Hello,
So it's been confirmed a few days ago that the Switch will support OpenGL.
https://mynintendonews.com/2016/12/19/n ... onformant/
Does this mean the Switch could be capable of running a LÖVE port?
LÖVE for the Switch
- Positive07
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Re: LÖVE for the Switch
Of course just as most consoles... But even if it can you need to buy the right to produce a game for it, and you would have to port LÖVE (since there are probably things that may not run so well, issues with SDL, filesystem, audio? I don't know) and then write your game, and even then the right given by Nintendo (and any other console company actually) states that you have to keep all the information about how to compile for their console a secret, so even if you ported LÖVE you wouldn't be able to share it to any other LÖVE developer. So yeah, that's why you haven't been able to develop for any console in LÖVE
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
Re: LÖVE for the Switch
That's a shame. I wish LÖVE could be taken to the next level.
- bartbes
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Re: LÖVE for the Switch
Though if Nintendo, Sony or Microsoft decide they'll allow us to port love...
Re: LÖVE for the Switch
They definitely need some love.bartbes wrote:Though if Nintendo, Sony or Microsoft decide they'll allow us to port love...
Re: LÖVE for the Switch
Knowing that Love is open source and free, there's nothing that can stop you from porting itUlydev wrote:That's a shame. I wish LÖVE could be taken to the next level.
Twitter: https://twitter.com/Murii5
Re: LÖVE for the Switch
Except for the fact that none of us have access to development tools.
Sure enough porting LÖVE to <platform_name> would require porting SDL2 there since it's a backbone, and then implementing a bunch of modules missing support for what the <platform_name> actually has instead.
Sure enough porting LÖVE to <platform_name> would require porting SDL2 there since it's a backbone, and then implementing a bunch of modules missing support for what the <platform_name> actually has instead.
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Re: LÖVE for the Switch
Well Xbox One with UWP should be possible.bartbes wrote:Though if Nintendo, Sony or Microsoft decide they'll allow us to port love...
- Jasoco
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Re: LÖVE for the Switch
Would it be a development environment for making games on the Switch? Or just an engine for devs to make games easily for cross-platform release like Unity and Unreal having console versions as well?
If Löve had a Pico-8 like unified game making environment but without the self-imposed limitations, it'd be pretty cool. But who would even make such a thing? Also then it wouldn't be Löve anymore.
If Löve had a Pico-8 like unified game making environment but without the self-imposed limitations, it'd be pretty cool. But who would even make such a thing? Also then it wouldn't be Löve anymore.
Re: LÖVE for the Switch
One of the advantages I appreciate the most about LÖVE is that it lets you build your own enviromnent, your own tools. It's probably what sets it apart from other frameworks/engines too, so I really hope it stays like this.Jasoco wrote:Would it be a development environment for making games on the Switch?
I was just thinking of a port like we have on iOS and Android. I'm not sure what is the build process for consoles as I haven't had the opportunity to work on these yet; but if Nintendo grants as much freedom as Apple with iOS, then I guess it would be reasonable to consider a LÖVE port on the Switch as well.Jasoco wrote:Or just an engine for devs to make games easily for cross-platform release like Unity and Unreal having console versions as well?
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