[DEPRECATED] Experimental iOS port (LÖVE 0.9.2)
Re: Experimental iOS port (LÖVE 0.9.2)
I don't have a solution yet either. It seems pretty straightforward. I would expect everyone to have the same problem. Hopefully, someone will post a solution soon. I'm anxious to try this out.
- slime
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Re: Experimental iOS port (LÖVE 0.9.2)
Sorry for the delay. Xcode 7 is more strict about how code is built for the iOS simulator compared to Xcode 6, and it was causing the prebuilt luajit library to be rejected when trying to link with it in the simulator.
I've updated the libraries zip (https://dl.dropboxusercontent.com/u/421 ... raries.zip) with a fixed version. Hopefully it works!
I've updated the libraries zip (https://dl.dropboxusercontent.com/u/421 ... raries.zip) with a fixed version. Hopefully it works!
Re: Experimental iOS port (LÖVE 0.9.2)
Thanks, I'll try it out later and let you know!
Edit: I'm able to build now without errors, thanks again!
Edit: I'm able to build now without errors, thanks again!
Re: Experimental iOS port (LÖVE 0.9.2)
Worked perfectly for me. Thanks, Slime. This is wicked cool!
- slime
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Re: Experimental iOS port (LÖVE 0.9.2)
I wasn't awake when you asked about blurriness on IRC – in order to use the full resolution on iOS you need to have high-dpi mode enabled in the window.undef wrote:Edit: I'm able to build now without errors, thanks again!
Re: Experimental iOS port (LÖVE 0.9.2)
I'm happy to announce that I have also gotten a game into the iOS app store using this port! It's called Unshuffle and it's a relaxing puzzle game with lots of neat shader effects. Thanks so much for the iOS port, slime! For posterity, I'd like to mention as many of the modifications I made to iOS port's xcode project as I can remember. If anyone wants to know more about one of these, just let me know:
- 1. I changed the touch API to use screen pixel coordinates instead of relative [0-1] coordinates.
2. I changed the touch API to pass dx,dy to touchmoved() to mimic the behavior of the mousemoved() API.
3. I added a hook so that I could call into Apple's API to set the audio session to AVAudioSessionCategoryAmbient, so that the player could continue listening to their music of choice without the game stopping it.
4. As other people have pointed out in this thread, it was necessary to disable bitcode.
5. I added my own launch image and launch storyboard.
6. I replaced all of the löve pig icons with my own icons.
7. Important! I initially got rejected from the app store because I had left the "Application Supports iTunes File Sharing" checkbox set to "Yes" when it needs to be "No" if you're submitting to the app store with a bundled .love file.
Re: Experimental iOS port (LÖVE 0.9.2)
Really cool project. Congratulations for the fantastic port.Trippy shaders.
Re: Experimental iOS port (LÖVE 0.9.2)
Hi folks - great work with this!
How does code signing work with this? I can get this to come up in the simulator, but not on an iPad.
However I change the codesigning settings, it tells me I can't sign the 'love.love' bundle. Either I'm not on the team (a specific team number associated with the 'love.love' bundle) or I don't have permission to use that bundle ID. What's the straightforward way to test LOVE on a device?
I have XCode 7. I have a developer account - but not a paid membership. So far I've just been using XCode 7's sideloading to test my OpenFL apps. (Which uses ios-deploy.)
How does code signing work with this? I can get this to come up in the simulator, but not on an iPad.
However I change the codesigning settings, it tells me I can't sign the 'love.love' bundle. Either I'm not on the team (a specific team number associated with the 'love.love' bundle) or I don't have permission to use that bundle ID. What's the straightforward way to test LOVE on a device?
I have XCode 7. I have a developer account - but not a paid membership. So far I've just been using XCode 7's sideloading to test my OpenFL apps. (Which uses ios-deploy.)
Re: Experimental iOS port (LÖVE 0.9.2)
So i have tried this out, but i get a couple of errors. I am a complete newb with Xcode and OSX, the answer might be very simple.But does anyone know how to fix this?
I am using Xcode V 7.2 And OSX 10.11
I am using Xcode V 7.2 And OSX 10.11
- slime
- Solid Snayke
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Re: Experimental iOS port (LÖVE 0.9.2)
Ah, you'll probably need to make LÖVE link with the GameController framework. You can do that by clicking the "+" at the bottom of the "Linked Frameworks and Libraries" section here, and adding GameController.framework:
However, note that this version of LÖVE for iOS is deprecated, you should use the official version of 0.10.0 for iOS instead (which has this fixed I believe).
However, note that this version of LÖVE for iOS is deprecated, you should use the official version of 0.10.0 for iOS instead (which has this fixed I believe).
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