And the game is fun and polished too! A double-success.kneeko wrote:I just got a game on the App Store using this port, so it's production-ready enough!
Yeah, that's an annoyance. LÖVE can't really preload the glyphs since it doesn't know which glyphs will be used (and the font file might have hundreds.) First-time runtime hitches like that are also a problem at a lower level (inside the graphics driver) when drawing things using different states (blend modes, shaders, etc.) as well on mobile, but it's less of an issue than the image uploading that LÖVE does I think.kneeko wrote:Fonts don't seem to get loaded into memory until they are first drawn or evaluated with getWidth/getHeight. For large fonts this can cause a hiccup during runtime. My workaround was to call getWidth on all of the characters I would be using right after loading them.
Also, did you use the new iOS 8 Storyboard/xib Launch Screen file, or just the static launch images? The app's description in the App Store says it's "Optimized for iPhone 6 and 6 plus" which I thought only appeared if the Launch Screen was used, but it would be good to know if the regular device-specific Launch Images trigger that as well.