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So, how bout them iPhones?
Oh Hey, Thanks Apple
- nevon
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Re: Oh Hey, Thanks Apple
I'm not sure not being kicked in the balls again is something to thank them for, but it is neat that Löve on the iPhone is a viable option again.
- Jasoco
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Re: Oh Hey, Thanks Apple
The problem still remains of someone actually porting Löve to iOS and providing the necessary input methods. (love.mouse, love.keyboard, love.joystick won't work, so iPhone Löve would require an all-new love.touch module that someone would also need to write. As well as some other iOS-specific features like vibration, gyroscope and tilt sensing.) Not to mention some of the libraries don't work on iOS yet. (Not that there's not already a physics module for iOS games. There's a hell of a lot of physics games. Or the sound library. Or the graphics library.) Though since iOS has its own capabilities, couldn't they be adapted?
THEN it would be viable.
I dream all the time of being able to code my Löve games for iOS.
THEN it would be viable.
I dream all the time of being able to code my Löve games for iOS.
- bartbes
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Re: Oh Hey, Thanks Apple
Well, anjo, time to show us some of the work you've done. For now, I guess we could map touch to love.mouse, and what is wrong with Box2D, it should just compile.. (some other stuff like tilt sensing could be mapped to love.joystick as well)
- Jasoco
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Re: Oh Hey, Thanks Apple
Well, love.touch would need to be able to detect multiple touches.
JavaScript can do this in Mobile Safari by detecting each touch entry, movement and release as its own array. I assume it's the same in Cocoa Touch. So it'd be finger 1, finger 2, finger 3, etc all get detected separately. Löve would also need to take that into account and give us love.touchDown, love.touchMove and love.touchRelease with the ID of the touch point as one of the parameters. (Like how you use "l" and "r" as which button it'd be a number up to whatever the iOS can detect. (5 maybe?)
JavaScript can do this in Mobile Safari by detecting each touch entry, movement and release as its own array. I assume it's the same in Cocoa Touch. So it'd be finger 1, finger 2, finger 3, etc all get detected separately. Löve would also need to take that into account and give us love.touchDown, love.touchMove and love.touchRelease with the ID of the touch point as one of the parameters. (Like how you use "l" and "r" as which button it'd be a number up to whatever the iOS can detect. (5 maybe?)
- Taehl
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Re: Oh Hey, Thanks Apple
You know... Some of us would be perfectly okay if Love wasn't on the iWhatever. I would vote for continued development on the PC version...
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+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Re: Oh Hey, Thanks Apple
Yeah, let's at least get to version 1.Taehl wrote:You know... Some of us would be perfectly okay if Love wasn't on the iWhatever. I would vote for continued development on the PC version...
Re: Oh Hey, Thanks Apple
No one suggested to stop working on the PC version...Taehl wrote:You know... Some of us would be perfectly okay if Love wasn't on the iWhatever. I would vote for continued development on the PC version...
- Taehl
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Re: Oh Hey, Thanks Apple
Porting Love would be a massive undertaking, not just something one of the devs could sit down and do in an afternoon.
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+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
- Robin
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Re: Oh Hey, Thanks Apple
Which means it'll be a long-term project. My guess is that 0.8.0 is out before the iPort.Taehl wrote:Porting Love would be a massive undertaking, not just something one of the devs could sit down and do in an afternoon.
Also, I'd say that an port for iOS would need to be µLÖVE-compliant at least, and as compatible to normal LÖVE as possible, to ensure that existing games have a fair chance of working on it, and games made for the iPhone aren't locked-in to that platform.
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