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Löve 0.9.0 released

Posted: 14 Dec 2013, 04:28
by Qcode
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Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 04:36
by Turtle95
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?

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 04:40
by alesan99
Turtle95 wrote:Anyone else updating their projects?
I didn't even get to release my secret project and I already need to update it.
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.

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 06:40
by Turtle95
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.

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 14:52
by Automatik
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:

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]

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 16:45
by BobTheLawyer
Doidn't Maurice already convert Mari0 to 0.9.0?

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 17:21
by Camewel
Yeah, for SE. Not for standard.

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 19:56
by BobTheLawyer
Earlier today we updated the OSX downloads of Mari0
The .9.0 code should be in that.

Re: Löve 0.9.0 released

Posted: 14 Dec 2013, 21:33
by Automatik
BobTheLawyer wrote:
Earlier today we updated the OSX downloads of Mari0
The .9.0 code should be in that.
I'm sure he just used that special version of 0.8.0 with only the maverick fix backported.