LÖVE for the Switch

Discuss any ports of LÖVE to different platforms.
gpg
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Re: LÖVE for the Switch

Post by gpg »

You would have to download the source, modify love.cpp to use a window library to make a render window for the console then build it for the console. THATS IT.
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Davidobot
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Re: LÖVE for the Switch

Post by Davidobot »

https://github.com/retronx-team/love-nx

This kinda flew under the radar, but you can build an NRO file to either run .love files or package up your game to distribute. Obviously for homebrew purposes only if you don't have a devkit.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
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gingerbeardman
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Re: LÖVE for the Switch

Post by gingerbeardman »

Boom! Cheers
Iori Branford
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Re: LÖVE for the Switch

Post by Iori Branford »

I'm pleased to share my port to Switch via the official Nintendo SDK. It is based on the main branch.

You will need to be licensed for Switch development with a Nintendo developer account, signed NDA and Nintendo Switch access approval.

This will let you access the Switch dev forums where I posted the link to the private repo.
I can't link to my thread directly but you can find it:
Developer Support > Nintendo Switch forums > English > Nintendo SDK > General Discussion > LÖVE for Nintendo Switch

There, post a reply with your Github username to request access, or download the snapshot in the attached zip file.
You'll of course need an official devkit to run it.
Last edited by Iori Branford on Sun Oct 02, 2022 12:10 am, edited 3 times in total.
gingerbeardman
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Re: LÖVE for the Switch

Post by gingerbeardman »

Awesome!

Have you launched a game with it Iori?
gcmartijn
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Re: LÖVE for the Switch

Post by gcmartijn »

Iori Branford wrote: Sun Sep 25, 2022 5:50 am I'm pleased to share my port to Switch via the official Nintendo SDK. It is based on the main branch.
Can you give some details about the love2d 11.4 functions support, what features don't work ?
At the moment I use

Code: Select all

function love.mousepressed(xOrg, yOrg, button, istouch, presses)
That work for the Ipad, but does it work for the switch?
And for example the switch controllers, could I use the

Code: Select all

function love.mousemoved(xOrg, yOrg, dx, dy, istouch)
I guess it will take a year for the game is ready, but I love the idea that the game is runnable at the switch.
Iori Branford
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Re: LÖVE for the Switch

Post by Iori Branford »

gingerbeardman wrote: Sun Sep 25, 2022 8:58 am Awesome!

Have you launched a game with it Iori?
I have started to port my first shipped title Demonizer.
It runs, but there is a lot I need to improve and polish up to be competitive with similar Switch games.
gcmartijn wrote: Sun Sep 25, 2022 4:03 pm Can you give some details about the love2d 11.4 functions support, what features don't work ?
At the moment I use

Code: Select all

function love.mousepressed(xOrg, yOrg, button, istouch, presses)
That work for the Ipad, but does it work for the switch?
And for example the switch controllers, could I use the

Code: Select all

function love.mousemoved(xOrg, yOrg, dx, dy, istouch)
I guess it will take a year for the game is ready, but I love the idea that the game is runnable at the switch.
I expect touch-as-mouse to work, I haven't used it, but touchpressed/touchmoved/touchreleased do work.

Some features are not available until I figure out how to build the libraries:
  • Networking via lua-enet or luasocket
  • Playing tracker module audio files (EDIT 10/1/2022: MP3 added!)
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