Decoda + Love

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Flayra
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Decoda + Love

Post by Flayra »

Hey everyone,

I'm trying to debug my Love 2D project using Decoda. It's a great IDE for Love development. However, for Decoda to be able to do so, it needs the .pdb.

I tried building Love from source and ran into problems. I can't find a project file online anywhere either. Has anyone done this? If so, could you post your .pdb or project file here?

My company wrote Decoda so I'd be happy to give a free commercial license of it (or 3) to anyone that posts the .pdb here for everyone to use! It would really help the Love community.

Thanks,
Last edited by Flayra on Thu Feb 09, 2012 7:27 pm, edited 1 time in total.
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slime
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Re: Decoda + Love

Post by slime »

To compile the LÖVE source in Windows you'll need the appropriate SDK from here. Once you merge that with the 0.7.2 or 0.8.0 source, you should be able to build it fine - the vcproj/vcxproj file is in the approprate msvc folder in the platform folder. From what I understand, Visual Studio then creates a .pdb file once it compiles the source. I'll see about posting a .pdb once I build the source again myself.


p.s. I'm a huge fan of NS2. :D
</fanboy>
Flayra
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Re: Decoda + Love

Post by Flayra »

Hey Slime,

Thanks for the very helpful reply! I'll give that a shot and I'll post the .pdb if I get it building.

Thanks! I'm a huge fan of Love. :)

-Charlie
P.S. Glad you're digging it! Did you see our new trailer? ? :)
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MarekkPie
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Re: Decoda + Love

Post by MarekkPie »

I played the shit out of Natural Selection way back in the day. Cool deal.

Was hoping the trailer contained more power.
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slime
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Re: Decoda + Love

Post by slime »

I ran into some trouble when trying to get love to run through Decoda with a generated pdb file - love crashed as soon as Decoda started it up. I had previously built LuaJIT versions of love, and Decoda works fine with those because I linked LuaJIT dynamically to love so it doesn't need a pdb.
LuaJIT love 0.8.0
Unfortunately the LÖVE console won't work correctly when LÖVE is linked dynamically to Lua.

Flayra wrote:P.S. Glad you're digging it! Did you see our new trailer? :)
As soon as you released it! Build 194 is a blast. :)
Last edited by slime on Sun Apr 08, 2012 11:41 pm, edited 1 time in total.
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Boolsheet
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Re: Decoda + Love

Post by Boolsheet »

Nice work with Decoda! The watch feature may really cut down on the print-to-console debugging. ;)

Playing around with Decoda:
decoda.webm
Playing around with Decoda.
(6.04 MiB) Downloaded 4963 times
Shallow indentations.
Flayra
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Re: Decoda + Love

Post by Flayra »

Thanks guys, that worked like a charm for me! Here's a little screenshot of a combat simulation prototype I've been working on in Love (it's to help me figure out how to balance the asymmetric spawning in NS2).

I updated the Decoda FAQ to link to this thread to help others. Slime, could I send you a free Commercial licnese of Decoda and/or NS2?
Attachments
Combat_sim-2012-02-09_11.30.08.png
Combat_sim-2012-02-09_11.30.08.png (422.8 KiB) Viewed 10797 times
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tentus
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Re: Decoda + Love

Post by tentus »

Wow, looks pretty slick.

Does the second icon (over 2500) look like a robot hand throwing the horns to anyone else?
Kurosuke needs beta testers
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slime
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Re: Decoda + Love

Post by slime »

Flayra wrote:I updated the Decoda FAQ to link to this thread to help others. Slime, could I send you a free Commercial licnese of Decoda and/or NS2?
I still want to try to get it working with an unmodified version of LÖVE, I'll take another shot at it later today.

I already own NS2, but I'm definitely interested in a Decoda license!
My email is slime73 at gmail dot com, if you need it. :)
Flayra
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Re: Decoda + Love

Post by Flayra »

Awesome.

Decoda Commercial license sent. Thanks so much.
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