LÖVE for the Switch

Discuss any ports of LÖVE to different platforms.
mlopes
Prole
Posts: 1
Joined: Mon Feb 20, 2017 8:19 am

Re: LÖVE for the Switch

Post by mlopes » Mon Feb 20, 2017 8:22 am

Hi all,

Wondering what the recently announced changes on Nintendo developer's policies means for Love2D?

It looks like it may suddenly be easier to get it running there.

User avatar
Positive07
Party member
Posts: 999
Joined: Sun Aug 12, 2012 4:34 pm
Location: Argentina

Re: LÖVE for the Switch

Post by Positive07 » Mon Feb 20, 2017 9:34 am

Those changes currently apply to Wii U and 3DS, no announcement about the Switch yet. Also there is a non disclosure agreement so whoever gets an account and ports LÖVE won't be able to publish that stuff. Pretty much like Steam integration...

It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(Github.com/Positive07)

User avatar
Jasoco
Inner party member
Posts: 3596
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE for the Switch

Post by Jasoco » Fri Mar 10, 2017 2:09 am

Man, if the Switch gets hacked and an unofficial port of Löve somehow ended up on it...

User avatar
Ulydev
Party member
Posts: 403
Joined: Mon Nov 10, 2014 10:46 pm
Location: Paris
Contact:

Re: LÖVE for the Switch

Post by Ulydev » Fri Mar 10, 2017 5:58 am

Yesterday I tried running a javascript NES emulator, and surprisingly it worked. I'm going to try and see if love.js also runs on it, this would be great!

User avatar
Davidobot
Party member
Posts: 1126
Joined: Sat Mar 31, 2012 5:18 am
Location: Game-Dev. Land
Contact:

Re: LÖVE for the Switch

Post by Davidobot » Fri Mar 10, 2017 10:54 am

Ulydev wrote:
Fri Mar 10, 2017 5:58 am
Yesterday I tried running a javascript NES emulator, and surprisingly it worked. I'm going to try and see if love.js also runs on it, this would be great!
Did you try running it in the in-switch web browser? If so - that's pretty good news!
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

User avatar
Ulydev
Party member
Posts: 403
Joined: Mon Nov 10, 2014 10:46 pm
Location: Paris
Contact:

Re: LÖVE for the Switch

Post by Ulydev » Fri Mar 10, 2017 12:14 pm

Davidobot wrote:
Fri Mar 10, 2017 10:54 am
Ulydev wrote:
Fri Mar 10, 2017 5:58 am
Yesterday I tried running a javascript NES emulator, and surprisingly it worked. I'm going to try and see if love.js also runs on it, this would be great!
Did you try running it in the in-switch web browser? If so - that's pretty good news!
Yes, it was running in the browser. I'll try to run LÖVE tonight and will post the results here :awesome:

EDIT: doesn't work yet. No proper webgl support
Last edited by Ulydev on Sat Mar 11, 2017 6:29 am, edited 1 time in total.

alloyed
Citizen
Posts: 79
Joined: Thu May 28, 2015 8:45 pm
Contact:

Re: LÖVE for the Switch

Post by alloyed » Fri Mar 10, 2017 6:29 pm

Positive07 wrote:
Mon Feb 20, 2017 9:34 am
It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
Depends on what you mean by share, I'd guess. You could always publicly say, "I have a port, if you've signed the nintendo NDA you can email me for the code". So it'd be like open source but only within the secret club.
ofc for this to be worth it you'd need to have a game worth selling on the switch /shrug

gingerbeardman
Prole
Posts: 3
Joined: Mon Sep 14, 2015 7:22 am

Re: LÖVE for the Switch

Post by gingerbeardman » Sat Oct 07, 2017 11:22 pm

alloyed wrote:
Fri Mar 10, 2017 6:29 pm
Positive07 wrote:
Mon Feb 20, 2017 9:34 am
It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
Depends on what you mean by share, I'd guess. You could always publicly say, "I have a port, if you've signed the nintendo NDA you can email me for the code". So it'd be like open source but only within the secret club.
this is exactly how it works. Here's info about this process as it applies to MonoGame (another framework) which was used in the recent port of Stardew Valley.

http://community.monogame.net/t/is-swit ... ady/8989/2

So I think somebody on the LÖVE team should talk to Nintendo at: https://developer.nintendo.com or maybe tweeting Tim Symons at NOE: @timfollowsyou or your friendly local Nintendo Developer Advocate

User avatar
Ulydev
Party member
Posts: 403
Joined: Mon Nov 10, 2014 10:46 pm
Location: Paris
Contact:

Re: LÖVE for the Switch

Post by Ulydev » Sun Oct 08, 2017 8:49 am

We need to make it real...

User avatar
adekto
Prole
Posts: 35
Joined: Thu Dec 06, 2012 11:42 am

Re: LÖVE for the Switch

Post by adekto » Sun Oct 29, 2017 2:34 pm

out of curiosity why cant we share the compile system? i mean unity and unreal have it
even if its under heavy nda knowing it will work with would be helpful

having looked at the Nintendo development page you can go with webkit meaning if you can run your game in electron or similar your not far off, would not recommend running emscripten but something more like the old loveJS

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest