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Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Dec 13, 2014 11:34 am
by Ulydev
I can't get it to work... It throws me an error when I try to compile it ('OpenGLES/gltypes.h' file not found).

Can someone help me ? I'm getting so lost between iOS and Android ports which I can't seem to get to work properly. :death:

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Dec 13, 2014 4:50 pm
by slime
What version of Xcode do you have? It needs at least Xcode 5 (and Apple requires you to use at least Xcode 5.1 to submit apps to the App Store.)

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Dec 13, 2014 6:33 pm
by Ulydev
I have Xcode 5.1.1.

I tried changing the "OpenGLES/gltypes.h" to "OpenGLES/ES1/gl.h", and... surprisingly... it worked.
I just need to understand how to build my apps and I should be ready. Thank you for your help :awesome:

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Dec 13, 2014 6:42 pm
by slime
Ah, you're right – that was changed with Xcode 6 (and the iOS 8 SDK.) Even so, it's best to use Xcode 6. Your apps won't be able to properly use the resolutions of the new iPhones otherwise.

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Dec 13, 2014 10:53 pm
by Ulydev
Sure ! I'm updating Xcode.

However, I have a lot of problems for the moment.

-iPhone 3GS crashing when touching the screen in landscapeRight orientation. Works ok with landscapeLeft
-Game crashing on launch (sometimes works)
-Sounds repeating over and over every time I play one
-Music cuts (whether static or stream)
-touch events returning x;y = 0;0 coords

Could you help me with this ? :crazy:

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sun Dec 14, 2014 12:02 am
by slime
I don't have an iPhone 3GS to test with, but I do have an iPod Touch 4th gen running iOS 6 (it has similar hardware), and I haven't experienced any of those issues. Can you provide a .love file I can use to test?
Also keep in mind iOS 5 and below aren't supported.
Ulydev wrote:-touch events returning x;y = 0;0 coords
Make sure your code is set up to expect touch coordinates in the range of [0, 1] rather than [0, screensize].

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sun Dec 14, 2014 12:22 am
by Ulydev
Thank you for your answer ! I just updated Xcode and got touch working.

Here's my love you can test ! :awesome:

UPDATE : Disabling audio seems to solve every crash related to touch events. Strange thing.
UPDATE 2 : Playing the background theme as an .ogg file fixes all cuts and strange behaviours. There's only one main bug left, being the sounds repeating over and over... :awesome:

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Sat Jan 31, 2015 6:04 pm
by TurtleP
I would love to do some iOS testing for my game's mobile port, and I'm trying to have a friend compile it on his Mac OS X. He keeps getting an Apple LLVM 6.0 error though when he tries to build it. Any suggestions as to what is wrong?

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Mon Mar 16, 2015 10:05 am
by nasty
Ho to all Lovers,
anyone success to enable AdMob in iOS Love?
Please help.
Thanks

Re: Experimental iOS port (LÖVE 0.9.x)

Posted: Mon Mar 16, 2015 3:38 pm
by nasty
In other words .. like the Corona admobv2 plugin ..
is possible to enable the same or use the same plugin?

http://docs.coronalabs.com/plugin/ads-admob-v2/