love-android-sdl2 (native, 0.9.2)

A project to port LÖVE to Android handhelds
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tio
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Re: love-android-sdl2 (native, 0.9.0)

Post by tio » Tue Sep 02, 2014 4:57 pm

Combokarel wrote:I've got an issue with trying to make the apk, the build.bat seems like it's working, but it doesn't seem to do something. I am getting this error in the build.bat:
Android NDK: WARNING: APP_PLATFORM android-19 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml
Is that the problem?
That means you need to install android API platform 19 (4.4) or higher.

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TurtleP
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Re: love-android-sdl2 (native, 0.9.0)

Post by TurtleP » Tue Sep 02, 2014 5:27 pm

Just tried using setTextInput(true, x, y, width, height). Does it get affected by orientation of the keyboard or even love.graphics.translate? (I ask since it's covering something important in my Android game - name input display)

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slime
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Re: love-android-sdl2 (native, 0.9.0)

Post by slime » Tue Sep 02, 2014 5:35 pm

TurtleP wrote:Just tried using setTextInput(true, x, y, width, height)
Make sure you're using the latest love-android, it wasn't hooked up properly in earlier versions.
TurtleP wrote:Does it get affected by orientation of the keyboard
No idea.
TurtleP wrote:or even love.graphics.translate?
Nope, it's not a love.graphics drawing operation so it doesn't get affected by the graphics transformations.

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TurtleP
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Re: love-android-sdl2 (native, 0.9.0)

Post by TurtleP » Wed Sep 03, 2014 3:04 am

slime wrote:
TurtleP wrote:Just tried using setTextInput(true, x, y, width, height)
Make sure you're using the latest love-android, it wasn't hooked up properly in earlier versions.
TurtleP wrote:Does it get affected by orientation of the keyboard
No idea.
TurtleP wrote:or even love.graphics.translate?
Nope, it's not a love.graphics drawing operation so it doesn't get affected by the graphics transformations.
Hm.. Well, I'll try to play around with the settings more and see if I can get it to not cover the display I need.

EDIT:

No matter what I try, the keyboard is at the same spot. Could be caused by the fact that the phone's using landscape rather than portrait fullscreen.

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slime
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Re: love-android-sdl2 (native, 0.9.0)

Post by slime » Wed Sep 03, 2014 5:20 am

Hmm, actually you might need to call the function with the proper arguments twice to get it to work (my fault.)

Operarus
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Re: love-android-sdl2 (native, 0.9.0)

Post by Operarus » Wed Sep 03, 2014 1:49 pm

What I did wrong?
file.zip
debug file
(4.1 MiB) Downloaded 98 times

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Combokarel
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Re: love-android-sdl2 (native, 0.9.0)

Post by Combokarel » Sat Sep 06, 2014 10:57 am

I have another problem, when I package my game and run the .apk, I get a black screen.

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SuperZazu
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Re: love-android-sdl2 (native, 0.9.0)

Post by SuperZazu » Fri Oct 10, 2014 1:11 pm

Hey, cool port!

Anyone have any idea on how to NOT update the game when the app is not visible (=in the background) ?
I've tried both love.visible(v) and love.focus(f) and neither seem to work...

Thank you for your help,
superzazu

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Davidobot
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Re: love-android-sdl2 (native, 0.9.0)

Post by Davidobot » Sat Oct 11, 2014 5:29 am

Is it possible to call android functions from within LOVE? Or trigger them?
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

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retrotails
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Re: love-android-sdl2 (native, 0.9.0)

Post by retrotails » Sat Oct 11, 2014 7:03 am

Davidobot wrote:Is it possible to call android functions from within LOVE? Or trigger them?
os.execute() should work.
edit:
This opens my game in the play store.

Code: Select all

os.execute('am start -a android.intent.action.VIEW -d market://details?id=com.pixelpotential.crystalcrash')

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