Hi all,
Wondering what the recently announced changes on Nintendo developer's policies means for Love2D?
It looks like it may suddenly be easier to get it running there.
LÖVE for the Switch
- Positive07
- Party member
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- Location: Argentina
Re: LÖVE for the Switch
Those changes currently apply to Wii U and 3DS, no announcement about the Switch yet. Also there is a non disclosure agreement so whoever gets an account and ports LÖVE won't be able to publish that stuff. Pretty much like Steam integration...
It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
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)
- Jasoco
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- Location: Pennsylvania, USA
- Contact:
Re: LÖVE for the Switch
Man, if the Switch gets hacked and an unofficial port of Löve somehow ended up on it...
Re: LÖVE for the Switch
Yesterday I tried running a javascript NES emulator, and surprisingly it worked. I'm going to try and see if love.js also runs on it, this would be great!
Re: LÖVE for the Switch
Did you try running it in the in-switch web browser? If so - that's pretty good news!
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: LÖVE for the Switch
Yes, it was running in the browser. I'll try to run LÖVE tonight and will post the results here
EDIT: doesn't work yet. No proper webgl support
Last edited by Ulydev on Sat Mar 11, 2017 6:29 am, edited 1 time in total.
Re: LÖVE for the Switch
Depends on what you mean by share, I'd guess. You could always publicly say, "I have a port, if you've signed the nintendo NDA you can email me for the code". So it'd be like open source but only within the secret club.Positive07 wrote: ↑Mon Feb 20, 2017 9:34 am It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
ofc for this to be worth it you'd need to have a game worth selling on the switch /shrug
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- Prole
- Posts: 7
- Joined: Mon Sep 14, 2015 7:22 am
Re: LÖVE for the Switch
this is exactly how it works. Here's info about this process as it applies to MonoGame (another framework) which was used in the recent port of Stardew Valley.alloyed wrote: ↑Fri Mar 10, 2017 6:29 pmDepends on what you mean by share, I'd guess. You could always publicly say, "I have a port, if you've signed the nintendo NDA you can email me for the code". So it'd be like open source but only within the secret club.Positive07 wrote: ↑Mon Feb 20, 2017 9:34 am It may be easier though for game developers to port their games to the aforementioned consoles by porting LÖVE to use Nintendo's SDK, but they will have to do it on their own and won't be able to share that development publicly (much less as open source)
http://community.monogame.net/t/is-swit ... ady/8989/2
So I think somebody on the LÖVE team should talk to Nintendo at: https://developer.nintendo.com or maybe tweeting Tim Symons at NOE: @timfollowsyou or your friendly local Nintendo Developer Advocate
Re: LÖVE for the Switch
We need to make it real...
Re: LÖVE for the Switch
out of curiosity why cant we share the compile system? i mean unity and unreal have it
even if its under heavy nda knowing it will work with would be helpful
having looked at the Nintendo development page you can go with webkit meaning if you can run your game in electron or similar your not far off, would not recommend running emscripten but something more like the old loveJS
even if its under heavy nda knowing it will work with would be helpful
having looked at the Nintendo development page you can go with webkit meaning if you can run your game in electron or similar your not far off, would not recommend running emscripten but something more like the old loveJS
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