I've been struggling all evening to figure this out. How do I compile LÖVE on windows xp? I'm most comfortable using VC++ but can't figure out the steps needed to create the project correctly. Heck I even downloaded cygwin and tried to use make, to no avail. Does anyone at least have any pointers that will get me going in the right direction?
Thanks in advance.
Compiling LÖVE on Windows
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Re: Compiling LÖVE on Windows
MinGW?zapwow wrote:Does anyone at least have any pointers that will get me going in the right direction?
Is winpiling not explained in the source readme?
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
Re: Compiling LÖVE on Windows
Hey, thanks for the quick reply.
I can't find the source readme you speak of... if it exists, it's not included in the windows version.
Assuming I've installed MinGW correctly, would I not simply point it to Makefile.am? When I do that, it just stops, like this:
Maybe I'm supposed to use Makefile.in, but it does the same thing saying missing separator instead of No targets.
I can't find the source readme you speak of... if it exists, it's not included in the windows version.
Assuming I've installed MinGW correctly, would I not simply point it to Makefile.am? When I do that, it just stops, like this:
Code: Select all
C:\MinGW\bin>mingw32-make -f c:\love-0.5-0\src\Makefile.am
mingw32-make: *** No targets. Stop.
Re: Compiling LÖVE on Windows
.am and .in are used to generate the makefile.. I think. Just "Makefile", no extension.zapwow wrote:Hey, thanks for the quick reply.
I can't find the source readme you speak of... if it exists, it's not included in the windows version.
Assuming I've installed MinGW correctly, would I not simply point it to Makefile.am? When I do that, it just stops, like this:
Maybe I'm supposed to use Makefile.in, but it does the same thing saying missing separator instead of No targets.Code: Select all
C:\MinGW\bin>mingw32-make -f c:\love-0.5-0\src\Makefile.am mingw32-make: *** No targets. Stop.
Re: Compiling LÖVE on Windows
Nope, then it says "No such file or directory".Kaze wrote:Just "Makefile", no extension.
What's also confusing is that "No targets. Stop" apparently means:
You didn't provide any targets to be built on the command line, and make couldn't find any makefiles to read in
Re: Compiling LÖVE on Windows
When building on linux, "configure"(the file) is usually run first. That probably generates the makefile.zapwow wrote:Nope, then it says "No such file or directory".Kaze wrote:Just "Makefile", no extension.
What's also confusing is that "No targets. Stop" apparently means:You didn't provide any targets to be built on the command line, and make couldn't find any makefiles to read in
Re: Compiling LÖVE on Windows
Simple inspection of the love-0.5-0 shows a configure script, so, on windows, you need MingW and Msys installed. Running the msys terminal, you'd change directory to love-0.5-0 and type and wait a few moments, and then type
Code: Select all
./configure
Code: Select all
make
Re: Compiling LÖVE on Windows
I finally got it! It turns out the source included with the windows version doesn't include the configure script, I had to grab the linux one instead. Thanks all for your help.
Re: Compiling LÖVE on Windows
svn co https://love.svn.sf.net/svnroot/love/tags/0.5.0 (<-- to get the .sln file)
Download one of these: http://tehlol.com/lovetask/sdk/ and merge the directories. (I don't remember which is for 0.5.0. I think it may be #9). Warning: VS2005.
From next version on, I will start adding these files to SourceForge.
Download one of these: http://tehlol.com/lovetask/sdk/ and merge the directories. (I don't remember which is for 0.5.0. I think it may be #9). Warning: VS2005.
From next version on, I will start adding these files to SourceForge.
Re: Compiling LÖVE on Windows
I've tried this and feel like I'm getting pretty close to getting it working but I think I'm stuck.
The first problem is that love.rc tries to include afxres.h, which doesn't exist. If I delete the include from love.rc and some other code that I think relies on it, everything compiles.
Then when the linker runs, it complains about LIBCMT and MSVCRT conflicting with other libs. So I add them to the "Ignore Specific Library" list in the project settings.
Then I'm stuck with two unresolved externals:
1>physfs.lib(windows.obj) : error LNK2019: unresolved external symbol __imp__GetUserNameA@8 referenced in function _fallbackGetUserNameW@8
1>physfs.lib(windows.obj) : error LNK2019: unresolved external symbol __imp__OpenProcessToken@12 referenced in function _determineUserDir
If I go back to the project properties, and specifically add ADVAPI32.lib to the libraries to include, the linker works, but then I get this error when I run it: "The procedure entry point _iFlipBuffer@16 could not be located in the dynamic link library DevIL.dll."
I'm not sure at what point in these steps I'm actually screwing up, but I'd appreciate it if anyone could give me some ideas to try.
I just want to compile my own so i can add Collision Point Persist and Remove callbacks, and ability to set fixedRotation when creating bodies. (I know this is coming soon, but i wanted to get a jump on things and play around some.)
The first problem is that love.rc tries to include afxres.h, which doesn't exist. If I delete the include from love.rc and some other code that I think relies on it, everything compiles.
Then when the linker runs, it complains about LIBCMT and MSVCRT conflicting with other libs. So I add them to the "Ignore Specific Library" list in the project settings.
Then I'm stuck with two unresolved externals:
1>physfs.lib(windows.obj) : error LNK2019: unresolved external symbol __imp__GetUserNameA@8 referenced in function _fallbackGetUserNameW@8
1>physfs.lib(windows.obj) : error LNK2019: unresolved external symbol __imp__OpenProcessToken@12 referenced in function _determineUserDir
If I go back to the project properties, and specifically add ADVAPI32.lib to the libraries to include, the linker works, but then I get this error when I run it: "The procedure entry point _iFlipBuffer@16 could not be located in the dynamic link library DevIL.dll."
I'm not sure at what point in these steps I'm actually screwing up, but I'd appreciate it if anyone could give me some ideas to try.
I just want to compile my own so i can add Collision Point Persist and Remove callbacks, and ability to set fixedRotation when creating bodies. (I know this is coming soon, but i wanted to get a jump on things and play around some.)
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