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LÖVE 0.10 released with iOS and Android support

love2d.org

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Re: LÖVE 0.10 released with iOS and Android support

#26
post #19

Earlier quoted context omitted.

Only if you want to deploy it to a device. Otherwise you can reload instantly when developing on PC/Mac

I know you can use the simulator to test, but I prefer to test directly on the device and when you need to wait ~1 minute per build it is a bit annoying. I used Corona SDK for a small 2D game two years ago, maybe now the build times is better ...

You can also use the "viewer" tool to sync your project with a application shell on the device via dropbox.

Re: LÖVE 0.10 released with iOS and Android support

#27
post #22
post #12

Lack of native mobile support was one of the reasons I dropped LOVE for other frameworks. This is fantastic, and LOVE/Lua is really fun to work with, I highly recommend this framework.

Does love work well with moonscript?

Yes, very well

Re: LÖVE 0.10 released with iOS and Android support

#29

How does LÖVE compare with Corona SDK, a commercial Lua-based mobile framework?

I've used both for hobby games. Corona is user-friendly and it's a great solution with lots of community plug-ins and support. It uses a freemium model, offering features like access to native API's and offline builds at a price, and you can't really use it on Linux. LÖVE is free and open-source and adding support for Android and iOS makes it even more attractive.
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