I wrote about how I configured my love builds to be done automatically by Travis CI. Maybe it helps somebody too.
It builds .love file, windows .exe and web version from source automatically.
https://medium.com/@premek/autobuild-lo ... .goui8inui
here I wrote about how I configured my love builds to be done automatically by Travis CI. Maybe it helps somebody too.
It builds .love file, windows .exe and web version from source automatically.
https://medium.com/@premek/autobuild-lo ... .goui8inui
- Sun Mar 20, 2016 2:12 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 738282
Re: Simple Tiled Implementation - STI v0.14.1.12
Hi everyone, not sure If i missed something..but I can't find the sti.lua file. Can someone help me? :crazy: Thaaanks a lot! Best Basti Hi, I think you need to download everything into a folder called "sti" and then use it like this: local sti = require "sti" or local sti = requ...
- Thu Jan 07, 2016 9:39 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 738282
Re: Simple Tiled Implementation - STI v0.14.1.11
OK, thanks, will try itKarai17 wrote:I would not actively use object layers, I would transfer object data over to a custom layer if you plan to create dynamic objects.
- Thu Jan 07, 2016 12:11 am
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 738282
Re: Simple Tiled Implementation - STI v0.14.1.8
for k,v in ipairs(map.layers.objects.objects) do if v.id == item.id then table.remove(map.layers.objects.objects, k) end end table.remove(map.objects, item.id) map:setObjectSpriteBatches(map.layers.objects) Hi, I have one more question regarding manipulating map objects. When I want to move an obje...
- Mon Dec 28, 2015 1:14 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 738282
Re: Simple Tiled Implementation - STI v0.14.1.8
it is the layer, it is called "objects" so I guess it is ok. Thanks for your help!Karai17 wrote:Pass in the whole layer, not just the objects.
- Mon Dec 28, 2015 1:00 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 738282
Re: Simple Tiled Implementation - STI v0.14.1.8
Use ipairs, it is way faster. Also make sure to remove the object from map.objects OK, but I still need to call `setObjectSpriteBatches`, right? Is this the correct way? thanks for k,v in ipairs(map.layers.objects.objects) do if v.id == item.id then table.remove(map.layers.objects.objects, k) end e...
- Mon Dec 28, 2015 12:27 pm
- Forum: Libraries and Tools
- Topic: Simple Tiled Implementation - STI v1.2.3.0
- Replies: 914
- Views: 738282
Re: Simple Tiled Implementation - STI v0.14.1.8
Use object layers for that, not tile layers. Ok, I changed my map to use object layer, it looks better. But I still have the same problem with removing objects from map at runtime. I ended up with following, but how would you do it better? Thanks! -- layer is called "objects"; item is the...