I'm making a Lua game using the 2D framework 'LÖVE'.
I needed to know HOW to make a .exe file with it! I've done the command line, sucessfully zipped up my main.lua and the image, I've renamed the file extension to .exe!! When I run the .exe, I get a file extracting application coming up. This is not supposed to happen, right? I want it to be run as a game, not as a self-extracting application. Help?
From the sounds of it, you are trying to save your 'lovechive' with an .exe extension; your archiver is probably 'helpfully' assuming you meant to create a self extractor, which you didn't.
Okay, lets start by talking about how runable 'lovechives' work:
When love.exe starts up, it first checks its own name, if its called something other than love or love.exe it immediately checks to see if there is somethng stuck to its end. if there is, then it tries to interpret it as if it were a 'lovechive'.
So basically, we want to stick a zip-file to love's bottom (don't worry, it likes it).
Start by creating an ordinary zip archive of you game directory.
Remember to check for anything you don't actually mean to ship; plenty of love games have gone out containing backup copies of the source code, test artwork, and peoples' shopping lists. Don't be a statistic.
The filename is irrelevant for what were are doing here, so don't worry about the usual step of renaming it to a .love. just make sure that what you have is an plain-ol' ordinary zip.
The next step depends on your host platform, but basically you now need to do the whole "stick it to love's bottom' part now, generally this is done from the command-line:
On windows, the command is:
copy /b love.exe+YourGame.zip TheGame.exe
Where love.exe is the name of the main 'love' executable YourGame.zip is the name of zip file containing your game, and TheGame.exe is what you want the final game executable to be named.
On Linux or OSX, the command is:
cat love YourGame.zip > TheGame
Where love is the name of the main 'love' executable, YourGame.zip is the name of zip file containing your game, and TheGame is what you want the final game executable to be named.
These substituting the relevant filenames should let you produce versions for Linux, and Windows
(All I know about making 'merged' OSX Apps is that its more complicated.)
For the record, it is utterly trivial to extract files from the 'merged' game. Usually nothing more than changing the file extension, sometimes not even that.
And no, zip encryption doesn't help here; it won't run because love can't read the archive. (quite sensibly, really.)
Finally, If you are distributing to the Love community, they generally prefer that you just give them the 'lovechive.'
From https://love2d.org/wiki/Game_Distribution :
Here's how to do it on Windows. In a console, type this:
copy /b love.exe+game.love game.exe
Then, all you have to do is zip game.exe and required DLLs, and distribute them. Yes; this does mean that the game will have a private copy of LÖVE, but there's nothing wrong with that. It also means that you will have to create one package for each platform you would like to support, or simply offer the .love alone for the other platforms.
Related
I have made a Unity build and would like to share it with colleagues.
But i dont want to share it as the standard "folder structure" -build.
So, I have made a single .exe file with an icon, using Winrar selfextracting file.
It works great....BUT Windows and antivirus apps screams bloody murder when they try and open it, thinking it is a potential virus of course.
That makes the file unusable for web sharing (Sharing on a USB drive there are no problems).
How can I make a single file build, for web download, that does not make Windows and Antivirus apps go crazy?
Basically...
You need to pack(age) the build of the app.
(Note the boxing app in the linked tutorial is just an example. There are many ways to pack the game into an executable, and you don't need that specific one.)
Depending on platform, it's also either required or recommended that you sign (1)(2) the app and/or executable.
That's not that trivial since antivirus hate selfextracting exe files ;)
Either go with the usual folder structure and ship it as a .zip.
Or you could go the correct but more complex way and create a proper Installer that correctly asks for admin permissions and then is allowed to extract content into the usual program paths.
Or you can try and use this but it might underly the same issue as the selfextracting exe.
I'm creating a game on Scratch 3, however, when I'm finished with it, I want to convert it to an .exe file. How do I do this?
I've been interested in game development for a long time, and have even tried Unity before, but I'm just a beginner meaning it was too difficult for me. So I turned to Scratch.
Yes, It is possible! ...But it's kinda complex,
Bear with me!
First, Take your sb3 file and convert it into a sb2. To do this I recommend using rexscratch's sb3tosb2 tool. Found here: https://github.com/RexScratch/sb3tosb2
Make sure you have python installed, if you don't, google how to install it. (it's easy).
Next, Click Clone or Download then click Download ZIP. Once that is downloaded, Open the zip, go to the next folder, and execute sb3tosb2.py . This will then ask for a sb3 file, Navigate to the sb3 file you have and select it. It may say it wants to work in compatibility mode, if it does, Just accept it. It will finish up and ask you where to put a sb2 file, just place it on your desktop and name it something.
Secondly, We need to use a program called junebeetle, Don't worry, it's a web based one, found here: https://junebeetle.github.io/converter/online/
Click open scratch file. It will ask for a sb2, Navigate to where you put the sb2 file and open it. If you want you can customize how it will open, you can. I like to use the auto start function, and fullscreen. Don't mess with the resolution unless you know not how to screw-up aspect-ratios. Then click "Convert to SWF" This will then download the SWF version the scratch game, simply name it what you want and leave it.
Finally, you need to convert the SWF file to an EXE, There are plenty of ways to do this, but for ease, I recommend using a lite file converter. SWF Tools is a good one found here: https://sourceforge.net/projects/swftools/files/SwF_To_eXe/Swf2eXe_Latest.zip/download
Let it download and then extract the zip file's content to your desktop or downloads folder. Then open the exe file inside the folder from the zip file you just extracted.
Almost there! Click "Add a file" Then, you guessed it, Navigate to the SWF file that was spat out from the conversion of the sb2. Then click "Convert" Let it do its thing, and soon it will finish. Boom, Done. To find your exe file, go to where you stored the SWF to EXE converter, go to the "Output" Folder, and infront of you, is your EXE File! Note: Your anti-virus might freakout, this is normal when making new programs.
Also, Some fonts may break, This is just a side effect of the sb3 to sb2 conversion due to the fact that there is currently no way to convert sb3 to SWF.
Hopefully that was easy enough to understand. It is a complicated process, But yields results!
If you have any issues, Just Ask! I can help!
You could use the TurboWarp Packager. It's free and safe. https://packager.turbowarp.org/
There might not be a specific or direct way to convert a Sb3 File to an exe file but You can do it indirectly in a few steps which might be kind of lengthy but works.
When your SB3 project is done, go to https://sheeptester.github.io/htmlifier/
And convert your sb3 file to html.
From there you can convert the html file you got just now to an exe file, but not as you might expect it to. You cannot convert an html page to an exe file so what you can do is add the html webpage (the scratch game now converted to a html webpage) as an 'embed' file in the software such as, like Unity or Visual Basic, as they allow html webpages to be embedded in a project. Then you can add features and stuff, then publish or export your project as an exe file.
I know the process is really lengthy and I practically just wrote a long boring thesis but this might be the only way you can convert scratch to exe.
Hope my answer helps!
Hasta La Vista
Convert your Scratch project to HTML using Scratch HTMLifier: https://sheeptester.github.io/words-go-here/htmlifier/
Download NW.js and put its files (nw.exe, ...) in a directory. Create a package.json file in that directory that should look like this:
{
"name": "Project",
"main": "project.html"
}
(replace Project with the name of your project and project.html with the name of your HTML file).
Make sure that your project runs when you start nw.exe.
Use any tool to turn your folder into a self-extracting archive.
See also: https://scratch.mit.edu/discuss/topic/341617/
use https://packager.turbowarp.org/
Using simple setting you can export without any problems.
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Currently, there is no software or smart javascript tricks that can convert .sb3 files into .exe files. You could use an .sb2 file but you need to use Scratch 2.0. There are developers working on conversion programs that do .sb3 to .exe but that will take a while. I would recommend using Scratch 2.0 if you want to convert your Scratch games to an executable.
guys,
I just finished a particular code in MATLAB R2014a that reads and write into multiple text files and saves an image inside the same folder of the script. The script runs perfectly, but the compilation executable does not, so I believe that it has something to do with the PATH that the executable is trying to use to run, I don't really know.
The error was the folllowing:
That's the second read function in the code that tries to read a file and it's possible to see that the code was already successful doing a read/write operation, since a .txt is created.
Just to keep it simple, I didn't use any global paths to the files and tried to keep them inside of the script and executable folder.
I don't have a lot of experience compiling stuff, so I just used deploytool and hit run to test it, so I would love to hear some insights about the possible cause of the problem.
Thank you in advance for the help!
MATLAB doesn't include every file on your PATH when it compiles. It tries to detect additional files that may be accessed when running the code in your application's main file, and include those in the compilation, but it isn't always 100% successful (I'm not sure exactly what conditions it's unable to detect).
After you have run the deploytool once, the full list of files it has detected in this way will be listed under Files required for your application to run. You can add files to this list (whether or not your project has already been compiled) using the "+" icon in the corner of that section.
I've been searching for this for awhile now, and I am not sure if I am just not using the correct search terms or if the answer is really that hard to find.
What I am trying to do is to create a new Windows service for a game server from a batch file, and then have a task run another batch file every 30 minutes or more that would run two commands on the game server's command line and do some file work.
Specifically, I am running a Minecraft server using Bukkit for a gaming community I help run, and I want to make sure that the thing is always up unless I specifically tell it to stop (like a service). Bukkit is run directly from a batch file and has it's own command line thing running on it.
I am told that you CAN run this type of thing as a service, but the command line will be hidden from view and/or interaction. This is the second part of my query. I have a handy little backup.bat file that copies all the world files and userdata files into a backup directory, 7zips it, and deletes the directory. The only thing is, is that Minecraft likes to always have the worlds' region files open and writing at all times, meaning that it could cause map corruption if I just run it straight off. To compensate, I need to run the command "save-off" on the server to disable the file hooks temporarily, run the backup, and as soon as it finishes, run "save-on" so that the game can continue without lost data.
What I would like to know about this second one is, is it possible to interface with the game service through a batch file, or do I need to create an application to do that? If the latter, how exactly does one go about doing that? I have moderate C++ knowledge (up through my second OO-C++ course in college), and can possibly learn another language if absolutely necessary.
So, in short, two questions:
1. Is it possible to, and how to run a BAT file as a Windows Service?
2. How to interface with said service via BAT files, and if not possible, what kind of application do I need to write (redirection to or writing a tutorial works for me).
Thank you in advance for any and all help!
Old question, user account doesn't seem active on SO anymore, but hey, if you stumble upon this because you have a similar problem:
Since we are speaking about a Bukkit Minecraft server, turn to the "Essentials" plugin for Bukkit.
It now includes a Backup function that does exactly what the OP asks for, namely stop the save so the files can be manipulated without corruption, launch a script, then starts again.
The script can be a backup one (examples provided in the linked page) but can be used to run any operation on the world's files.
I am looking to add a new item in a right click context menu for a certain file type. I suppose it would be easiest to run a batch file with the full path of the file as an argument. I need to rename the file, unzip it, then rezip it, then rename it. I suppose winzip command line would be appropriate tool to help with that, unless someone else has a suggestion.
My questions are:
- How can I add a custom context menu item based on file type
- How can I pass the file name as an argument to the batch file from the context menu
- Finally this may go out to 2-3 people, and it might be easier to simply have an installer that sets this up for them. Anyone know of any free installers that could do this?
Some details about why I am trying to do this:
I have a tool that is zipping things correctly, the program that is reading the zip files is not unzipping to standards it seems. It unzips in winzip legacy mode or something. Rather than fix a working program/investing time or attempt to do some ultra-fancy, crazy fix on a linux server for zipping into winzip legacy format a workaround seemed appropriate for now. These processes only really occur internally, but they are still painful/annoying to do.
7zip is free, you might want to use that if you need to bundle the zip utility
Customizing a Shortcut Menu Using Static Verbs
%1 in the command string in the registry is replaced with the filename
Inno Setup, NSIS or WiX