Distributing your games (making a .love file)

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osgeld
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Re: Distributing your games (making a .love file)

Post by osgeld » Sat Sep 12, 2009 4:47 pm

thanks but what goes in it

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Robin
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Re: Distributing your games (making a .love file)

Post by Robin » Sat Sep 12, 2009 5:04 pm

osgeld wrote:thanks but what goes in it
a .deb has two subdirectories or .tar.gzs:
control[.tar.gz] and data[.tar.gz]
control contains a file called control, for the latest build of 0.6.0 this is:

Code: Select all

Package: love
Version: 20090906-9e20498a4252
Section: games
Priority: optional
Architecture: amd64
Essential: no
Depends: libdevil1c2, libfreetype6, libgl1-mesa-glx, liblua5.1-0, libphysfs-1.0-0, libsdl1.2debian, libopenal1, libogg0, libvorbis0a, libvorbisfile3, libflac8, libflac++6, libmodplug0c2, libmpg123-0
Installed-Size: 1346.08
Maintainer: Tommy Nguyen [tn0502@hotmail.com]
Provides: love
Description: LOVE is a free 2D game engine which enables easy game creation in Lua.
(this was the x86 download, why it says Architecture: amd64, I have no idea)
plus two (optional) scripts: postinst and postrm.
data contains the files to install, in the subfolders they are to be placed:
[/]usr/bin/love
[/]usr/share/mime/packages/love.xml
etc. So basically, data is unzipped at /. (root, that is, not slashdot :P)

Was this what you meant?
Help us help you: attach a .love.

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SiENcE
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Re: Distributing your games (making a .love file)

Post by SiENcE » Mon Oct 05, 2009 2:19 pm

Is it possible to compile a static Windows binary, that we only have to distribute ONE executable file (to get rid of the dlls)?

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bartbes
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Re: Distributing your games (making a .love file)

Post by bartbes » Wed Oct 07, 2009 2:42 pm

No, and if I understood correctly that was partly because of the legal problems that would occur doing that, you know... licensing...

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rude
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Re: Distributing your games (making a .love file)

Post by rude » Tue Nov 24, 2009 6:02 pm

SiENcE: that is possible if the game your making is open source as well. For now, we will keep LGPL'd libraries in DLL-forms, but I've thought about providing an exe-only option in the future.

Magitek
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Re: Distributing your games (making a .love file)

Post by Magitek » Sun Dec 13, 2009 6:03 am

Having some trouble with love(0.6.0) packages giving runtime errors.

I have been able to run other small packages, but my own program crashes in a ball of fire when I convert it to a love package, or merge it with love.exe

It's fine when I run it by dragging the folder to love.exe, but when I zip it and rename (windows 7 + explorer or winrar) all I just get a non-descript runtime error. Anyone have a clue why this might be happening?

Code: Select all

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	love.exe
  Application Version:	0.0.0.0
  Application Timestamp:	4b0ac70c
  Fault Module Name:	love.exe
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	4b0ac70c
  Exception Code:	40000015
  Exception Offset:	0012b05f
  OS Version:	6.1.7100.2.0.0.256.1
  Locale ID:	5129
  Additional Information 1:	e9a9
  Additional Information 2:	e9a94bf3f2f024a5e5d10b31fb70f57a
  Additional Information 3:	6542
  Additional Information 4:	654252bdcc5e1ea42a8cc82b6bec7327
edit: Well I seem to have sorted it .. renamed some files to comply with the old 8.3 dos standards

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Re: Distributing your games (making a .love file)

Post by Taehl » Thu Jan 14, 2010 12:33 pm

I've got the exact same problem as Magitek. My Love project runs fine out of a folder, but trying to run it as a .zip or a .love causes a runtime error. I'm using Windows 7 Pro x64. However, renaming my files to comply with 8.3 standards did /not/ fix it for me...

My project has 15 files, totaling in at 24 kb of data, so it's not like I'm overloading it. I've tried making the .zip with both the Windows Explorer method and with 7zip.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.

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Robin
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Re: Distributing your games (making a .love file)

Post by Robin » Thu Jan 14, 2010 1:41 pm

Taehl wrote:I've got the exact same problem as Magitek. My Love project runs fine out of a folder, but trying to run it as a .zip or a .love causes a runtime error. I'm using Windows 7 Pro x64. However, renaming my files to comply with 8.3 standards did /not/ fix it for me...

My project has 15 files, totaling in at 24 kb of data, so it's not like I'm overloading it. I've tried making the .zip with both the Windows Explorer method and with 7zip.
Are you sure main.lua is in the top level directory of the .love? When zipping a directory, files are generally placed in a sub-folder.
Help us help you: attach a .love.

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Taehl
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Re: Distributing your games (making a .love file)

Post by Taehl » Thu Jan 14, 2010 2:12 pm

I'm sure. Here, I've attached the .love file so you can try it yourself.

EDIT) Buggy attachment removed. See next two posts.
Last edited by Taehl on Thu Jan 14, 2010 2:58 pm, edited 1 time in total.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.

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bartbes
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Re: Distributing your games (making a .love file)

Post by bartbes » Thu Jan 14, 2010 2:39 pm

It's because the zip (just like linux and mac osx) are case-sensitive and you use Taehl.png as taehl.png, I know that crashing when a file is not found is a bit extreme, but this is a known bug.

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