love-java-android/love-native-android: project information

A project to port LÖVE to Android handhelds
User avatar
Chartre
Prole
Posts: 4
Joined: Mon Jul 25, 2011 6:35 am

Re: love-android: project information

Post by Chartre » Fri Nov 18, 2011 8:02 am

It's good we're able to get LOVE on more devices.

User avatar
miko
Party member
Posts: 409
Joined: Fri Nov 26, 2010 2:25 pm
Location: PL

Re: love-android: project information

Post by miko » Fri Nov 18, 2011 9:09 am

Jasoco wrote: OH, by the way. You should look into implementing DropBox support so we can keep projects there and edit them from our computer and not have to keep switching between USB Disk mode and Phone mode or swapping SD cards.
Well, any network support and ability to save downloaded files on sdcard would work. I use bluetooth to download *.love packages from my PC. You could also use some www/ftp server if you have access to any.
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples

User avatar
Jasoco
Inner party member
Posts: 3641
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: love-android: project information

Post by Jasoco » Sat Nov 19, 2011 1:28 am

DropBox support would make it virtually instantaneous. Bluetooth has never worked for anything I use. And OS X Lion has a horrible bug where if I accidentally disconnect my phone's USB connection before ejecting the drive from the Finder, the Finder locks up and refuses to launch from then on until I reboot. Stupid bug. I would much rather keep my project in my DropBox, edit it from there, have DB upload it then pick up my untethered phone, open Löve and have it refresh the file list immediately allowing me to play/test right away.

Would be awesome really. Especially with DB becoming more widely used with mobile apps.

User avatar
T-Bone
Inner party member
Posts: 1492
Joined: Thu Jun 09, 2011 9:03 am

Re: love-android: project information

Post by T-Bone » Tue Nov 29, 2011 8:30 pm

Well, it's not all that big of a deal, since it's possible to mainly develop the game on a computer and only run it on Android for final testing, more or less. Also, there's the standard Android emulator and the SDKs ability to launch apps straight to a phone. Once love-android is done to the point where every game is it's own app, the latter will be the optimal way of testing.

User avatar
kraftman
Party member
Posts: 277
Joined: Sat May 14, 2011 10:18 am

Re: love-android: project information

Post by kraftman » Thu Dec 01, 2011 9:36 pm

Jasoco wrote:DropBox support would make it virtually instantaneous. Bluetooth has never worked for anything I use. And OS X Lion has a horrible bug where if I accidentally disconnect my phone's USB connection before ejecting the drive from the Finder, the Finder locks up and refuses to launch from then on until I reboot. Stupid bug. I would much rather keep my project in my DropBox, edit it from there, have DB upload it then pick up my untethered phone, open Löve and have it refresh the file list immediately allowing me to play/test right away.

Would be awesome really. Especially with DB becoming more widely used with mobile apps.
So the only difference between this and what's currently implemented is that you have to move the file from /dropbox to /love. ?

User avatar
kalle2990
Party member
Posts: 245
Joined: Sat Sep 12, 2009 1:17 pm
Location: Sweden

Re: love-android: project information

Post by kalle2990 » Sun Dec 18, 2011 4:38 pm

kraftman wrote:So the only difference between this and what's currently implemented is that you have to move the file from /dropbox to /love. ?
Yes, but since Android is based upon Linux, it should be possible to symlink from the /sdcard/dropbox folder to the /sdcard/love one, so one does not have to move the files.. Can't be much trouble achiveing that ;)

User avatar
Tesselode
Party member
Posts: 552
Joined: Fri Jul 23, 2010 7:55 pm

Re: love-android: project information

Post by Tesselode » Tue Dec 27, 2011 12:38 am

Is there any way to easily test this on a Kindle Fire?

User avatar
Ryne
Party member
Posts: 444
Joined: Fri Jan 29, 2010 11:10 am

Re: love-android: project information

Post by Ryne » Mon Jan 02, 2012 4:33 am

Man, the thought of creating an ENTIRE game using solely the device is awesome.

Would be great if you're at work and just want to test some code, or make a little demo of something using a android-based code editor, android-based graphics editor, and LOVE.
@rynesaur

User avatar
T-Bone
Inner party member
Posts: 1492
Joined: Thu Jun 09, 2011 9:03 am

Re: love-android: project information

Post by T-Bone » Fri Jan 06, 2012 6:41 pm

I found an app called GScript Lite, that lets you put Linux shell scripts on your home screen. I made one that copies the .love file from Dropbox to the love directory on my phone with a single click. Really handy.

Also, DroidEdit is a text editor that has Lua syntax highlighting, and seems to work pretty well. The only drawback I can see is that it seems to fail to open .lua files directly from the Dropbox app. Opening them with a file browser from the Dropbox folder totally works though. No biggie for me.

So basically, I program like this: I use gedit on my computer for coding, and I've set it up to pack all my files to a .love file in Dropbox with a keypress. Then, I simply pick up my phone, enter the Dropbox app to make sure it's downloaded the .love, then copy the .love with the script, and then boot up LoveAndroid. The entire process takes a couple of seconds. Pretty good, I'd say.

Also, I want to make something clear, Dropbox on Android DOES NOT save files to /scdcard/Dropbox like it used to. They're in /sdcard/Android/data/com.dropbox.android/files/scratch/. Just so that everybody knows.

User avatar
o0k4m1
Prole
Posts: 6
Joined: Wed Feb 08, 2012 9:18 am

Re: love-android: project information

Post by o0k4m1 » Fri Mar 09, 2012 11:42 am

Hello,
can you tell me, will this port work on MIPS based tablet device? Thank you for the answer.
--- Semiou ---

Locked

Who is online

Users browsing this forum: No registered users and 4 guests