Just stared my game on my Android tablet and everything runs fine! That's so damn cool!
Thank you so much.You did a great job. I will release my next game on Android, too
love-android-sdl2 (native, 0.9.2)
Re: love-android-sdl2 (native, 0.9.0)
macOS 10.14 Mojave | LÖVE 11.2
- alberto_lara
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Re: love-android-sdl2 (native, 0.9.0)
Just to notify, some wiki links don't work:
https://www.dropbox.com/s/sbcdt2v8swbrrbu/ss.png
https://www.dropbox.com/s/sbcdt2v8swbrrbu/ss.png
- josefnpat
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Re: love-android-sdl2 (native, 0.9.0)
Could you tell us where the link is instead of the page that it's linking to?alberto_lara wrote:Just to notify, some wiki links don't work:
https://www.dropbox.com/s/sbcdt2v8swbrrbu/ss.png
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
- alberto_lara
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Re: love-android-sdl2 (native, 0.9.0)
I meant the first 3 links on the wiki section (not really hard to find) but they're fixed now, thanks
- Positive07
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Re: love-android-sdl2 (native, 0.9.0)
I made this test for love-android today, it could make many things possible.
I dont know if it works in every phone but it works in mine (LG Optimus L4 II)
Tell me if it does work on yours.
I wanted to test if I could use the accelerometer to detect whether the phone was on landscape or portrait mode. As I said, this works on my phone but I'm not sure if it works in others.
PS: There is other mode that can be detected, "default" mode (the commented out one). That one is when the phone is lying flat (in a table for example), but it makes the other two modes a little buggy.
PS3: I had some problems while running it in a tablet but couldnt find the error yet. I'll keep trying
I dont know if it works in every phone but it works in mine (LG Optimus L4 II)
Tell me if it does work on yours.
I wanted to test if I could use the accelerometer to detect whether the phone was on landscape or portrait mode. As I said, this works on my phone but I'm not sure if it works in others.
PS: There is other mode that can be detected, "default" mode (the commented out one). That one is when the phone is lying flat (in a table for example), but it makes the other two modes a little buggy.
PS3: I had some problems while running it in a tablet but couldnt find the error yet. I'll keep trying
- Attachments
-
- OrientationFull.love
- Orientation detected with Accelerometer
- (1.8 KiB) Downloaded 170 times
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: love-android-sdl2 (native, 0.9.0)
This is seriously awesome.
Something magical about seeing a game running on a device that is not my own workstation.
Something magical about seeing a game running on a device that is not my own workstation.
Re: love-android-sdl2 (native, 0.9.0)
Does anybody know how resolution works ? If I set no resolution in config file, will it just readjust to each screen size? I guess what I am asking is: is resolution something I have to think about while developing for android ?
Email: ic4ruz39@gmail.com
- Positive07
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Re: love-android-sdl2 (native, 0.9.0)
I use this:
You set your game's height and width and get the height and width of the display (I have already set the window to fullscreen in conf.lua, but I guess this doesn't matter), then you can scale the height and width with scale.h and scale.w. If you dont want to default to fullscreen in other OS you can use love.system.getOS() and use that code just when you are running in "Android"
Code: Select all
love.load=function()
local _, _, flags = love.window.getMode()
w, h = love.window.getDesktopDimensions(flags.display)
local success = love.window.setMode( w, h, flags)
local game={h=768,w=1024}
scale={h=h/game.h,w=w/game.w}
end
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)
- slime
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Re: love-android-sdl2 (native, 0.9.0)
If it can't do the resolution you choose (or the default 800x600), then it'll pick the next highest available for the system. If you set 0 for width and height, it'll choose the full size possible.Mermersk wrote:Does anybody know how resolution works ? If I set no resolution in config file, will it just readjust to each screen size? I guess what I am asking is: is resolution something I have to think about while developing for android ?
However, DPI is an issue to be aware of on Android. Two devices might have the same screen size in real life, but one might be twice the resolution of the other - and the user expects content to look "normal" on the one with twice the resolution in the same physical space.
love.window.getPixelScale can help you with that (it's also a feature that will be in the official version of LÖVE 0.9.1.)
Re: love-android-sdl2 (native, 0.9.0)
Just downloaded beta2, and couldn't do file association thing (it keeps opening with a text editor app).
Also, it gives me <eof> on a lua file (doesn't happen in LÖVE desktop). Attached .love file.
Also, it gives me <eof> on a lua file (doesn't happen in LÖVE desktop). Attached .love file.
- Attachments
-
- crazy-minecarts.love
- (160.23 KiB) Downloaded 130 times
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