By the way, you can use resource hacker to change the icon of the program, so that it's not the default love one. (You won't have to do it from the code, either). It also has a command utility that can be automated. I use a custom-made batch script that builds the game, and uses resource hacker to change the icon and add version info.
2th and 3th day + Technical stuff
Day 2 and 3 completed very fun to play and still with lot of ideas for coming days! Now using a hotswap lib called "lurker", it makes the development very easy, i waste like 1 hour thinking about the day 3 checking system, it has to mix day 2 mechanics + new mechanics, i had to use ZeroBrane debugger and didn't go well, but finally i find the solution by writing that system in pseudocode...
Probably i will release a new update until day 5! I wan't to have some feedback before create more, also i don't one to make long delays between updates, i changed a lot the system (You can see a bit in the image...) so i can make more stuff on each day! now its very easy add a new day compared to first release
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I saw it in love2d docs and i installed it but i missed to change the icon at the final release, i will do it in the next build! For building i made a python script it creates the .love, makes the exe file, do all the tedious stuff to create mac os dist, and then release the build into itch.io using bulter, its very crazy, lot of time spend on that but its very cool, i will see how to implement resource hacker into it ;)