Löve 0.9.0 released

Feel free to showcase your own projects!
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Qcode
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Post » 14 Dec 2013, 04:28

...
Last edited by Qcode on 21 Oct 2021, 19:00, edited 1 time in total.

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Turtle95
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Post » 14 Dec 2013, 04:36

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?

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alesan99
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Post » 14 Dec 2013, 04:40

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.

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Turtle95
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Post » 14 Dec 2013, 06:40

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.

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Automatik
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Post » 14 Dec 2013, 14:52

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]

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BobTheLawyer
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Post » 14 Dec 2013, 16:45

Doidn't Maurice already convert Mari0 to 0.9.0?

Camewel
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Post » 14 Dec 2013, 17:21

Yeah, for SE. Not for standard.

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BobTheLawyer
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Post » 14 Dec 2013, 19:56

Earlier today we updated the OSX downloads of Mari0
The .9.0 code should be in that.

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Automatik
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Post » 14 Dec 2013, 21:33

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.

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