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Re: love-java-android/love-native-android: project informati
Posted: Wed Sep 12, 2012 10:20 pm
by hagish
Petunien wrote:
I'm a noob. I don't distinguish all the versions.
I'm using the version: "------ löve2d source port to android - love-native-android -----------------------------"
(By the way, the structure of the first post isn't that easy to read, in my opinion
)
Oh no, nobody likes my ugly ----
I just edited the first post. I should be clearer by now.
Re: love-java-android/love-native-android: project informati
Posted: Thu Sep 13, 2012 2:54 pm
by Petunien
It is, thank you.
I hope I'm not too brazenly, but you are a developer of LÖVE Android,
so could you test my particle effect on your phone please?
I'm sure, the error is because of mine. :/
Re: love-java-android/love-native-android: project informati
Posted: Thu Sep 13, 2012 7:34 pm
by Moe
Petunien wrote:I made a little particle which is working fine on my PC.
It doesn't work on my little Samsung GT i5500 (Android 2.2).
Maybe you see the error or there's another trouble.
It's in the attached files.
You should check the output of
logcat, it tells you what is wrong:
Code: Select all
09-13 21:31:25.320: E/liblove(5319): [string "main.lua"]:4: attempt to call method 'setColors' (a nil value)
I wonder if you use love 0.8.0? We are still at 0.7.2, my PC gives the same error...
Re: love-java-android/love-native-android: project informati
Posted: Thu Sep 13, 2012 8:23 pm
by Petunien
Yes, I was using 0.8.0. I forgot about that.
Thank you a lot!
logcats does seem very nice, I'm gonna check it out.
Re: love-java-android/love-native-android: project informati
Posted: Sun Sep 23, 2012 4:28 pm
by Petunien
Is writing to a *.txt or *.lua file now possible?
I read already that it's not, but that post was old, so I ask.
It's enough when the file would be only temporary.
Edit: Oh, and please say, LÖVE-Android does support LuaSocket.
Re: love-java-android/love-native-android: project informati
Posted: Sun Sep 23, 2012 6:21 pm
by T-Bone
Petunien wrote:Is writing to a *.txt or *.lua file now possible?
I read already that it's not, but that post was old, so I ask.
It's enough when the file would be only temporary.
Edit: Oh, and please say, LÖVE-Android does support LuaSocket.
Love.filesystem support is planned, as far as I know. It's not ready yet.
Having only a temporary file to write to is NOT enough, though. In what kind of game is it okay not to be able to save? Even a simple snake game needs a high score table.
Re: love-java-android/love-native-android: project informati
Posted: Sun Sep 23, 2012 7:29 pm
by Moe
Petunien wrote:Is writing to a *.txt or *.lua file now possible?
I read already that it's not, but that post was old, so I ask.
It's enough when the file would be only temporary.
We are working on it. I did some quick changes but I seems like it is more complicated than I expected. I thought it would be a 1-2 hour thing, but it seems like I was wrong. Anyway, we have two filesystem things left to do: File access and love files within apks.
Edit: Oh, and please say, LÖVE-Android does support LuaSocket.
Yepp, already supported.
Re: love-java-android/love-native-android: project informati
Posted: Mon Sep 24, 2012 6:17 am
by miko
T-Bone wrote:Having only a temporary file to write to is NOT enough, though. In what kind of game is it okay not to be able to save? Even a simple snake game needs a high score table.
For that I sould suggest support for sqlite3.
Re: love-java-android/love-native-android: project informati
Posted: Mon Sep 24, 2012 8:09 am
by T-Bone
miko wrote:T-Bone wrote:Having only a temporary file to write to is NOT enough, though. In what kind of game is it okay not to be able to save? Even a simple snake game needs a high score table.
For that I sould suggest support for sqlite3.
What? Why? This is a port of LÖVE, it should work as similarly to LÖVE as possible.
Re: love-java-android/love-native-android: project informati
Posted: Mon Sep 24, 2012 8:34 am
by miko
T-Bone wrote:miko wrote:T-Bone wrote:Having only a temporary file to write to is NOT enough, though. In what kind of game is it okay not to be able to save? Even a simple snake game needs a high score table.
For that I sould suggest support for sqlite3.
What? Why? This is a port of LÖVE, it should work as similarly to LÖVE as possible.
Because major mobile platforms usually have support for this, and sqlite3 is natural fit for such requirements.
I wish desktop LÖVE version had support for sqlite also... That would be ideal solution.