this post was submitted on 26 Sep 2024
139 points (96.0% liked)

Gaming

20052 readers
60 users here now

Sub for any gaming related content!

Rules:

founded 5 years ago
MODERATORS
139
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

Finally, the ultimate weapon against boredom while waiting

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] -2 points 1 month ago* (last edited 1 month ago) (1 children)

maybe we can find an APK somewhere, I already own the game on steam and while steamlink works well, native app would be nice

Edit: there's a copy on mobilism

[–] [email protected] 2 points 1 month ago (1 children)

There is a project to convert the Steam app to a side-loadable mobile app (both for Android and iOS): https://github.com/blake502/balatro-mobile-maker

I haven’t tested that out myself and I have no idea how it compares to their official mobile release, but I’m super curious about how it was implemented (it’s the first time I saw a tool that could convert a game to an iOS app), so I’ll be looking into it at some point.

[–] [email protected] 2 points 1 month ago (1 children)

Balatro Mobile Maker works because the game's engine (LOVE 2D) is designed from the ground up to be multiplatform. It's trivial to "port" compared to other engines.

[–] [email protected] 1 points 1 month ago

That makes sense, and that engine and some of the other games they feature look interesting.

Does that mean that Balatro (and presumably other LOVE 2D games) is packaged like Doom with its WAD files, where there’s an engine (a generic LOVE 2D one) that runs the game, interpreting the Lua game code, which is basically just packaged like an asset? Or is there a Balatro engine that needed to be built for each platform? I saw that BMM downloads a base IPA and an APK patcher, so I’m assuming it’s closer to the latter, but I could see it going either way.