Nintendo?

Discuss any ports of LÖVE to different platforms.
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undef
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Nintendo?

Post by undef » Wed Jul 30, 2014 9:43 pm

Has anyone tried porting a LÖVE game to a Nintendo device?
I just read that there is a Nintendo Web Framework, and since there are some Web ports of LÖVE, it might be possible to kind of glue them together...
So I wondered if anyone has already tried this, I think a lot of people would dream about having their game on a Nintendo console.
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Re: Nintendo?

Post by Jasoco » Thu Jul 31, 2014 12:10 am

The day I can use Löve to code something that runs on the Wii U with full GamePad compatibility would be the best day ever.

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Re: Nintendo?

Post by undef » Thu Jul 31, 2014 12:31 am

And Wii U isn't that stupid for a name, if we can call the port LÖVE U ;)
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Re: Nintendo?

Post by slime » Thu Jul 31, 2014 1:54 am

To become a registered Wii U developer (which is required for access to any Wii U APIs), you must sign a non-disclosure agreement, among other things.

That means any code specifically written for the Wii U (i.e. port code) will only be shareable with people who are registered Wii U developers themselves.

To develop for the Wii U after becoming a registered developer, you need to get the Wii U devkit hardware.

Someone else on the internet with experience developing for consoles summed it up well:
Basically, console manufacturer used to refuse oss code, their API are not publishable too.

So we can t say very much. What I can say without having black suits on my door is :
API are rarely gl/dx based
Using the pseudo gl/dx layers is inefficient and either require custom or rewrites
Technical requirements are biting
Submission round trips and requirement are biting
Publishing ESRB, pegi, texts and marketing assets are biting
Dev kit are expansive

So if you wanna go the console way, start to plan early and be ready to go debugging very low level.

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Re: Nintendo?

Post by Jasoco » Thu Jul 31, 2014 9:10 am

Yeah, so that's not happening I guess.

Do Sony and Microsoft have the same Indie developing policies?

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Re: Nintendo?

Post by undef » Thu Jul 31, 2014 3:45 pm

I presume they're equally restrictive.
Both Nintendo and Sony support Unity though, which is a smart move.
Unfortunately I don't want to use Unity.
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Re: Nintendo?

Post by dan369 » Tue Aug 05, 2014 9:21 pm

There could be a chance in using the PS Mobile SDK. Thus vita games could be an option.
Pretty sure they made the developer license free (or at-least last time i checked it was free).

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Re: Nintendo?

Post by SiENcE » Wed Aug 06, 2014 9:58 am

I have a PSM license and I wrote a small löve implementation for my Ludum Dare game.

More infos over here.
viewtopic.php?f=12&t=76700

and here:
http://love2d.org/forums/viewtopic.php?f=5&t=76698

So yes it's possible....but you have to reimplement the löve functionality in C#. I only implemented some basic functions like draw, update, load aso.

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Re: Nintendo?

Post by undef » Wed Aug 06, 2014 11:34 am

SiENcE wrote: So yes it's possible....but you have to reimplement the löve functionality in C#. I only implemented some basic functions like draw, update, load aso.
If you reimplemented it in C#, doesn't that mean that you can use it in Unity?
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Re: Nintendo?

Post by SiENcE » Wed Aug 06, 2014 12:17 pm

No really.

Unity3D and PSM have a completely different API.

What you can take is the C# Lua Implementation. PSM already includes this and 1-2 Samples.

Here is one.
https://psm.playstation.net/static/gene ... ple_e.html

What I did is to implement a wrapper from love API -> PSM. Of couse only the basics love.draw, love.update, love.load and some graphic functions love.graphics.draw, love.graphics.newImage aso.

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