Löve 0.9.0 released
...
Last edited by Qcode on 21 Oct 2021, 19:00, edited 1 time in total.
Woohoo! Sounds great. Although, now I need to update Turtle: Puzzles. Meh. It's going to take a while :P
Anyone else updating their projects?
Anyone else updating their projects?
I didn't even get to release my secret project and I already need to update it.Turtle95 wrote:Anyone else updating their projects?
EDIT: Done updating
I really like that there's love.window. You can do many more things with the windows now, my favorite being resizable windows.
I can't seem to get my game to even open. I changed a few things I had to (love.graphics.DefaultFilter and love.window.setMode) but the window just quits. I also have t.version in conf.lua set to "0.9.0". Still just closes for no reason.
Yay.
Though, now it mean that mari0 won't work on linux. I'll try to convert it to 0.9.0, if I'm not too lazy .
Edit: Got everything working except music now.
Edit2: Now I got music!
https://www.dropbox.com/s/f92d5u2jti4k3 ... 0-9-0.love
Here's how I did it:
Though, now it mean that mari0 won't work on linux. I'll try to convert it to 0.9.0, if I'm not too lazy .
Edit: Got everything working except music now.
Edit2: Now I got music!
https://www.dropbox.com/s/f92d5u2jti4k3 ... 0-9-0.love
Here's how I did it:
Code: Select all
love.filesystem.getDirectoryItems <== love.filesystem.enumerate
love.filesystem.createDirectory <== love.filesystem.mkdir
love.window.setMode(w,h,{fullscreen=full,vsync=vsync,fsaa=fsaa}) <== love.graphics.setMode(w,h,full,vsync,fsaa)
love.window.getWidth <== love.graphics.getWidth
love.window.getHeight <== love.graphics.getHeight
love.window.setTitle=love.graphics.setCaption
love.window.getTitle=love.graphics.getCaption
love.graphics.setDefaultFilter <== love.graphics.setDefaultImageFilter
love.graphics.getDefaultFilter <== love.graphics.getDefaultImageFilter
love.window.setIcon(imgdata) <== love.graphics.setIcon(img)
imgdata = love.window.getIcon <== img = love.graphics.getIcon
love.graphics.draw <== love.graphics.drawq
Spritebatch:add <== Spritebatch:addq
love.graphics.isSupported("shader") <== love.graphics.isSupported("pixeleffect")
love.graphics.newShader <== love.graphics.newPixelEffect
love.graphics.setShader <== love.graphics.setPixelEffect
love.graphics.getShader <== love.graphics.getPixelEffect
love.thread.newThread(filename) <== love.thread.newThread(name, filename)
love.mouse.setGrabbed <== love.mouse.setGrab
love.thread.getChannel(name):push(var) <== Thread:set(name, var)
if love.thread.getChannel(name):getCount()>0 then <== if Thread:get(name) then
var = love.thread.getChannel(name):pop() <== var = Thread:get(name)
var = love.thread.getChannel(name):demand() <== var = Thread:demand(name)
[WARNING: A CHANNEL IS A STACK, NOT A VARIABLE, WHEN YOU POP SOMETHING OUT OF IT, IT DISAPPEAR FROM THE CHANNEL]
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Doidn't Maurice already convert Mari0 to 0.9.0?
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
The .9.0 code should be in that.Earlier today we updated the OSX downloads of Mari0
I'm sure he just used that special version of 0.8.0 with only the maverick fix backported.BobTheLawyer wrote:The .9.0 code should be in that.Earlier today we updated the OSX downloads of Mari0