[DEPRECATED] Experimental iOS port (LÖVE 0.9.2)

Discuss any ports of LÖVE to different platforms.
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Ulydev
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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:
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slime
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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.)
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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:
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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.
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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:
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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].
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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:
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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?
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Re: Experimental iOS port (LÖVE 0.9.x)

Post by nasty »

Ho to all Lovers,
anyone success to enable AdMob in iOS Love?
Please help.
Thanks
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Re: Experimental iOS port (LÖVE 0.9.x)

Post 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/
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