Love2d Packager script

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eickot
Prole
Posts: 2
Joined: Mon Dec 16, 2013 5:07 pm

Love2d Packager script

Post by eickot »

Hello,

Today I decided to made a little python script to package Love2D projects into a .love file and windows and mac executables. I used the Game Distribution documentation ( http://www.love2d.org/wiki/Game_Distribution ), It's not a big script, but can be made easy to make a package to distribute your game or prototype.

This is the github link:
https://github.com/Dracks/Love2DPackager

I know that the name of script is really ambiguous, I think when I started to work that should be more large than I've got. It should have a little improvements like add an argument for mac conversion for package ID, and not use a constant inside script.

I hope you found it useful and if somebody wish to help or improve, I accept that without problems! :)

Eickot.
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qubodup
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Posts: 775
Joined: Sat Jun 21, 2008 9:21 pm
Location: Berlin, Germany
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Re: Love2d Packager script

Post by qubodup »

Thank you very much! I used it for my global game jam 2015 project yesterday and it took about 20 minutes to get it right the first time. I think I would have had wasted much more time on it if I had to do it manually.

The listing of individual files is annoying but in bash with all files being placed in project root, the following script helped to get a csv list:

Code: Select all

for i in *; do echo -n \"$i\",\  >> LovePackager.conf; done
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
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