This would also be a great reason to test the awesome GitLab Docker Registry[1], which is also included in CE!
[1] http://docs.gitlab.com/ce/container_registry/README.html
If you want to give it a spin, check out our recent blog post on starting from 0: https://about.gitlab.com/2016/07/29/the-basics-of-gitlab-ci/
Because if that's what it is, that is pretty kickass.
One caveat is that we might introduce a new API by releasing a new version of GitLab and GitLab Runner at the same time, then you would need to upgrade you project to stay compatible.
BTW To ensure nobody is confused, you can use GitLab Runner to test all kinds of projects on all kinds of hardware. We're discussing developing an alternative to GitLab but reusing GitLab Runner.
Docs: http://docs.gitlab.com/ce/ci/docker/using_docker_images.html...
Im referring to using docker images as the deliverable. I mostly want to just have a gui to do "docker pull x" "docker stop xcon && docker rm xcon" "docker run --name xcon -v /volumes/x/config:/var/www/config -p 8080:80 x" for me. There would technically be nothing to be stored in the gitlab repo here, except the config.
Replace the "docker pull x" step with docker build in the event that I'm using a dockerfile to build a custom image, which could trigger as a result of updating the dockerfile... but usually the dockerfile doesnt change, it just needs to be re-run to pull in upstream changes.
Two options for configuring the runner:
1: http://docs.gitlab.com/ce/ci/docker/using_docker_build.html#...
2: http://docs.gitlab.com/ce/ci/docker/using_docker_build.html#...
Would love to hear your thoughts on developing a game using GitLab, anything we can improve in that regard?
All the minor complaints I had a while back have been addressed (not showing the readme as the splash page, and not being able to reply to issue emails) so I've been quite happy with it.
I also appreciate how force-pushes to master are disabled by default. The fact that my browser's Emacs key bindings don't get stolen by the issue textarea to do stupid markdown stuff is very much appreciated. (glares fiercely at github)
I was thinking about making a game in Löve for a while now, but I have never done any automated testing with it.
Is there a good tutorial for that? Or do you feel like writing one? ;)
I wrote a bit about testing on my blog, but it's more about the architecture of how the user-input system meshes with the internal reprogrammability. There's a bit about fuzz testing though: https://technomancy.us/180
Maybe I'll follow it up with a more detailed post specifically about automated testing in Löve since it seems to be not well-understood.