love-release - in Lua ! - makes LÖVE game release easier

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
Volgoza
Prole
Posts: 26
Joined: Fri Jul 13, 2012 12:20 pm

Re: Love-Release. Bash script to make it easier.

Post by Volgoza » Thu Jan 30, 2014 10:14 am

Hi!
Nice script, it do easy compile exe, but i have a problem.

I write in console "/home/love/love-release.sh -w -v 0.8.0 /home//love/love.love" and script create in exe path form - "\home\love" and of course exe doesnt work.

What i do wrong?

Or i need write "/home/love/love-release.sh -w -v 0.8.0 [all files]" ? But script drop out all .ttf files :(

Help plz.

User avatar
Rucikir
Party member
Posts: 128
Joined: Tue Nov 05, 2013 6:33 pm
Location: Paris
Contact:

Re: Love-Release. Bash script to make it easier.

Post by Rucikir » Sat Feb 01, 2014 2:27 pm

Ok, so maybe I did not explained really well how it worked...
You should run it in your project's directory, like /home//MyProjects/MyAwesomeGame, where all your files (main.lua and stuff) are stored. Then, the scripts takes by default every file it founds, zips them and makes the executable. If you chose to specify files after you passed all the options, the script will only zip the files you specified.
For now, it doesn't support only indicating a love file like you did, it need to be launched inside your project's root.
If you want to set another place for your project's release directory, use option -r.

So I guess you would like to use it this way:

Code: Select all

$ cd Projects/MyGame
$ love-release.sh -w -v 0.8.0
I'm working on other things, like setting an application icon, and proper linux packaging.
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
@Rucikir

User avatar
Rucikir
Party member
Posts: 128
Joined: Tue Nov 05, 2013 6:33 pm
Location: Paris
Contact:

Re: Love-Release. Bash script to make it easier.

Post by Rucikir » Mon Apr 21, 2014 8:21 pm

Hi everyone ! It's been a while...
I just decided to work again on this little thing, and I've added a few things that may makes life easier.
  • Now 0.9.1 by default.
  • If a conf.lua file is provided, the script will try to detect the right version of Love to use.
  • If a ProjectName.icns file is provided, the script will use it to set the game icon on MacOS.
https://github.com/MisterDA/love-release
Bash isn't very difficult, but there's always sooo many ways of doing the same thing...

Still, I'm not shure about this: I've assumed that you just have to replace the game.ico that is shipped with the download to set your application icon on Windows. Am I wrong ? Then, what is the point of t.window.icon = nil -- Filepath to an image to use as the window's icon (string) ? What is the purpose of this ? Where should be placed the image ? What format/dimensions ?
Last edited by Rucikir on Wed Apr 23, 2014 8:42 am, edited 1 time in total.
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
@Rucikir

User avatar
Positive07
Party member
Posts: 1005
Joined: Sun Aug 12, 2012 4:34 pm
Location: Argentina

Re: Love-Release. Bash script to make it easier.

Post by Positive07 » Wed Apr 23, 2014 2:14 am

Hi there. The icon in the zip or installed version of LÖVE for Windows is just for the .love files, if you want to change the icon of the .exe you need something like Resource Hacker, you need an .ico file with multiple resolutions of your icon.
The t.window.icon is the icon of the window (the one that shows at the corner next to the title).
In OS X you just have to change the icons in the resource folder (I think, I'm not a Mac user)

Take a look at this:
viewtopic.php?f=4&t=8657
viewtopic.php?f=4&t=11406
viewtopic.php?f=4&t=806
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(Github.com/Positive07)

User avatar
Rucikir
Party member
Posts: 128
Joined: Tue Nov 05, 2013 6:33 pm
Location: Paris
Contact:

Re: Love-Release. Bash script to make it easier.

Post by Rucikir » Wed Apr 23, 2014 8:45 am

Thanks for the answer.
I removed the game.ico stuff, and turned it to support MacOS instead.

EDIT: I have found something in order to set the icon for Windows, from Linux http://www.nongnu.org/icoutils/. Do someone knows about it ?
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
@Rucikir

WetDesertRock
Citizen
Posts: 67
Joined: Fri Mar 07, 2014 8:16 pm

Re: Love-Release. Bash script to make it easier.

Post by WetDesertRock » Mon Apr 28, 2014 12:21 am

I'm on a mac, and as I was packaging up my game for LD29, I realized that your script was including .DS_Store files. It would be nice if you made sure it didn't. That and .git/ (but I didn't see any of those in there).

(Also the desktop icon doesn't display for me?)

Great script!

User avatar
kikito
Inner party member
Posts: 3152
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: Love-Release. Bash script to make it easier.

Post by kikito » Tue Apr 29, 2014 12:01 am

I could not get this script to work.

I tried it on my ld-29 entry. This is what I did:

Code: Select all

git clone https://github.com/kikito/ld-29.git
cp love-release.sh ld-29
cd ld-29
bash love-release -m
Error:

Code: Select all

bash love-release.sh -m
(standard_in) 1: parse error
(standard_in) 1: parse error
  adding: LICENSE (deflated 41%)
  adding: README.md (deflated 2%)
  adding: animations.lua (deflated 67%)
  adding: conf.lua (deflated 36%)
  adding: lib/ (stored 0%)
  adding: lib/anim8.lua (deflated 65%)
  adding: lib/gamera.lua (deflated 64%)
  adding: lib/middleclass.lua (deflated 67%)
  adding: lib/stateful.lua (deflated 69%)
  adding: lib/util.lua (deflated 50%)
  adding: main.lua (deflated 64%)
  adding: map.lua (deflated 69%)
  adding: map_filler.lua (deflated 62%)
  adding: maps/ (stored 0%)
  adding: maps/map1.txt (deflated 97%)
  adding: media/ (stored 0%)
  adding: media/img/ (stored 0%)
  adding: media/img/bad_guy.png (deflated 6%)
  adding: media/img/bad_guy.xcf (deflated 64%)
  adding: monsters/ (stored 0%)
  adding: monsters/goblin.lua (deflated 52%)
  adding: monsters/monster.lua (deflated 74%)
  adding: monsters/mushroom.lua (deflated 62%)
  adding: monsters/rat.lua (deflated 51%)
  adding: monsters/slug.lua (deflated 72%)
  adding: monsters.lua (deflated 59%)
  adding: tile.lua (deflated 66%)
love-release.sh: line 384: [: =: unary operator expected
[love--macosx-ub.zip]
  End-of-central-directory signature not found.  Either this file is not
  a zipfile, or it constitutes one disk of a multi-part archive.  In the
  latter case the central directory and zipfile comment will be found on
  the last disk(s) of this archive.
unzip:  cannot find zipfile directory in one of love--macosx-ub.zip or
        love--macosx-ub.zip.zip, and cannot find love--macosx-ub.zip.ZIP, period.
mv: rename love.app to ld-29.app: No such file or directory
cp: ld-29.app/Contents/Resources: No such file or directory
love-release.sh: line 561: ld-29.app/Contents/Info.plist: No such file or directory
When I write def I mean function.

User avatar
Rucikir
Party member
Posts: 128
Joined: Tue Nov 05, 2013 6:33 pm
Location: Paris
Contact:

Re: Love-Release. Bash script to make it easier.

Post by Rucikir » Thu May 01, 2014 12:04 pm

First, thanks for the feedback.
WetDesertRock wrote:I realized that your script was including .DS_Store files.
Well, on Ubuntu it never occured to me that the zip command was adding hidden files ( .* ). Maybe it is different with mac.
It should now exclude every file beginning whith a dot. I'm not shure if it is a really good behaviour, though. And zip has its own ways of handling directories.

Code: Select all

EXCLUDE_FILES=$(/bin/ls -A | grep "^[.]" | tr '\n' ' ')
zip -9 -r $RELEASE_DIR/$PROJECT_NAME.love -x $0 $MAIN_RELEASE_DIR/\* ${PROJECT_ICNS##/*/} $EXCLUDE_FILES @ *
WetDesertRock wrote:(Also the desktop icon doesn't display for me?)
Turns out autocompletion had made me type PROJECT_FILE instead of PROJECT_NAME. It should work now.

kikito wrote:I could not get this script to work.
For kikito, I've reproduced the bug, and it is a pretty strange one.
The thing is, I'm trying to detect the Löve version to use by grep-ing the conf.lua file.
grep -Eo '[0-9]+.[0-9]+.[0-9]+' conf.lua is not enough, because the string can be found multiple times in the file.
So I thought of doing this:

Code: Select all

if [ -f conf.lua ]; then
    LOVE_VERSION_CONF=$(grep -Eo 't.version = "[0-9]+.[0-9]+.[0-9]+"' conf.lua | grep -Eo '[0-9]+.[0-9]+.[0-9]+')
    if [ -n $LOVE_VERSION_CONF ]; then
        LOVE_VERSION=$LOVE_VERSION_CONF
    fi
fi
If there is a conf.lua file, and if t.version is specified, it works well. But, if there's not... if [ -n $LOVE_VERSION_CONF ] is still verified !
And more strange, both tests -n and -z are true !
So LOVE_VERSION gets a wrong value, bc outputs (standard_in) 1: parse error and zip goes crazy.

I have removed this behaviour for the moment. If someone knows a right way to do this, please tell me.

By the way, there is a strange __MACOSX directoy in the new 0.9.1 .zip that we can download. Zip could ask if you want to replace it or not. It doesn't matter as it is not bundled with the final zip.
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
@Rucikir

User avatar
kikito
Inner party member
Posts: 3152
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: Love-Release. Bash script to make it easier.

Post by kikito » Thu May 01, 2014 6:50 pm

This fixed my issue, thanks!
When I write def I mean function.

User avatar
Rucikir
Party member
Posts: 128
Joined: Tue Nov 05, 2013 6:33 pm
Location: Paris
Contact:

Re: Love-Release. Bash script to make it easier.

Post by Rucikir » Thu May 29, 2014 11:51 am

I've worked a little (again) on it, and made a few improvements.
Firstly, a bunch of cleanup (hope it did not broke the whole thing) and bug fixes.

Secondly, I have managed to properly detect the version the project uses by using Lua (if a conf.lua file is found).

Code: Select all

LOVE_VERSION=$(lua -e 'f = loadfile("conf.lua"); t, love = {window = {}, modules = {}}, {}; f(); love.conf(t); print(t.version)')
Finally, icons !
If a ProjectName.icns file is provided, the script will use it to set the game icon on MacOS.
If a ProjectName.ico file is provided, and that Wine and Resource Hacker are installed, the script will use them to set the game icon on Windows.
The script doesn’t yet handle the process of creating icons, but if provided it can use them, assuming Wine and Resource Hacker are installed.
  • if you want to create MacOS icons (.icns), and you are
  • if you want to create Windows icons (.ico), you can
That's all, folks !
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
@Rucikir

Post Reply

Who is online

Users browsing this forum: No registered users and 10 guests