Re: LÖVE-Packer: packaging made simple
Posted: Sun May 15, 2016 7:52 pm
I don't know if it means anything to you, but I don't mind the large file size. 60MB is just not that much nowadays.
But it really is... For something with such a limited usage, that's quite high. For comparison, Tiled is 59MB.Tesselode wrote:I don't know if it means anything to you, but I don't mind the large file size. 60MB is just not that much nowadays.
On one hand, it's no longer 1992, and 60MB isn't a behemoth of filespace.Tesselode wrote:I don't know if it means anything to you, but I don't mind the large file size. 60MB is just not that much nowadays.
Ulydev wrote:You're right. An offline tool would always require the user to download the iOS and Android SDKs, which are very heavy. I'm currently porting this tool to an online solution that will handle this server-side.Jack5500 wrote:I've thought about this many times and in the end it always comes down to the more exotic platforms like iOS and Android. The standard platforms are easily achieveable, which is why there are ~10 tools, which can pack you exactly that. But the is no good solution for iOS and I'm not sure about Android. The best way would be a serverside solution which takes care of the heavy lifting and a local sync client. The server itself could add Platforms in a addon kind of way and just send the packed solutions back to the client
For android that might be true, but for iOS it's not that simple, since there is afaik no way to build an iOs App from a Windows PC. I also don't know about Android from linux. A serverside solution makes it "simple" to abstract all that away to a simple download.alberto_lara wrote: You're right, but if somebody is planning to release a game for Android/iOS, then is very likely they already have the SDK's and the necessary stuff (adb, ant, etc), so an offline tool (at least as a secondary option) seems like something nice, we would just need to set some directories and puff! ready to pack
Yup, I know about iOS limitations, that's why I'm suggesting this as a secondary option, something light, portable and requiring no internet connection. Android from linux, as you say, is not really different from the other 2 OS's.Jack5500 wrote:For android that might be true, but for iOS it's not that simple, since there is afaik no way to build an iOs App from a Windows PC. I also don't know about Android from linux. A serverside solution makes it "simple" to abstract all that away to a simple download.alberto_lara wrote: You're right, but if somebody is planning to release a game for Android/iOS, then is very likely they already have the SDK's and the necessary stuff (adb, ant, etc), so an offline tool (at least as a secondary option) seems like something nice, we would just need to set some directories and puff! ready to pack