LÖVE for the Switch

Discuss any ports of LÖVE to different platforms.
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Ulydev
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LÖVE for the Switch

Post by Ulydev » Wed Dec 21, 2016 10:11 pm

Hello,

So it's been confirmed a few days ago that the Switch will support OpenGL.
https://mynintendonews.com/2016/12/19/n ... onformant/

Does this mean the Switch could be capable of running a LÖVE port?

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Positive07
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Re: LÖVE for the Switch

Post by Positive07 » Thu Dec 22, 2016 8:05 am

Of course just as most consoles... But even if it can you need to buy the right to produce a game for it, and you would have to port LÖVE (since there are probably things that may not run so well, issues with SDL, filesystem, audio? I don't know) and then write your game, and even then the right given by Nintendo (and any other console company actually) states that you have to keep all the information about how to compile for their console a secret, so even if you ported LÖVE you wouldn't be able to share it to any other LÖVE developer. So yeah, that's why you haven't been able to develop for any console in LÖVE
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Ulydev
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Re: LÖVE for the Switch

Post by Ulydev » Thu Dec 22, 2016 12:08 pm

That's a shame. I wish LÖVE could be taken to the next level.

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bartbes
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Re: LÖVE for the Switch

Post by bartbes » Thu Dec 22, 2016 5:49 pm

Though if Nintendo, Sony or Microsoft decide they'll allow us to port love...
Cowardly acts and the eating of birds must not be the deeds of a Hero of Storms.

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Re: LÖVE for the Switch

Post by Ulydev » Thu Dec 22, 2016 10:01 pm

bartbes wrote:Though if Nintendo, Sony or Microsoft decide they'll allow us to port love...
They definitely need some love.

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Re: LÖVE for the Switch

Post by Murii » Fri Dec 23, 2016 12:41 pm

Ulydev wrote:That's a shame. I wish LÖVE could be taken to the next level.
Knowing that Love is open source and free, there's nothing that can stop you from porting it :P

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raidho36
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Re: LÖVE for the Switch

Post by raidho36 » Fri Dec 23, 2016 2:03 pm

Except for the fact that none of us have access to development tools. :3

Sure enough porting LÖVE to <platform_name> would require porting SDL2 there since it's a backbone, and then implementing a bunch of modules missing support for what the <platform_name> actually has instead.

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Re: LÖVE for the Switch

Post by gianmichele » Fri Dec 23, 2016 7:09 pm

bartbes wrote:Though if Nintendo, Sony or Microsoft decide they'll allow us to port love...
Well Xbox One with UWP should be possible.

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Re: LÖVE for the Switch

Post by Jasoco » Sat Dec 24, 2016 7:11 am

Would it be a development environment for making games on the Switch? Or just an engine for devs to make games easily for cross-platform release like Unity and Unreal having console versions as well?

If Löve had a Pico-8 like unified game making environment but without the self-imposed limitations, it'd be pretty cool. But who would even make such a thing? Also then it wouldn't be Löve anymore.

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Re: LÖVE for the Switch

Post by Ulydev » Sat Dec 31, 2016 7:45 pm

Jasoco wrote:Would it be a development environment for making games on the Switch?
One of the advantages I appreciate the most about LÖVE is that it lets you build your own enviromnent, your own tools. It's probably what sets it apart from other frameworks/engines too, so I really hope it stays like this.
Jasoco wrote:Or just an engine for devs to make games easily for cross-platform release like Unity and Unreal having console versions as well?
I was just thinking of a port like we have on iOS and Android. I'm not sure what is the build process for consoles as I haven't had the opportunity to work on these yet; but if Nintendo grants as much freedom as Apple with iOS, then I guess it would be reasonable to consider a LÖVE port on the Switch as well. :)

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