love-android: discussion

A project to port LÖVE to Android handhelds
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Ryne
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Re: love-android

Post by Ryne »

TechnoCat wrote:
Ryne wrote:android 2.7, so I'm not sure of the compatibility.
Haha what? Is that some special CM version? Because that isn't any Android version I've heard of.
Relax, It was a typo. I meant 2.3.7.
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thelinx
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Re: love-android

Post by thelinx »

Relax? He seemed pretty relaxed to me.
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TechnoCat
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Re: love-android

Post by TechnoCat »

Anyways, could you move the github link to the first post?
additional input available by an api extension called love.android
Good call. But could it be love.mobile (or something similar) instead? Seems if you get the API between iPhone and Android the same then it shouldn't be Android specific, but phone specific.
Or even love.accelerometer, love.gps, etc.

box2d: http://code.google.com/p/androidbox2d/

threads: http://developer.android.com/reference/ ... hread.html

font: http://developer.android.com/reference/ ... /Font.html
android actually uses freetype itself.
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T-Bone
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Re: love-android

Post by T-Bone »

TechnoCat wrote:Anyways, could you move the github link to the first post?
additional input available by an api extension called love.android
Good call. But could it be love.mobile (or something similar) instead? Seems if you get the API between iPhone and Android the same then it shouldn't be Android specific, but phone specific.
Or even love.accelerometer, love.gps, etc.

box2d: http://code.google.com/p/androidbox2d/

threads: http://developer.android.com/reference/ ... hread.html

font: http://developer.android.com/reference/ ... /Font.html
android actually uses freetype itself.
Just don't forget love.touch if you take that approach. While it's great that using love.mouse works, a specific package for touch input should be of higher priority than accelerometers and gps and whatever.

I have to say I'm really glad this project is happening. If I have time, I will be more than happy to test on my HTC Desire with CM7.1 (based on Android 2.3.7)
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Ryne
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Re: love-android

Post by Ryne »

thelinx wrote:Relax? He seemed pretty relaxed to me.
I guess neither of us can tell the tone of what he said, considering it's text.

Though, while were on the topic - you typing "Relax? He seemed pretty relaxed to me." in response to what you thought was a negative comment by me, is the exact same as me typing "Relax" to what seemed like a negative comment by him.

"Haha what? Is that some special CM version? Because that isn't any Android version I've heard of." sounded kind of dickish, like he was trying to point out his superior knowledge of android - even though it might not have been - in which case I apologize to techno. (seriously, I like TechnoCat <3)

There, now that we can put that behind us, how about that Love-Droid?
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Re: love-android

Post by TechnoCat »

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ghoulsblade
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Re: love-android

Post by ghoulsblade »

hagish : please add this link to first post so both of us can update : http://ghoulsblade.schattenkind.net/wik ... 2d-android
small wiki page that can serve as project website to collect infos and avoid them being lost in the thread
love-android - gamejams
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ghoulsblade
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Re: love-android

Post by ghoulsblade »

devnews : first successful playback of music from .ogg and .mp3 in emulator, sound works too
(play at least, most of the sound api details aren't implemented yet)
Fonts work in emu, but don't display in an actual device so far.
Luaj bug: hagish made a workaround for pairs() at least, that should fix the majority of games using modify-during-table-iteration, using next() directly might still cause problems.

anyway i uploaded a first apk file here if anyone wants to give it a try without messing with the eclipse sdk
http://ghoulsblade.schattenkind.net/lov ... -04-09.apk
please give feedback =)
no idea if it works since i don't have a smartphone myself yet to try (will prolly get a cheap old milestone on monday),
and be warned it's early alpha, so most .love games will prolly crash due to missing stuff.
clouds demo and http://love2d.org/wiki/In_Your_Face_City_Trains should work tho.
extract the .love files to a folder in the root or approot on your sdcard (rename to .zip and unpack before uploading to sdcard),
then starting love-android should list them.

EDIT : hrm, the apk looks incomplete / too small, anyone know how to make a binary/package usable by android endusers (without eclipse+sdk...) from and android eclipse sdk project ?
here's the whole bin/ dir from the workarea zipped, maybe that contains's what's needed : http://ghoulsblade.schattenkind.net/lov ... -04-09.zip ( 810kb)
Last edited by ghoulsblade on Sat Nov 12, 2011 1:33 pm, edited 1 time in total.
love-android - gamejams
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Taehl
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Re: love-android

Post by Taehl »

ghoulsblade wrote:first successful playback of music from .ogg and .mp3 in emulator, sound works too
Wow. I couldn't get the emulator to play sound even for demonstration apps.
ghoulsblade wrote:EDIT : hrm, the apk looks incomplete / too small, anyone know how to make a binary/package usable by android endusers (without eclipse+sdk...) from and android eclipse sdk project ?
No, sorry, I've only used Eclipse. What I normally do is tell Eclipse to test the app on the emulator, which'll build the .apk as [workspace]/[project]/bin/[name].apk. That file seems to work fine on physical handsets. Probably not how you're supposed to do it, but...
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
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T-Bone
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Re: love-android

Post by T-Bone »

Taehl wrote:
ghoulsblade wrote:first successful playback of music from .ogg and .mp3 in emulator, sound works too
Wow. I couldn't get the emulator to play sound even for demonstration apps.
ghoulsblade wrote:EDIT : hrm, the apk looks incomplete / too small, anyone know how to make a binary/package usable by android endusers (without eclipse+sdk...) from and android eclipse sdk project ?
No, sorry, I've only used Eclipse. What I normally do is tell Eclipse to test the app on the emulator, which'll build the .apk as [workspace]/[project]/bin/[name].apk. That file seems to work fine on physical handsets. Probably not how you're supposed to do it, but...
No, there's a way to export a machine-ready apk. Don't remember exactly where that option is though.

The apk installs just fine (and it's around 1 MB after installing) but attempting to run the app causes instant crash.
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