nlove (LOVE2D) for Dingoo & Caanoo Handheld

A port replacing OpenGL and OpenAL with SDL. Now defunct.

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SiENcE
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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by SiENcE » Mon Oct 25, 2010 10:04 am

ninwa wrote:
Thursdaybloom wrote:Woot ninwa, your platformer is being demoed Gentoo :awesome:

This development excites my loins
Definitely put a huge smile on my face. :) Looks like they had to change the code a little to fit the new resolution. Very cool stuff, keep up the work!
Hey niwa. There is a small Bug in your game. If i draw two nodes to close it crashes. It has todo with box2d not handling too close nodes. Could you fix this?
arquivista wrote:
SiENcE wrote:You missed the point. USB-Host Feature on an Handheld. Linux as OS.

This offers more than you can imagine ;-).
No, not at all, i didn't miss it, but not a suprise to me, I'm well aware of what's being do in handheld scene and about usb-hosting "features" in certain handhelds not only in Caanoo but also other older GP2X did before. What I'm saying is that with Caanoo (even doing usb-hosting and usb-joypading) you have for sure more evolved or complex games than primitive pongs and snakes to experience and test. It's because i know that "offers more than you can image" that pong/snake seems too basic for it :)
I dont get your point. Your can read, it's an beta.

You see, thats the "first" release. No one had Love before, running on Handhelds.

A Physic Game from Niwa is included. Works via Touchscreen and is really nice.

So what you want to say?

Better start doing a nice tripple A title for Love than complaining about.

Sorry but i dont like such comments and they dont push anything forward.

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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by arquivista » Mon Oct 25, 2010 11:03 am

SiENcE wrote:
So what you want to say?

Better start doing a nice tripple A title for Love than complaining about.

Sorry but i dont like such comments and they dont push anything forward.
You for sure joking! Read WELL but really WELL what I said before. I had reckonized that you made an landmark in Love history, I also thanked you, I called this a good work (I hope that counts of "push things forward") and only because I told joking (you noticed the ;) right?) that npong and snake weren't probably the games that Caanoo users would love to play in their machine I was "complaing about something?". You having a bad day? Not my fault for sure. Give me a break but that it's ridiculous.
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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by SiENcE » Mon Oct 25, 2010 11:16 am

I dont have a bad day, but maybe i'm a bit sensitive. Sorry.

I have found it better when you have said something like ...oh wow the Physic Game from Niwa on an Handheld ;-).

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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by arquivista » Mon Oct 25, 2010 11:35 am

SiENcE wrote:I dont have a bad day, but maybe i'm a bit sensitive. Sorry.

I have found it better when you have said something like ...oh wow the Physic Game from Niwa on an Handheld ;-).
That's ok but I already "prop" you a lot before :D
I really think you did a nice job and I was only stating the that Caanoo users have handsome games avaliable so probably would don't care much about simple things like snake/pong. In Caannoo universe only probably some Caanoo devs will really apreciate your effort.

You have a lot of good games and programs in Love code to port. Just browse around...

Btw it's not really a great thing but I dont mind (lol) if you port my unfinished LOVE's roguelike engine.
http://love2d.org/forums/viewtopic.php?f=5&t=1942 (old versions had a smaller screensize as the screenshot shows)
Besides the trivial key movement you can have a good challenge converting and test the mouse scroll to g-sensor. Since it's turn-based movement It should not push much for Caanoo engine.
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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by bartbes » Mon Oct 25, 2010 1:42 pm

SiENcE wrote: You see, thats the "first" release. No one had Love before, running on Handhelds.
Hold on, what about:
(August 14th 2010)
(September 5th 2010)
?

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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by thelinx » Mon Oct 25, 2010 2:37 pm

Also, if you've been idling IRC you would have seen another promising port.

Not gonna spill the beans just yet though. (And no, it is not being developed by me)

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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by SiENcE » Mon Oct 25, 2010 3:59 pm

@bartbes: i meant a gaming handheld ;-)

But yeah as i wrote in my blog, we can make it work on more platforms.

Pandora, Dingoo, Nanonote, iPhone-Touch, PSP, NDS etc.

The development cycle of Love2D is very interesting for mobile/handheld devices, just beause you can develop/test on pc and just copy to mobile and test there without recompile.

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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by arquivista » Mon Oct 25, 2010 5:05 pm

thelinx wrote:Also, if you've been idling IRC you would have seen another promising port.

Not gonna spill the beans just yet though. (And no, it is not being developed by me)
For God's sake linx, I told you at #love that's for me ok to already show images to the guys. Things aren't finished, lots of bugs, speed is almost zero, but things are almost ok, well sort of...
gbloveport.jpg
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roguelike.jpg
Trying to port my engine
roguelike.jpg (28.95 KiB) Viewed 3832 times
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Re: nlove (Love2D 0.6.2+) beta for Caanoo Handheld

Post by ninwa » Mon Oct 25, 2010 9:51 pm

SiENcE wrote:
Hey niwa. There is a small Bug in your game. If i draw two nodes to close it crashes. It has todo with box2d not handling too close nodes. Could you fix this?

SiEncE, replacing the existing love.mousepressed() callback with:

Code: Select all

function love.mousepressed(x,y,button)
	if introduction then
		return
	end

	-- Insert a node when the left mouse button is clicked
	if button == 'l' and not won and not lose then
		if nodesRemaining > 0 then
			-- Check to make sure our new node isn't within
			-- 5px distance of an existing node due to a limitation
			-- within Box2D
			for k,v in ipairs(nodes) do
				local distance = math.sqrt((x-v.x)^2+(y-v.y)^2)
				if distance <= 5 then
					return
				end
			end
			
			table.insert(nodes,{["x"] = x,["y"] = y, 
		                    ["body"] = nil, ["shape"] = nil})
			checkNeighbors()
			nodesRemaining = nodesRemaining - 1
		end
	end
end
Should resolve the issue. I'm not sure why I never got around to patching it in the first place when it was a relatively easy fix.

-Ninwa

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