Cannot Run LOVE Games via LÖVE 0.6.2

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Jasoco
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by Jasoco »

You forgot love.load() and love.update(dt)
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Tesselode
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by Tesselode »

Those shouldn't be necessary.

Maybe it would help people if they knew what operating system you were using?
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Robin
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by Robin »

If you rename the .love to a .zip and open it, what does it say? "test" or "main.lua"?
Help us help you: attach a .love.
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bartbes
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by bartbes »

Don't zip the folder, only the contents.
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kikito
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by kikito »

This pops up every two weeks or so.

Couldn't we consider making LÖVE able to detect the "there's no main.lua file, but there's only a top folder" and "go inside that folder" automatically?

I think it would help newcomers get the hang of things.
When I write def I mean function.
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bartbes
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by bartbes »

No, if not only because it's harder for love to do, but also because then people would never learn to make a good .love.
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kikito
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by kikito »

bartbes wrote:No, if not only because it's harder for love to do, but also because then people would never learn to make a good .love.
I confess I haven't looked at the love-loading C++ part. When you say "harder" you mean "200 lines of code harder" or you mean "2 lines of code harder"? If it's 200, then I'll just shut up. But if it sits on the range of 2-20 lines, then I'd say it's worth it.

The "good .love" argument seems a bit ... fallacious; good files are good because they are good.

Files are just files. The fact that they have a "top folder" inside them or not doesn't make them "bad"; it's the fact that LÖVE can read/not read them. Once the change was made, all those files would be as "good" as the non-folderized ones.
When I write def I mean function.
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bartbes
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by bartbes »

"People fail at making a good one" "Well, then we change the format so bad is good as well", imo that is bad practice.
The real solution is education.
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Robin
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by Robin »

bartbes wrote:"People fail at making a good one" "Well, then we change the format so bad is good as well", imo that is bad practice.
The real solution is education.
Depends on whether the line between “good” and “bad” has a good reason, or is arbitrary.

What I do think is that this is an education fail on our part: the documentation for LÖVE is good, on the whole, but right at the start, the very first tutorials are lacking: the explanation of how to make and run games can be confusing. (Although it is very easy once you find out how to do it.)
Help us help you: attach a .love.
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nevon
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Re: Cannot Run LOVE Games via LÖVE 0.6.2

Post by nevon »

I agree with Kikito on this one, if only because it would make downloading love games from github super easy, since they can already be auto-packaged as zips. :P
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