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[Help Request] How to automate love2d install on exported app?

A topic by duderbrolomando35 created Jan 13, 2016 Views: 541 Replies: 1
Viewing posts 1 to 2
(1 edit)

I checked the index.js

var statusElt = document.querySelector(".status");
var tempFolderPath;
var qs = querystring.parse(window.location.search.slice(1));
var buildPath = (qs.project != null) ? "/builds/" + qs.project + "/" + qs.build + "/" : "./";
function start() {
  if (!isApp) {
  statusElt.textContent = "Can't run in browser";
  document.querySelector(".must-use-app").hidden = false;
  return;
}
document.body.addEventListener("click", function (event) {
  if (event.target.tagName !== "A")
    return;
  event.preventDefault();
  electron.shell.openExternal(event.target.href);
});
if (localStorage["supLove2DPath"] == null || !fs.existsSync(localStorage["supLove2DPath"])) {
  document.querySelector(".where-is-love").hidden = false;
  document.querySelector(".where-is-love button").addEventListener("click", onLocateLoveClick);
}
else
  downloadGame();
}

i cant figure it out, also my game that is exported gets stuck in a infinite (Downloading Game) loop and doesnt launch... very odd. anyway thanks for this again, just hope to understand this more. It will take me more time to understand base supGame with typescript. meanwhile i plan to use Lua.

Moderator (1 edit)

(You can post code blocks by clicking the little inverted P button and choosing "Code". I edited your post to fix it.)

For now, you'll want to keep just the assets folder of your exported Superpowers LÖVE game and package it with LÖVE as explained on their wiki. Those steps should be automated in a future version!