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Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sun Sep 21, 2014 7:41 pm
by slime
LÖVE for iOS (not 'ilove2d', that's someone else's now-defunct port) is set up to be a recognized app for .love files when you try to open them in another app on your iOS device, yes. That also means you should be able to download .love files in Safari and open them directly in the LÖVE app.

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sun Sep 21, 2014 8:07 pm
by smokingbunny
HA, please excuse, i was messing with that before, so its kind of stuck ;)

but that is sweet. im going away to italy and dont fancy taking my laptop, due to it reaching its bitter end. so the fact i can use the tablet to do everything is awesome. ill jailbreak it tonight and get cracking

oooooh, spooge

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sun Sep 21, 2014 11:26 pm
by smokingbunny
so i did get it on the pad with a jailbreak. honesty would like to get the dev thing, but just cant afford that right now. hey ho
but the splash screen does work, woo

one problem is actually getting a .love to play. i made a quick lua file in textastic, then zipping then renaming to a .love on the device, but they dont run. also have tried to look at love through the itunes sharing thing, but its not showing to try putting them in manually

any ideas?

*EDIT*
id also love to know if i can do this without having to jailbreak or even get the dev account. i am part of the dev thing, but just the free one

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Oct 04, 2014 11:04 pm
by lost_RD
@smokingbunny, how did you get it working on a jailbroken device? Can you write a quick guide or just list the steps you went through?

Edit: never mind, scrolled back through and found you already did that. I don't have a Mac though, will I still be able to do what you did?

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Oct 04, 2014 11:35 pm
by slime
You'll need a Mac to compile LÖVE for iOS, at least.

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Wed Oct 29, 2014 4:29 am
by xpol
Is this iOS port ready for production projects?

If not, what can I do to help this happen?

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Wed Oct 29, 2014 6:35 am
by slime
I believe it is, but you can still help by testing. :)

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Mon Nov 24, 2014 8:59 pm
by kneeko
I just got a game on the App Store using this port, so it's production-ready enough!

A few tips for anyone looking to use this:
• Remove document types and exported UTIs as per slime's suggestion
• Disable iTunes file sharing (Apple may ask about this if you don't)
• Use PO2 sprite atlases if you are sprite batching
• Fonts don't seem to get loaded into memory until they are first drawn or evaluated with getWidth/getHeight. For large fonts this can cause a hiccup during runtime. My workaround was to call getWidth on all of the characters I would be using right after loading them.

Thanks so much for working on this, slime!

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Tue Nov 25, 2014 8:36 am
by Fenrir
I just got a game on the App Store using this port, so it's production-ready enough!
Wow your game seems really nice, can't wait to try it! And providing desktop demo versions is great!

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Tue Nov 25, 2014 1:58 pm
by undef
kneeko wrote:I just got a game on the App Store using this port, so it's production-ready enough!
That does look like a lot of fun, why don't you present it in the Projects & Demos section :)