-
Notifications
You must be signed in to change notification settings - Fork 388
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
LÖVE development tools #890
Comments
Original comment by Sasha Szpakowski (Bitbucket: slime73, GitHub: slime73). Lua's |
Original comment by Pablo Mayobre (Bitbucket: PabloMayobre, GitHub: PabloMayobre). love-release is amazing. I hope that MisterDA wont give up on it. We should give more support to it and try to port it to windows at some point. But yeah I understand what you mean. |
Original comment by hahawoo (Bitbucket: hahawoo, GitHub: hahawoo). For what it's worth, I don't think I would use the no-game screen for launching .love files on a non-mobile computer, I think I would always use the operating system's file manager instead. I also like how LOVE is "portable", i.e. it doesn't leave behind files (unless the .love file creates them). |
This was brought up again recently and I think it's a good idea (to the extent that it's technically feasible on each platform at least - for example iOS might be off the table). Packaging has quirks and is tricky to get right for each platform, and isn't really 'self-contained' the way most of the rest of love is. It'd be good to make it as simple for users to do as possible. |
Original report by Sasha Szpakowski (Bitbucket: slime73, GitHub: slime73).
LÖVE currently works nicely as a development and runtime library/framework without any split between the two, but there are some things that I feel are missing from the development side which wouldn't make sense to include in end-user runtime distributions, especially when Android and iOS are taken into account.
A more robust no-game screen (maybe including a list of recently used .love files which you can click), Shader validation, texture compression (especially when you add mobile since you'd want DXT-compressed images on desktop, PVR on iOS and ETC on Android), and some other asset-related things are a few ideas I've had which fit that scope.
The development stuff might be an extra dll and possibly a love-dev executable, although that's just my first thought on it.
The text was updated successfully, but these errors were encountered: