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Game Packaging
This documentation entails game packaging:
- How to package the apk with your own LÖVE game
- How to give your package a unique name
- How to change the version
- How to change the name
- How to change the icon
- How to create Android Application Bundle
For set up instructions see:
- Building LÖVE for Android - Linux
- Building LÖVE for Android - Windows
- Building LÖVE for Android - Mac OS X
Create a folder named assets in app/src/embed
of the root of the love-android
repository and place your game in it:
$ cd app/src/embed
$ mkdir assets
$ cp -R path/to/your/game assets/
For Windows, use this instead
>cd app\src\embed
>mkdir assets
>xcopy path\to\game assets\ /s /e /y
Before deploying, you must know if your game uses microphone or not. If your game uses microphone, you need to add Record
to the build script. Otherwise you need to add NoRecord
.
To deploy with microphone permission: gradlew assembleEmbedRecord
(APK)
To deploy without microphone permission: gradlew assembleEmbedNoRecord
(APK)
You can append Debug
or Release
if needed. From now on, the build is referred as gradlew assembleEmbed<record?>
.
You should now have an APK that should run on your device located at app/build/outputs/apk/embed<record?>(Debug|Release)
. The Release
APK is not signed, thus you need to sign it manually.
Note
Application ID must be unique to your application and unique everywhere.
Open gradle.properties
and modify as needed. A diff
might look like this for example
diff --git a/gradle.properties b/gradle.properties
index 02aa6ca7..8914ad77 100644
--- a/gradle.properties
+++ b/gradle.properties
@@ -3,13 +3,13 @@
# * Use `app.name` if your app name doesn't contain any non-ANSI characters.
# * Otherwise, convert your app name to UTF-8 byte array, comma delimited, and put
# it in `app.name_byte_array`
-#app.name=LÖVE for Android
-app.name_byte_array=76,195,150,86,69,32,102,111,114,32,65,110,100,114,111,105,100
+app.name=LoveBurgers 0.1
+#app.name_byte_array=76,195,150,86,69,32,102,111,114,32,65,110,100,114,111,105,100
app.application_id=org.love2d.android
app.orientation=landscape
-app.version_code=32
-app.version_name=11.5a
+app.version_code=1
+app.version_name=0.1
# No need to modify anything past this line!
android.enableJetifier=false
-
app.name
orapp.name_byte_array
is for your application display name in launcher. Due to limitation togradle.properties
file, if your application name contains non-ANSI characters, you must use theapp.name_byte_array
, otherwise useapp.name
. Only one of them must be defined, not both. -
app.application_id
is your game application ID. -
app.version_code
is your game version code. Increasing this number renders means a new update to existing application (and prevents downgrading). This means, for every version you released, (major, minor, and patch releases), increment theapp.version_code
by 1. -
app.version_name
is your game displayed version. This should be human-readable unlike above. It's recommended to use your own semantic versioning (in this example, to0.1
).
After modifying it as necessary, re-deploy.
Simply replace the following images in the app/src/main/res
folder with PNG's of the same size:
-
drawable-hdpi/love.png
(72x72) -
drawable-mdpi/love.png
(48x48) -
drawable-xhdpi/love.png
(96x96) -
drawable-xxhdpi/love.png
(144x144) -
drawable-xxxhdpi/love.png
(192x192)
Here is an example set:
Then re-deploy.
Instead of running gradlew assembleEmbed<record?>Release
, run gradlew bundleEmbed<record?>Release
. The AAB can be found in app/build/outputs/bundle/embed<record?>Release