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Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Tue Nov 17, 2015 3:49 pm
by bzSteve
I don't have a solution yet either. It seems pretty straightforward. I would expect everyone to have the same problem. Hopefully, someone will post a solution soon. I'm anxious to try this out.

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Wed Nov 25, 2015 5:44 am
by slime
Sorry for the delay. Xcode 7 is more strict about how code is built for the iOS simulator compared to Xcode 6, and it was causing the prebuilt luajit library to be rejected when trying to link with it in the simulator.

I've updated the libraries zip (https://dl.dropboxusercontent.com/u/421 ... raries.zip) with a fixed version. Hopefully it works!

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Wed Nov 25, 2015 8:45 am
by undef
Thanks, I'll try it out later and let you know!

Edit: I'm able to build now without errors, thanks again!

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Wed Nov 25, 2015 5:09 pm
by bzSteve
Worked perfectly for me. Thanks, Slime. This is wicked cool!

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Wed Nov 25, 2015 6:02 pm
by slime
undef wrote:Edit: I'm able to build now without errors, thanks again!
I wasn't awake when you asked about blurriness on IRC – in order to use the full resolution on iOS you need to have high-dpi mode enabled in the window.

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Fri Nov 27, 2015 10:44 pm
by spill
I'm happy to announce that I have also gotten a game into the iOS app store using this port! It's called Unshuffle and it's a relaxing puzzle game with lots of neat shader effects. Thanks so much for the iOS port, slime! For posterity, I'd like to mention as many of the modifications I made to iOS port's xcode project as I can remember. If anyone wants to know more about one of these, just let me know:
  • 1. I changed the touch API to use screen pixel coordinates instead of relative [0-1] coordinates.
    2. I changed the touch API to pass dx,dy to touchmoved() to mimic the behavior of the mousemoved() API.
    3. I added a hook so that I could call into Apple's API to set the audio session to AVAudioSessionCategoryAmbient, so that the player could continue listening to their music of choice without the game stopping it.
    4. As other people have pointed out in this thread, it was necessary to disable bitcode.
    5. I added my own launch image and launch storyboard.
    6. I replaced all of the löve pig icons with my own icons.
    7. Important! I initially got rejected from the app store because I had left the "Application Supports iTunes File Sharing" checkbox set to "Yes" when it needs to be "No" if you're submitting to the app store with a bundled .love file.
    Screen Shot 2015-11-27 at 2.37.33 PM.png
    Screen Shot 2015-11-27 at 2.37.33 PM.png (56.58 KiB) Viewed 11022 times
Here's the thread I created for the game.
unshuffle3.gif
unshuffle3.gif (4.81 MiB) Viewed 11022 times

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Mon Dec 21, 2015 3:58 pm
by zikesha93
Really cool project. Congratulations for the fantastic port.Trippy shaders.

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Fri Jan 01, 2016 10:42 pm
by kicks
Hi folks - great work with this!

How does code signing work with this? I can get this to come up in the simulator, but not on an iPad.

However I change the codesigning settings, it tells me I can't sign the 'love.love' bundle. Either I'm not on the team (a specific team number associated with the 'love.love' bundle) or I don't have permission to use that bundle ID. What's the straightforward way to test LOVE on a device?

I have XCode 7. I have a developer account - but not a paid membership. So far I've just been using XCode 7's sideloading to test my OpenFL apps. (Which uses ios-deploy.)

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Fri Jan 15, 2016 4:07 pm
by drikdrok
So i have tried this out, but i get a couple of errors. I am a complete newb with Xcode and OSX, the answer might be very simple.But does anyone know how to fix this?
Screen Shot 2016-01-15 at 17.00.58.png
Screen Shot 2016-01-15 at 17.00.58.png (136.82 KiB) Viewed 10756 times
I am using Xcode V 7.2 And OSX 10.11 :)

Re: Experimental iOS port (LÖVE 0.9.2)

Posted: Sat Jan 16, 2016 12:56 pm
by slime
Ah, you'll probably need to make LÖVE link with the GameController framework. You can do that by clicking the "+" at the bottom of the "Linked Frameworks and Libraries" section here, and adding GameController.framework:

Image

However, note that this version of LÖVE for iOS is deprecated, you should use the official version of 0.10.0 for iOS instead (which has this fixed I believe).