polyamory - Multi-version LÖVE

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yetneverdone
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Re: polyamory - Multi-version LÖVE

Post by yetneverdone » Mon Mar 25, 2019 7:56 am

I mean the version selection thingy.

grump
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Re: polyamory - Multi-version LÖVE

Post by grump » Mon Mar 25, 2019 8:17 am

yetneverdone wrote:
Mon Mar 25, 2019 7:56 am
I mean the version selection thingy.
Me too. The goal is to have no version selection at all, and reliably auto-detect the required version. It already does a pretty good job in this regard, by comparing file creation dates with LÖVE release dates. Manual version selection is just for the occasional weird edge cases and fuck-ups. Like this game that says it's made for LÖVE version "0".

Adding a UI API is overkill at this time. If you're unhappy with the UI, just fork the project and change the code.

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Re: polyamory - Multi-version LÖVE

Post by yetneverdone » Mon Mar 25, 2019 8:23 am

Umm, so this Image image is not part of the polyarmory?
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grump
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Re: polyamory - Multi-version LÖVE

Post by grump » Mon Mar 25, 2019 9:01 am

yetneverdone wrote:
Mon Mar 25, 2019 8:23 am
Umm, so this Image image is not part of the polyarmory?
Not anymore, it looks different now. And I never claimed that there is no version selection screen, only that the ultimate goal is to have none. It's only being shown when a game has no conf.lua with version information anyway.
It's also "polyamory", not "polyarmoy" - the former is about love, the other would be about weapons. :)

Again, if you're unhappy with how it looks, just fork the project and make your own UI, submit a pull request with your changes, and I'll consider merging them.

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Re: polyamory - Multi-version LÖVE

Post by grump » Mon Mar 25, 2019 2:21 pm

Just pushed another update, but only for Linux. There was a version conflict in a library that prevented 0.10.x games from starting on some systems.

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