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How can I make open files when turning my game into .exe?

Posted: Sun Nov 21, 2021 8:45 pm
by GuruuNoob
I'm trying to leave open files like "textures", "saved" or "languages" for
anyone to modify, but I don't know.

Re: How can I make open files when turning my game into .exe?

Posted: Sun Nov 21, 2021 9:23 pm
by GVovkiv
If you talking about easy way to allow open fused game in your exe file, then you have nothing to do
Anyone can open fused game with any archive program, for example, with 7zip and then edit it

Re: How can I make open files when turning my game into .exe?

Posted: Sun Nov 21, 2021 9:44 pm
by MrFariator
Another possible way to allow modifications is to make the game look for those files in the save folder, and load the files therein instead of the ones bundled within the fused exe. Just make sure appendidentity is set to false in your conf.lua.

Re: How can I make open files when turning my game into .exe?

Posted: Mon Nov 22, 2021 9:59 am
by Xii
MrFariator wrote: Sun Nov 21, 2021 9:44 pm Another possible way to allow modifications is to make the game look for those files in the save folder, and load the files therein instead of the ones bundled within the fused exe.
I'd have it copy everything from the fused exe into the save directory on launch (but not overwrite existing files).

Re: How can I make open files when turning my game into .exe?

Posted: Mon Nov 22, 2021 10:38 am
by grump
Just put your files in the same directory as the fused exe, call

Code: Select all

love.filesystem.mount(love.filesystem.getSourceBaseDirectory(), "/")
and you're good.