[RESOLVED] i compile the .love and it dont run

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nickelodeon0077
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[RESOLVED] i compile the .love and it dont run

Post by nickelodeon0077 » Tue Feb 05, 2019 9:21 pm

i compiling my .love, put in the love folder and dont open
the windows throw me a message:

this aplication dont run in your pc

i dont know what is the problem

p.s. i tryed with other .love's and all return the same problem

the archive its a serie of folders EXTRCT IT!!!
Last edited by nickelodeon0077 on Wed Feb 06, 2019 5:24 pm, edited 1 time in total.

Code: Select all

languages = {{name = "lua", from = "Brazil"}, {name = "c#", from = "USA", ...}}
function RealName(index)
  if languages[index].name == "lua" then
    return "LUA == MOON IN PORTUGUESE"
  end
end

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zorg
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Re: i compile the .love and it dont run

Post by zorg » Wed Feb 06, 2019 8:43 am

Okay, so good news is that the .love file that's the deepest inside was packed with zip, and it has the contents of the project folder, not the folder itself, so that runs correctly, in that löve finds the code and executes it, regardless whether it errors or not. (I have no idea why you rar-ed up the whole project folder a second time though)

You want to use dots in require not forward, backward or double backward slashes; that causes an error.

Also, how exactly are you trying to compile your .love?

I'm guessing you mean you want to make it into an .exe file?
In that case, you need to combine it with love.exe in the command line, and then run it next to the .dll-s that löve has, or in the simplest of ways, leave the created exe in that folder where love.exe is.

Maybe you copied them together wrong? the Game_Distribution#Creating_a_Windows_Executable explains how one needs to do it: copy /b love.exe+LovePixelFx.love LovePixelFx.exe
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pgimeno
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Re: i compile the .love and it dont run

Post by pgimeno » Wed Feb 06, 2019 12:47 pm

Looking at componnents/FileCreator.lua showed some bits of very system-specific code. That obviously won't work in my Linux system.
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nickelodeon0077
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Posts: 17
Joined: Mon Feb 04, 2019 2:38 pm
Location: Curitiba, PR, Brazil

Re: i compile the .love and it dont run

Post by nickelodeon0077 » Wed Feb 06, 2019 4:47 pm

pgimeno wrote:
Wed Feb 06, 2019 12:47 pm
Looking at componnents/FileCreator.lua showed some bits of very system-specific code. That obviously won't work in my Linux system.
i know i will repair this, i maked this because i dont understand how love.filesystem work.
thank you for the comment

Code: Select all

languages = {{name = "lua", from = "Brazil"}, {name = "c#", from = "USA", ...}}
function RealName(index)
  if languages[index].name == "lua" then
    return "LUA == MOON IN PORTUGUESE"
  end
end

nickelodeon0077
Prole
Posts: 17
Joined: Mon Feb 04, 2019 2:38 pm
Location: Curitiba, PR, Brazil

Re: i compile the .love and it dont run

Post by nickelodeon0077 » Wed Feb 06, 2019 5:05 pm

zorg wrote:
Wed Feb 06, 2019 8:43 am
Okay, so good news is that the .love file that's the deepest inside was packed with zip, and it has the contents of the project folder, not the folder itself, so that runs correctly, in that löve finds the code and executes it, regardless whether it errors or not. (I have no idea why you rar-ed up the whole project folder a second time though)

You want to use dots in require not forward, backward or double backward slashes; that causes an error.

Also, how exactly are you trying to compile your .love?

I'm guessing you mean you want to make it into an .exe file?
In that case, you need to combine it with love.exe in the command line, and then run it next to the .dll-s that löve has, or in the simplest of ways, leave the created exe in that folder where love.exe is.

Maybe you copied them together wrong? the Game_Distribution#Creating_a_Windows_Executable explains how one needs to do it: copy /b love.exe+LovePixelFx.love LovePixelFx.exe
thank you bro, you lesson to me use dots to ives "slashes" and i changed the order .love + .exe to .exe + .love and go correct

Code: Select all

languages = {{name = "lua", from = "Brazil"}, {name = "c#", from = "USA", ...}}
function RealName(index)
  if languages[index].name == "lua" then
    return "LUA == MOON IN PORTUGUESE"
  end
end

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