Building love2d games for the web with love.js and Docker

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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TheDudiful
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Building love2d games for the web with love.js and Docker

Post by TheDudiful » Wed Apr 08, 2020 11:49 am

Earlier this week I published a guide to package LÖVE games for the web with love.js and Docker. This automates the build process for converting LÖVE games to browser games. The guide goes through all steps to set it up and includes common troubleshooting tips as well!

There are some difficulties in doing this, which is why the common troubleshooting tips were included. And while the guide shows it is possible to run your LÖVE games in the web, I would still not recommend using LÖVE if you want to target the web as your main platform. But if you're using LÖVE for other platforms, love.js can and should still be used to easily show off your prototypes or share working versions of your game online.

Let me know what you think!

https://kalis.me/building-love2d-games-web-docker/

leankyr
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Re: Building love2d games for the web with love.js and Docker

Post by leankyr » Tue Dec 22, 2020 5:36 pm

Hey! I am trying to follow your tutorial on windows. I Assume your tutorial is made for linux machines right?

TheDudiful
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Re: Building love2d games for the web with love.js and Docker

Post by TheDudiful » Tue Dec 22, 2020 5:43 pm

Hey, yeah it's written with Mac/Linux in mind, but I think the directions should work for Windows as well as long as you have the tools installed (Node.js, NPM, Docker). I can't offer a lot of guidance on that since I don't use Windows myself, but one thing that I recommend when deveoping on Windows is installing Git Bash (part of Git for Windows, see https://git-scm.com/downloads). This gives you a Bash shell, which is much more similar to Linux/Mac than the built in cmd.exe or Powershell.

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