Hello, I'm new here and I know a little Lua (from some other game to develop plugins)
I would like to know if we can get .love files to .exe s to be able to get anyone to run it
Otherwise I won't even start developing one
Compiling Games
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Re: Compiling Games
Try reading Game Distribution.
Re: Compiling Games
Thanks alot for your help
I'm going to read some tutorials now!
I'm going to read some tutorials now!
Re: Compiling Games
As much of a Windows advocate as I am, I highly recommend you distribute your game in .love form as well. One of the best things about LOVE is that games in .love format work on any OS. You lose this is you distribute only an .exe as these don't work on other operating systems.
- Robin
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Re: Compiling Games
Not really true: a .exe with a .zip appended is still a valid zip-file, so it'll run on other platforms.Ensayia wrote:You lose this is you distribute only an .exe as these don't work on other operating systems.
It is nice to provide a .love though, for smaller game size if nothing else.
Help us help you: attach a .love.
- Jasoco
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Re: Compiling Games
I would recommend offering:
A) An .EXE for Windows people
B) A packaged .APP for OS X people
C) A .LOVE for the rest
Making an OS X app is very easy. And if you have a friend with a Mac, or one of us can do it, it is as easy as opening the package and dropping the file inside and changing some data. But if you don't have any Mac friends, at least offer a .EXE and a .LOVE alternatively. When the time comes for me to distribute a game I've made, I'll probably make a .EXE myself using Parallels and a .APP for the OS X people and offer the .LOVE file too. The only problem is I don't know how the EXE would be made and what files would need to be distributed with it. Unlike the OS X version all the libraries aren't packaged inside one single file. Not that I need to know now. But when the time comes, I'll probably look it up.
A) An .EXE for Windows people
B) A packaged .APP for OS X people
C) A .LOVE for the rest
Making an OS X app is very easy. And if you have a friend with a Mac, or one of us can do it, it is as easy as opening the package and dropping the file inside and changing some data. But if you don't have any Mac friends, at least offer a .EXE and a .LOVE alternatively. When the time comes for me to distribute a game I've made, I'll probably make a .EXE myself using Parallels and a .APP for the OS X people and offer the .LOVE file too. The only problem is I don't know how the EXE would be made and what files would need to be distributed with it. Unlike the OS X version all the libraries aren't packaged inside one single file. Not that I need to know now. But when the time comes, I'll probably look it up.
Re: Compiling Games
Thanks all, as soon as I get the game to a public release, I will probably first distribute as .love
Re: Compiling Games
The easiest way to avoid all of this confusion is to simply distribute a .love file. Even if you package it into an EXE and distribute, users that do not have LOVE installed will be missing required DLLs to run the game.
Long story short, .love is the way to go.
Long story short, .love is the way to go.
- nevon
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Re: Compiling Games
You'll just have to distribute the dlls along with the exe.Ensayia wrote:Even if you package it into an EXE and distribute, users that do not have LOVE installed will be missing required DLLs to run the game..
Re: Compiling Games
If I distributed with an .exe, will I add .dlls into the .exe? or have a seperate download
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