State of the attempt to natively port love to android
Re: State of the attempt to natively port love to android
Not entirely sure about the ins and outs of the Android Market, but is there any way that LOVE could go up there and maybe cost a few dollars which would be a 'donation' to the LOVE team? I see these type of donor apps all the time and I think members of the community would pay to send a few dollars their way.
Re: State of the attempt to natively port love to android
Okay, that seems fair Would be quite sad if the licenses got messed up..hagish wrote:I am not sure. but I planned to check the license stuff, upload the code and prepare an alpha apk within the next weeks.
There's not really any rules for the Android Market (except from porn, malware and illegal things) so I guess it should be fine I would gladly spend a few dollars on it, and I think others might tooEnsayia wrote:Not entirely sure about the ins and outs of the Android Market, but is there any way that LOVE could go up there and maybe cost a few dollars which would be a 'donation' to the LOVE team? I see these type of donor apps all the time and I think members of the community would pay to send a few dollars their way.
Re: State of the attempt to natively port love to android
Finally, it time that I register here, too - short intro: I am also working on the native port
The reason for the license issues is convenience during development. The simplest thing (because we would not need lawyers ) would be to change our build scripts to separately build all libraries instead of one lovely monster lib. We should do it anyway for several reasons, up to now it simply made our live easier, because the build script is faster written.kalle2990 wrote:Okay, that seems fair Would be quite sad if the licenses got messed up..hagish wrote:I am not sure. but I planned to check the license stuff, upload the code and prepare an alpha apk within the next weeks.
As soon as we solve the licensing stuff, we can put a version to the market, I can upload a free version with my account.There's not really any rules for the Android Market (except from porn, malware and illegal things) so I guess it should be fine I would gladly spend a few dollars on it, and I think others might tooEnsayia wrote:Not entirely sure about the ins and outs of the Android Market, but is there any way that LOVE could go up there and maybe cost a few dollars which would be a 'donation' to the LOVE team? I see these type of donor apps all the time and I think members of the community would pay to send a few dollars their way.
Re: State of the attempt to natively port love to android
That would be awesome, especially if you were to update the Market version on a regular basis, which is much easier than downloading a new apk all the time.Moe wrote:Finally, it time that I register here, too - short intro: I am also working on the native port
The reason for the license issues is convenience during development. The simplest thing (because we would not need lawyers ) would be to change our build scripts to separately build all libraries instead of one lovely monster lib. We should do it anyway for several reasons, up to now it simply made our live easier, because the build script is faster written.kalle2990 wrote:Okay, that seems fair Would be quite sad if the licenses got messed up..hagish wrote:I am not sure. but I planned to check the license stuff, upload the code and prepare an alpha apk within the next weeks.
As soon as we solve the licensing stuff, we can put a version to the market, I can upload a free version with my account.There's not really any rules for the Android Market (except from porn, malware and illegal things) so I guess it should be fine I would gladly spend a few dollars on it, and I think others might tooEnsayia wrote:Not entirely sure about the ins and outs of the Android Market, but is there any way that LOVE could go up there and maybe cost a few dollars which would be a 'donation' to the LOVE team? I see these type of donor apps all the time and I think members of the community would pay to send a few dollars their way.
Welcome to the forums, btw Hope you'll have a good time here.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
- firefly2442
- Prole
- Posts: 5
- Joined: Fri Dec 16, 2011 4:22 am
Re: State of the attempt to natively port love to android
Tried this on a Samsung Galaxy Nexus with ICS 4.0.
Downloaded and built from Github hash: dbb56cae2ad3249fa07da2a283b24248c0d28e11
Changed target to 15 for new 4.0 Android version.
Set the ANDROID_HOME path variable or whatnot in bash.
After removing the @overrides for an error in Eclipse, the project seemed to build. Test and fonttest worked fine. Clouds and myZipTest didn't seem to do anything, although the clouds one I couldn't even get to run on the desktop (complained about a missing .wav file).
Anyway, looking forward to more updates. Let me know if you need additional testing on my phone. Cheers.
Downloaded and built from Github hash: dbb56cae2ad3249fa07da2a283b24248c0d28e11
Changed target to 15 for new 4.0 Android version.
Set the ANDROID_HOME path variable or whatnot in bash.
After removing the @overrides for an error in Eclipse, the project seemed to build. Test and fonttest worked fine. Clouds and myZipTest didn't seem to do anything, although the clouds one I couldn't even get to run on the desktop (complained about a missing .wav file).
Anyway, looking forward to more updates. Let me know if you need additional testing on my phone. Cheers.
- firefly2442
- Prole
- Posts: 5
- Joined: Fri Dec 16, 2011 4:22 am
Re: State of the attempt to natively port love to android
Also, I noticed this in the readme:
http://developer.android.com/reference/ ... trics.html
as a fallback in case the value isn't set in the lua config file? I don't know much about Android but just an idea. Cheers.
Would it be better to use something like this:t.android_native_screen ** if this is not set, then love.graphics.setMode(w,h) is called at startup with t.screen.width/height or default pc resolution
http://developer.android.com/reference/ ... trics.html
as a fallback in case the value isn't set in the lua config file? I don't know much about Android but just an idea. Cheers.
Re: State of the attempt to natively port love to android
my guess is that a lot will change now that they are porting it natively.firefly2442 wrote:Also, I noticed this in the readme:
Would it be better to use something like this:t.android_native_screen ** if this is not set, then love.graphics.setMode(w,h) is called at startup with t.screen.width/height or default pc resolution
http://developer.android.com/reference/ ... trics.html
as a fallback in case the value isn't set in the lua config file? I don't know much about Android but just an idea. Cheers.
Re: State of the attempt to natively port love to android
Probably yes. The first thing is to get to work loves main parts. Then we plan to add the mobile/touch stuff.
But all the current love-android specific things are "unstable". It is likely that they change in some way.
But all the current love-android specific things are "unstable". It is likely that they change in some way.
Re: State of the attempt to natively port love to android
Sounds like your Java version is not right. Sorry, I always forget if it is too new or too old if it does not accept @override. Make sure that you use Java 1.5 or 1.6. If you build for Android >= 2.3 you should use 1.6, elsewise 1.5.firefly2442 wrote:After removing the @overrides for an error in Eclipse, the project seemed to build.
- bartbes
- Sex machine
- Posts: 4946
- Joined: Fri Aug 29, 2008 10:35 am
- Location: The Netherlands
- Contact:
Re: State of the attempt to natively port love to android
I need to remove them, and I'm running 1.7.
Who is online
Users browsing this forum: No registered users and 2 guests