miko wrote:Great! Do you have any *.apk available right now to test before publishing in the market?
Check
http://www.brightidea.eu/games/love-native-android.apk - but it is rather boring, it is the opening screen of Love and you cannot yet load a file, so this is without a game...It is just a development snapshot do not expact anything great.
This package does not contain all those license texts, I think we will have to add them in the final version (somewhere in the menus).
So are those changes going to be backported to the original code? Or will there be a code merge?
Btw, you are still at 0.7.2, right?
Yes, it is still 0.7.2. Dunno, if there will be a code merge - the most significant change is that we replaced SDL by Android things and OpenGL by GLES.
bartbes wrote:Depends on whether it's version 1 or 2 of GLES, or at least, that's what anjo always says.
It is ES1.1 at the moment, but we might port it to 2.0 when everything is working. Anyway, the ES required some changes which should give a performance boost in regular OpenGL.
SiENcE wrote:Hey Moe,
is it possible to make a standalone builds using love-nativ-android? I mean adding a game to love runtime and distribution this package to Android store without building love-nativ-android myself?
cheers
The Android store requires that you sign your application with a trustworthy key. I have not yet tried if you can change a package after signing it without braking the signiture. That are things I have only done on development platforms without the market.
T-Bone wrote:I have the same question except I am willing to build love-native-android myself, as I obviously want to build the actual app myself.
Of course, if you were to release love-native-android as a package that can simply be imported in an Eclipse Android project (like for example libgdx does it), that would be the best solution.
We added our Eclipse-project to github, the only thing you have to do is to fix the path in the NDK build step (and you need the SDK + Eclipse plugin). That is all for building, but we will need to add a detection for your love file (or you have to set its name manually). As soon as everythings works fine, this should be easy to add.
what/where are you referring to? Or do you mean to simply say that the issues are solved? If so, yay
Can't wait for an apk to test my game.
Our main issue was the license chaos (one mega lib) we had. I changed the Android makefile to create a dynamic lib for each component. I think we need to add a screen to show the license text for all those libs, but that is doing only.