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Re: love-android-sdl2 (native, 0.9.0)
Posted: Sun Feb 16, 2014 11:53 am
by Karai17
Mermersk wrote:Hey all I was wondering. If I want to publish my game on android play store, Is that actually possible with this? Or is this really still at "just for fun" level but not actually feasible to make it work on android(publish) ?
If I have a idea should I code my game/app in a specific way for android(using love-android-sdl2) or just do it as I am used to ?
Or is that experimental iOS port that slime is working on a better bet? (more complete and so on.....?)
Edit: I am now having another problem, the game doesn't scale to the resolution of my phone(unless I specify in config-file), But shouldn'T it fo that? there are many resolution on android phones so shouldn't the game scale to the screen size ?
Yes, You can publish your game using this. It is still in beta but if your game runs in it, then you can build your own stand-alone apk and publish it.
the iOS port is coming along, and should not change the way you code your game if you want to deploy it across all five operating systems (once the mobile API is finalized).
Many computers monitors use different screen sizes, too. Generally what you'd want to do is ask the OS what the current resolution is, and scale the game accordingly. I'm unsure if the love android API currently supports this, but it should at the very least be somewhere in SDL.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Sun Feb 16, 2014 6:47 pm
by Mermersk
Thx for the answer! Then I will put it as my goal to publish a android game!
As of now I have manually set the resolution as 480x320 (my android phone), is that going to be a problem? I noticed that when I didn't define the resolution the game was still at 800x600 and therefore I was only seeing part of my game on the phonescreen. How is this solved? I hear/read that android apps automatically scale for all the different resolutions, is that not right ?
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 11:46 am
by D_K99
Hello Guys,
can somebody make a Video how to distribute your game.
Thank you.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 4:56 pm
by jjmafiae
look at google's docs about distributing your game on google play, but first you need to have a working game.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 5:53 pm
by D_K99
My problem is i dont undertsand how and where to put your Löve game.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 6:28 pm
by jjmafiae
Install the engine on your, phone create a folder named lovegame in the main storage then put all the .lua files, pictures etc in it.
Next time read the instructions in the start of the thread before asking for help.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 6:31 pm
by Davidobot
D_K99 wrote:My problem is i dont undertsand how and where to put your Löve game.
You create a folder called "assets" and place game.love there.
Run "ndk-build" and then "ant debug" and enjoy your apk.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 6:32 pm
by Karai17
jjmafiae wrote:Install the engine on your, phone create a folder named lovegame in the main storage then put all the .lua files, pictures etc in it.
Next time read the instructions in the start of the thread before asking for help.
That doesn't answer his question. He wants to know know how to compile his own APK to distribute on the Play Store, not to just execute lua files on his phone.
There is also no reason to be rude.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 6:57 pm
by jjmafiae
Sorry I misunderstood what he wanted, don't kill me.
Re: love-android-sdl2 (native, 0.9.0)
Posted: Mon Feb 17, 2014 7:33 pm
by josefnpat
D_K99 wrote:Hello Guys,
can somebody make a Video how to distribute your game.
Thank you.
Here is some documentation (which should not be hard to translate from linux -> OSX|Win) that will get you debugging properly.
https://bitbucket.org/MartinFelis/love- ... /wiki/Home
Otherwise, working with the google play store is not something we have done yet, but I believe the process involves signing the package with your private key, and then uploading it to the 25$ Google Play service. Google can help you here, I am sure.
This you may have to research, and if you do, please tell us how you did it!