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Re: State of the attempt to natively port love to android
Posted: Tue Feb 21, 2012 10:59 pm
by Moe
I have not yet made any tests with that one. There are only two possibilities: Store the data in the apps folder or on SD-card (or any other external device). All other storage places will require a rooted device. Besides that we should be able to support the full Love-filesystem-API.
Re: State of the attempt to natively port love to android
Posted: Wed Feb 22, 2012 7:35 am
by T-Bone
Moe wrote:I have not yet made any tests with that one. There are only two possibilities: Store the data in the apps folder or on SD-card (or any other external device). All other storage places will require a rooted device. Besides that we should be able to support the full Love-filesystem-API.
I think that what you call the "apps folder" is probably the best option. I believe this is what's called an app's "data" by Android, and will be removed if you remove the app, which is preferable, SD-card also has problems with phones that don't have them (although
some of them have data partitions called "/sdcard" anyway). Also, if you store it in the app data, it will probably be stored on the SD card anyway with Android's native App2SD functionality which all games should use.
Re: State of the attempt to natively port love to android
Posted: Thu Mar 08, 2012 9:50 am
by T-Bone
There hasn't been much activity here on the forums lately. Please just tell me the project isn't dead
I've got pretty far into making what I seriously think is a great game for Android that I'd love to be able to test on an actual device and sell some day
Re: State of the attempt to natively port love to android
Posted: Thu Mar 08, 2012 10:11 am
by miko
T-Bone wrote:There hasn't been much activity here on the forums lately. Please just tell me the project isn't dead
I've got pretty far into making what I seriously think is a great game for Android that I'd love to be able to test on an actual device and sell some day
And I have almost bought an android-based tablet
Just waiting to see love2d working on android.
Re: State of the attempt to natively port love to android
Posted: Thu Mar 08, 2012 10:13 am
by hagish
No it is not dead. Due to a job change I didn't have much time the last 2 month but now things settled and it is time to continue with this project.
Re: State of the attempt to natively port love to android
Posted: Thu Mar 08, 2012 7:19 pm
by T-Bone
hagish wrote:No it is not dead. Due to a job change I didn't have much time the last 2 month but now things settled and it is time to continue with this project.
Great
Re: State of the attempt to natively port love to android
Posted: Thu Mar 08, 2012 10:32 pm
by Moe
T-Bone wrote:There hasn't been much activity here on the forums lately. Please just tell me the project isn't dead
I've got pretty far into making what I seriously think is a great game for Android that I'd love to be able to test on an actual device and sell some day
So take the native port, test your game, and make bug reports.
Coincidental, I will also start a new job soon, and that was a time killer, too. Hopefully I will have more time for the port in the next weeks, too.
Re: State of the attempt to natively port love to android
Posted: Fri Mar 09, 2012 10:06 am
by T-Bone
Moe wrote:T-Bone wrote:There hasn't been much activity here on the forums lately. Please just tell me the project isn't dead
I've got pretty far into making what I seriously think is a great game for Android that I'd love to be able to test on an actual device and sell some day
So take the native port, test your game, and make bug reports.
Coincidental, I will also start a new job soon, and that was a time killer, too. Hopefully I will have more time for the port in the next weeks, too.
I didn't know the native port was ready enough for that. I will totally do! Are there any instructions for how to do that? I know I need Eclipse with the Android SDK as well as love-android's source code, but how do I do the import? What should I change to get it to run my game?
EDIT: I just went ahead and tried to import it into Eclipse. I manage to install it in the emulator, but I doubt it worked bacause the emulator claims the entire app love-native-android is 24,00 KB large, and crashes instantly if you try to run it. I get the following error message:
Code: Select all
03-09 11:52:00.417: D/dalvikvm(780): Not late-enabling CheckJNI (already on)
03-09 11:52:00.557: I/dalvikvm(780): Turning on JNI app bug workarounds for target SDK version 7...
03-09 11:52:01.377: D/libEGL(780): Emulator without GPU support detected. Fallback to software renderer.
03-09 11:52:01.377: D/libEGL(780): loaded /system/lib/egl/libGLES_android.so
03-09 11:52:01.427: D/gralloc_goldfish(780): Emulator without GPU emulation detected.
03-09 11:52:01.457: I/System.out(780): java: init
03-09 11:52:01.457: W/dalvikvm(780): Exception Ljava/lang/UnsatisfiedLinkError; thrown while initializing Lnet/schattenkind/nativelove/LoveJNI;
03-09 11:52:01.467: W/dalvikvm(780): threadid=11: thread exiting with uncaught exception (group=0x409c01f8)
03-09 11:52:01.467: E/AndroidRuntime(780): FATAL EXCEPTION: GLThread 93
03-09 11:52:01.467: E/AndroidRuntime(780): java.lang.ExceptionInInitializerError
03-09 11:52:01.467: E/AndroidRuntime(780): at net.schattenkind.nativelove.LoveRenderView$1.onSurfaceChanged(LoveRenderView.java:25)
03-09 11:52:01.467: E/AndroidRuntime(780): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1455)
03-09 11:52:01.467: E/AndroidRuntime(780): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1216)
03-09 11:52:01.467: E/AndroidRuntime(780): Caused by: java.lang.UnsatisfiedLinkError: Couldn't load ogg: findLibrary returned null
03-09 11:52:01.467: E/AndroidRuntime(780): at java.lang.Runtime.loadLibrary(Runtime.java:365)
03-09 11:52:01.467: E/AndroidRuntime(780): at java.lang.System.loadLibrary(System.java:535)
03-09 11:52:01.467: E/AndroidRuntime(780): at net.schattenkind.nativelove.LoveJNI.<clinit>(LoveJNI.java:7)
03-09 11:52:01.467: E/AndroidRuntime(780): ... 3 more
03-09 11:52:02.567: I/dalvikvm(780): Rejecting re-init on previously-failed class Lnet/schattenkind/nativelove/LoveJNI; v=0x0
03-09 11:52:16.867: D/libEGL(800): Emulator without GPU support detected. Fallback to software renderer.
03-09 11:52:16.877: D/libEGL(800): loaded /system/lib/egl/libGLES_android.so
03-09 11:52:16.897: D/gralloc_goldfish(800): Emulator without GPU emulation detected.
03-09 11:52:16.917: I/System.out(800): java: init
03-09 11:52:16.917: W/dalvikvm(800): Exception Ljava/lang/UnsatisfiedLinkError; thrown while initializing Lnet/schattenkind/nativelove/LoveJNI;
03-09 11:52:16.917: W/dalvikvm(800): threadid=11: thread exiting with uncaught exception (group=0x409c01f8)
03-09 11:52:16.917: E/AndroidRuntime(800): FATAL EXCEPTION: GLThread 96
03-09 11:52:16.917: E/AndroidRuntime(800): java.lang.ExceptionInInitializerError
03-09 11:52:16.917: E/AndroidRuntime(800): at net.schattenkind.nativelove.LoveRenderView$1.onSurfaceChanged(LoveRenderView.java:25)
03-09 11:52:16.917: E/AndroidRuntime(800): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1455)
03-09 11:52:16.917: E/AndroidRuntime(800): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1216)
03-09 11:52:16.917: E/AndroidRuntime(800): Caused by: java.lang.UnsatisfiedLinkError: Couldn't load ogg: findLibrary returned null
03-09 11:52:16.917: E/AndroidRuntime(800): at java.lang.Runtime.loadLibrary(Runtime.java:365)
03-09 11:52:16.917: E/AndroidRuntime(800): at java.lang.System.loadLibrary(System.java:535)
03-09 11:52:16.917: E/AndroidRuntime(800): at net.schattenkind.nativelove.LoveJNI.<clinit>(LoveJNI.java:7)
03-09 11:52:16.917: E/AndroidRuntime(800): ... 3 more
Re: State of the attempt to natively port love to android
Posted: Fri Mar 09, 2012 6:38 pm
by Moe
The SDK is not enough, you will also need the NDK. So get it and install it (your error message complains, that a library is missing - and it is only compiled if the NDK is available).
But before you can compile, you have to change the game file. Open jni/love.cpp and search for
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argv[1] = new char[strlen("/mnt/sdcard/love/no.love")+1];
strcpy(argv[1], "/mnt/sdcard/love/no.love");
Change the file name and path to the location of your file.
Open "Project"->"Properties"->"Builders", select "ndk-build" and click "Edit...". Change the path at "Location:" to the place of the NDK's script "ndk-build". Save the settings and launch the application. It might take a while, the NDK will compile a large set of libraries
If you have a real Android device somewhere around, you should use it. It is much more fun than the emulator
Re: State of the attempt to natively port love to android
Posted: Fri Mar 09, 2012 8:14 pm
by T-Bone
Moe wrote:The SDK is not enough, you will also need the NDK. So get it and install it (your error message complains, that a library is missing - and it is only compiled if the NDK is available).
But before you can compile, you have to change the game file. Open jni/love.cpp and search for
Code: Select all
argv[1] = new char[strlen("/mnt/sdcard/love/no.love")+1];
strcpy(argv[1], "/mnt/sdcard/love/no.love");
Change the file name and path to the location of your file.
Open "Project"->"Properties"->"Builders", select "ndk-build" and click "Edit...". Change the path at "Location:" to the place of the NDK's script "ndk-build". Save the settings and launch the application. It might take a while, the NDK will compile a large set of libraries
If you have a real Android device somewhere around, you should use it. It is much more fun than the emulator
Thanks a lot, will try first thing tomorrow. I will try both in emulator and on my good ol' HTC Desire.
Just wondering, is it possible to run the .love-file from within the actual app or does it have to be on the sd-card?
This is awesome
Love your work guys!