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Re: love-android-sdl2 (native, 0.9.0)

Posted: Mon Jun 30, 2014 7:55 pm
by alberto_lara
Hello guys, excellent work, from the alphas to an 'a' version of this :')

I jsut have one question, do you know if it's possible to put any kind of ads in the game?

EDIT: something like this: www.pollfish.com/#/monetize would be pretty awesome

Re: love-android-sdl2 (native, 0.9.0)

Posted: Tue Jul 01, 2014 4:04 am
by ktaragorn
Hi, Does anyone know if luasocket is supported in this port? I am trying to use it to talk to a server, but while it works on my PC, on my phone the functions appear to turn into no-ops. I notice that luasocket is present in the source code for love as provided by this project, but I am not sure if it is currently getting compiled in and available to use.

Re: love-android-sdl2 (native, 0.9.0)

Posted: Tue Jul 01, 2014 5:24 am
by miko
ktaragorn wrote:Hi, Does anyone know if luasocket is supported in this port? I am trying to use it to talk to a server, but while it works on my PC, on my phone the functions appear to turn into no-ops. I notice that luasocket is present in the source code for love as provided by this project, but I am not sure if it is currently getting compiled in and available to use.
The most common mistake is to omit intrernet permissions from the android manifest file. Make sure you have added it before compilation.

Re: love-android-sdl2 (native, 0.9.0)

Posted: Tue Jul 01, 2014 2:39 pm
by fysx
LuaSocket is supported and it works fine for me. However I am not using the http module instead I use the TCP sockets directly. The http module however is built on top of the TCP socket so I do not see why it shouldn't work. As others have suggested make sure you give the app sufficient permissions.

Re: love-android-sdl2 (native, 0.9.0)

Posted: Tue Jul 01, 2014 4:17 pm
by fysx
Updated the first post with the changelog for latest release (which was published 25-05-14). Also if you are interested in ads have a look at https://bitbucket.org/MartinFelis/love- ... ad-support.

Changelog for 0.9.1a:
- using latest SDL_androidgl.c (fixes some random performance issues)
- using latest love-android @ changeset 8659be0e75a3 (adds support for compressed textures)

Re: love-android-sdl2 (native, 0.9.0)

Posted: Tue Jul 01, 2014 7:27 pm
by jjmafiae
I have some wierd lag peaks after doing CPU intensive tasks which continue untill I go into the android task manger for like 5 secs and go back into the game, any idea?

P.S: this problem does not occur on PC at all.

Re: love-android-sdl2 (native, 0.9.0)

Posted: Wed Jul 02, 2014 12:17 pm
by tio
jjmafiae wrote:I have some wierd lag peaks after doing CPU intensive tasks which continue untill I go into the android task manger for like 5 secs and go back into the game, any idea?

P.S: this problem does not occur on PC at all.
Happened with me when porting my game to android. About how much CPU time is used in PC version during that peaks?

Re: love-android-sdl2 (native, 0.9.0)

Posted: Wed Jul 02, 2014 9:42 pm
by jjmafiae
not alot still alot of code for the game to go through (about 7% of my 4.1 GHz CPU is used and my phone has a 1.9 GHz CPU if im not mistaking)

Re: love-android-sdl2 (native, 0.9.0)

Posted: Fri Jul 04, 2014 2:37 pm
by fysx
Are you using the latest 0.9.1a? It fixed some weird lags on some devices.

Mobile CPUs are far less powerful than desktop CPUs so one must not gauge from the desktop performance how well it runs on a mobile device. Comparing the clock rates of desktop and mobile CPUs do not give any clue. Same applies for the graphics hardware.

Also the garbage collection might be something worth looking into.

Re: love-android-sdl2 (native, 0.9.0)

Posted: Fri Jul 04, 2014 4:00 pm
by jjmafiae
I do use garbagecollect and I have optimized it alot, but if I go into the application manger on my phone it fixes lag(untill next time I do something CPU intensive) and yes I am using 0.9.1a