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(1 edit)

I know, but it's still many many more steps than people seem to want to take, especially when nobody wants to install the itch.io app or they get scared by the first-time "this application is from an unknown developer" warning. Believe me, what seems really easy and straightforward to us is an impenetrable, scary barrier to even incredibly experienced users.

I mean the main people who would be using the .love bundle would be Linux users, and hopefully they'd already know this stuff, but this is just like an impenetrable force field around a lot of things even for them.

The long-term of having the itch.io app supporting LÖVE directly is great. These short-term "just ask the users to" ideas preload a lot of assumptions into the word "just."

(+1)

I definitely agree!

That's precisely why I want the app to support .love bundles directly - everything should "just work".

It's also why the app is signed, btw (so there's no scary warning on install).

I just wanted to point out that even though it's a bit silly that the app extract .love file right now, the situation is pretty much the same as if it didn't extract them - your users (whatever the platform) would have to click "Show local files" and drag the .love bundle somewhere (Linux users probably would have to use the command-line).

The current behavior of the app isn't really worse than either "just not extracting .love files" or "refusing to download them" (folks would still have to know what to do with the .love file they get from the website). It's really more of a planned feature than a bug :)

I'm very much looking forward to ship love support as soon as I can!

Well, I mean, it's easier for someone to find the .love file and double-click it than it is for them to know what to do with an exploded folder full of .lua files. It's obviously still not ideal but having the .love file get expanded adds even more of a burden on players than it would otherwise. But adding a readme.txt to the folder seems to have worked to prevent that from happening.