LÖVE! On an iPod touch?

General discussion about LÖVE, Lua, game development, puns, and unicorns.
Post Reply
User avatar
Kuromeku
Party member
Posts: 166
Joined: Sun Jul 20, 2008 5:45 pm

LÖVE! On an iPod touch?

Post by Kuromeku »

Sorry if you just got a boner, I'm actually asking if it's possible.
User avatar
appleide
Party member
Posts: 323
Joined: Fri Jun 27, 2008 2:50 pm

Re: LÖVE! On an iPod touch?

Post by appleide »

It's certainly technically possible, and I was going to look into it myself; but I've found out Apple isn't going to let any applications with "interpreted code" to be on the App Store. see: http://mcdevzone.com/2008/03/07/iphone- ... trictions/
An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple’s Published APIs and built-in interpreter(s).
Though I wonder if we could just port the interpreter to ipod touch without releasing it on the App Store, and then us individual love enthusiasts could bundle out .lua code with the interpreter and release that instead on the App Store; Yes it might mean each touch has multiple love, but its definitely something to ponder.
User avatar
Lord Tim
Prole
Posts: 30
Joined: Sun Jul 20, 2008 4:07 am

Re: LÖVE! On an iPod touch?

Post by Lord Tim »

Oh man. I would love this so much.

Though, I wonder what the exact limits are on "interpreted code". I mean, I've got an app called "Stanza" that basically allows you to download books in the form of text files from anywhere you want. Lua files aren't that far from plain text. And if you were really nice to the Apple people, and let them impose all the restrictions they wanted on file I/O, I could see this happening.
User avatar
Borsty
Citizen
Posts: 66
Joined: Sun Oct 19, 2008 10:29 pm
Location: Hamburg, Germany
Contact:

Re: LÖVE! On an iPod touch?

Post by Borsty »

Hmm, the PSP lua thingy guy already ported his "engine" to the iPod touch/ iPhone:
http://apple.qj.net/Lua-v5-1-3-for-iPho ... aid/112780

So why not do the same with löve :roll:
User avatar
Kuromeku
Party member
Posts: 166
Joined: Sun Jul 20, 2008 5:45 pm

Re: LÖVE! On an iPod touch?

Post by Kuromeku »

I can't figure out how to download that Lua thing and put it on my jailbroken touch :/

And, is there any docs for it?
User avatar
rude
Administrator
Posts: 1052
Joined: Mon Feb 04, 2008 3:58 pm
Location: Oslo, Norway

Re: LÖVE! On an iPod touch?

Post by rude »

I've been doing some iPhone development this semester, and I will never go NEAR it again.
User avatar
qubodup
Inner party member
Posts: 775
Joined: Sat Jun 21, 2008 9:21 pm
Location: Berlin, Germany
Contact:

Re: LÖVE! On an iPod touch?

Post by qubodup »

rude wrote:I've been doing some iPhone development this semester, and I will never go NEAR it again.
Got a blog or something where we can read your rant on why iPhone dev sucks? Just curious.
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
User avatar
Voker57
Prole
Posts: 29
Joined: Mon Nov 03, 2008 9:38 am
Location: Russia, Krasnodar
Contact:

Re: LÖVE! On an iPod touch?

Post by Voker57 »

And if you were really nice to the Apple people, and let them impose all the restrictions they wanted on file I/O...
says it all about iPhone development.
User avatar
Borsty
Citizen
Posts: 66
Joined: Sun Oct 19, 2008 10:29 pm
Location: Hamburg, Germany
Contact:

Re: LÖVE! On an iPod touch?

Post by Borsty »

It's apple, lol.
Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot], Google [Bot] and 59 guests