Declaration and assignment must be separate statements when the assignment value is provided by a command substitution; as the 'local' builtin does not propagate the exit code from the command substitution. #24
NAME
love-release -- Bash script to generate LÖVE game releases
Automate LÖVE Game Distribution.
INSTALLATION
Dependencies
- Bash 4
GNU getopt
andGNU readlink
. OSX/BSD users need to install them. You can addGETOPT_COMPATIBLE=
in your shell rc to prevent incompatibilities.curl
,zip
andunzip
.lua
to read the configuration. You also need Wine to get icons and installer for Windows, the Debian packaging utilities for Debian and the Android SDK to build a package for Android.
Build and install
First clone the repository, then you have two choices:
- you can build the script and install it on your system, and benefit of command-line completion, man page and extensibility,
- or make an embedded version with every thing you need in one file.
Alternatively, you can change the installation directories by editing the Makefile.
# Install on your system (assumes root rights)
make
make install
# All-in-one
make embedded
To remove love-release, if you haven't changed the default installation directories, run make remove
.
SYNOPSIS
love-release.sh [-ADLMW] [-t project_title] [-r release_dir] [-l love_version] [FILES...]
DESCRIPTION
love-release.sh can be used to generate LÖVE game applications and get over the fastidious zipping commands you had to do.
The script fully supports Windows, MacOS either on x86 or x64, Debian and Android packages.
It needs an Internet connection to download LÖVE files.
CONFIGURATION
You can install lua
and add a conf.lua
to your project to get automatic releases.
See the conf.lua
file included to see how configuration works.
OPTIONS
-h
Print a short help
--help
Print this longer help
OPERATING SYSTEMS
-A
Create an Android package.
In order to create an Android package, you must have installed the Android SDK.
See Building LÖVE for Android, but there is no need to install the LÖVE port to Android, as the script will handle this by itself.
You also might want to provide more informations about it.
See the ANDROID section below.
-D
Create a deb package. Aimed at Debian and Ubuntu derivatives.
In order to create a Debian package, you must provide more informations about it.
See the DEBIAN section below.
-L
Create a plain LÖVE file. It is just a zip of your sources, renamed in *.love.
Mostly aimed at Linux players or developers and the most common distribution process.
-M
Create MacOS application.
Starting with LÖVE 0.9.0, LÖVE no longer supports old x86 Macintosh.
If you are targeting one of these, your project must be developped with LÖVE 0.8.0 or lower.
Depending on the LÖVE version used, the script will choose which one,
between x64 only or Universal Build to create.
-W
Create Windows application.
Starting with LÖVE 0.8.0, a release is specially available for Windows x64.
If you are targeting one of these, your project must be developed with LÖVE 0.8.0 or newer.
Remember that x86 is always backwards compatible with x64.
Depending on the LÖVE version used, the script will choose which one,
between x64 and x86 or x86 only to create.
-W32
Create Windows x86 executable only
-W64
Create Windows x64 executable only
PROJECT OPTIONS
You can use the option of a module and append a long option from this list to set a specific
option for a module. For example, the option --Wauthor
will set the author's name for Windows only.
-a, --author
Set the project's author.
-d, --description
Set the project's description.
-e, --email
Set the author's email.
-i, --icon
Path to icons.
-l, --love
LÖVE version. Default is 0.9.2.
Starting with LÖVE 0.8.0, a release is specially available for Windows x64.
Starting with LÖVE 0.9.0, LÖVE no longer supports old x86 Macintosh.
-p, --pkg
Set the project's identity.
-r, --release
Set the release directory. By default, a subdirectory called releases is created.
-t, --title
Set the project's title. By default, the name of the current directory is used.
-u, --url
Set the project's homepage.
-v, --version
Set your project's version.
-x, --exclude
Exclude file or directory.
Use backslashes or quotes to avoid the shell filename substitution,
so that the name matching is performed by zip at all directory levels.
WINDOWS
You can create an installer. If you don’t, you will have zip of a folder
containing your game executable and its dlls.
Creating installers and using icons require Wine to be installed.
When the script installs Resource Hacker or Inno Setup, an install wizard GUI will appear.
Please let everything as is, do not uncheck checkboxes or replace installation directory.
--Wicon
Path to an ico file to use.
--Winstaller
Create an installer with Inno Setup.
--Wappid
Your game ID. You can use a GUID/UUID and generate one with uuidgen
.
It should remain the same between updates.
Mandatory if using an installer, not needed for a simple zip.
--Wauthor
Set the maintainer’s name.
Mandatory if using an installer, not needed for a simple zip.
--Wpkg
Set the name of your package.
Mandatory if using an installer, not needed for a simple zip.
--Wversion
Set the version of your package.
Mandatory if using an installer, not needed for a simple zip.
MAC OS X
--Micon
Path to an icns file to use.
--Mauthor
Set the maintainer’s name. Provide it for OS X CFBundleIdentifier.
DEBIAN
--Dicon
Path to a single folder where icons are stored.
To be properly recognized, icons filename must contain YYxYY
, where YY
is the resolution of the icon.
SVG files are recognized if suffixed with .svg
.
Other files will be ignored.
--Demail
Set the maintainer’s email.
--Dauthor
Set the maintainer’s name.
--Dpkg
Set the name of the package and the command that will be used to launch your game.
By default, it is the name of your project converted to lowercase, with eventual spaces replaced by dashes.
--Dversion
Set the version of your package.
ANDROID
Note that every argument passed to the options should be alphanumerical,
with eventual underscores (i.e. [a-zA-Z0-9_]), otherwise you'll get errors.
--Aicon
Path to a single folder where icons are stored.
The script will first look up for filename that contains
42x42
, 72x72
, 96x96
or 144x144
.
It will then search the icon directory for subdirectories like
drawable-mdpi
, drawable-hdpi
, drawable-xhdpi
and drawable-xxhdpi
to find an ic_launcher.png
image.
OUYA icon (size 732x412
, or drawable-xhdpi/ouya_icon.png
) is supported.
--Aactivity
The name of the class that extends GameActivity.
By default it is the name of the project with ‘Activity’ appended,
eventual spaces and dashes replaced by underscores.
--Aauthor
Set the maintainer’s name.
It must be only alphanumerical characters, with eventual underscores.
--Apkg
Set the name of the package.
By default, it is the name of your project, with eventual spaces replaced by underscores.
--Aversion
Set the version of your package.
--Aupdate
Update the love-android-sdl2.git repository used in the cache.
OTHERS
--clean
Clean the cache located in ~/.cache/love-release
.
One can replace the LÖVE binaries there.
MODULES
The script is modular.
Each different platform is handled by a subscript stored in scripts
.
If you’d like to add the support of another platform, or write your own build script, see modules.md.
ICONS
The script doesn’t yet handle the process of creating icons, but if provided it can use them.
- if you want to create MacOS icons (.icns), and you are
- if you want to create Windows icons (.ico), you can
- use icoutils to create the icon,
- then Wine and Resource Hacker to set the icon. This last step can be automatically done, assuming Wine is installed.