Streaming game development: https://www.twitch.tv/stabyourself Image

Löve 0.9.0 released

Feel free to showcase your own projects!
Qcode
User avatar
Posts: 1466
Joined: 05 Feb 2012, 18:00
Reputation: 72
Contact:

Post » 14 Dec 2013, 04:28

Thought I'd make an announcement here, since the last update was posted about as well.
Noteworthy items:
slime wrote:LuaJIT is now being used by LÖVE by default for most operating systems. Depending on what’s bottlenecking your game’s performance right now, your framerate could skyrocket just by updating to 0.9.0!

ENet: real-time networking in games is a complicated topic. Thankfully, people have created libraries to help deal with some of the lower-level nuts and bolts. One such library is ENet. LÖVE 0.9.0 includes the lua-enet wrapper for the ENet library (alongside the existing general-purpose LuaSocket library), so you can easily use ENet’s features in your games with require("enet").

love.joystick: previous versions of LÖVE had support for joysticks and gamepads, but the love.joystick module was lacking in some key areas.
Version 0.9.0’s joystick module has been completely revamped – Joysticks are now actual LÖVE objects, they can be hot-plugged and removed at will (with event callbacks to match), gamepad motor vibration is now supported, and issues with differences in gamepad buttons and axes across operating systems and gamepad models is now much easier to deal with thanks to the new abstracted Gamepad API.

Windows (not the Microsoft variety): functions for dealing with LÖVE’s window have been split from love.graphics into the brand-new [wiki]love.window[/wiki] module. The new module also includes new functionality (and better handling of the window in general, thanks to SDL 2): it’s now possible to use resizable, borderless, and “fullscreen-desktop” / “fullscreen-windowed” windows, as well as to choose which monitor the window will use.

love.graphics: Along with some general house-cleaning of this module and performance improvements to love.graphics.print, ParticleSystems, and SpriteBatches, lots of new graphics functionality has been added. Arbitrarily textured and colored polygons can be created thanks to [wiki]Mesh[/wiki] objects. [wiki]Shader[/wiki] objects (renamed from PixelEffects) can now be vertex shaders as well as pixel shaders. Mipmapping support has been added to images, compressed texture formats can be used now, and that’s only a handful of the new features in love.graphics.

love.math: Another new module! This one includes mathematical functionality relevant to games: a PRNG (and random number generator objects), polygon triangulation, Bézier curve objects, a Simplex noise generator, and more goodies.

love.thread: The thread module has an entirely new way to communicate between threads: [wiki]Channel[/wiki] objects. It's much more flexible than the old API.

There are many more new features, but reading paragraphs about them can get tedious. Check them out on the wiki!
Full changelog and official discussion is over here: http://love2d.org/forums/viewtopic.php?f=4&t=76646

What are you guys most excited about for this? I'm looking forward to trying out the built in networking stuff myself.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

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?

alesan99
User avatar
Posts: 1682
Joined: 30 May 2013, 21:42
Reputation: 318
Contact:

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.

Turtle95
User avatar
Posts: 1275
Joined: 21 Mar 2012, 21:48
Reputation: 122
Contact:

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.

Automatik
User avatar
Posts: 1076
Joined: 20 Jul 2012, 17:54
Reputation: 8
Contact:

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/f92d5u2jti4k3z2/mari0_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
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 14 Dec 2013, 16:45

Doidn't Maurice already convert Mari0 to 0.9.0?

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32
Reputation: 35

Post » 14 Dec 2013, 17:21

Yeah, for SE. Not for standard.

BobTheLawyer
User avatar
Posts: 2240
Joined: 01 May 2012, 21:00
Reputation: 55

Post » 14 Dec 2013, 19:56

Earlier today we updated the OSX downloads of Mari0

The .9.0 code should be in that.

Automatik
User avatar
Posts: 1076
Joined: 20 Jul 2012, 17:54
Reputation: 8
Contact:

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.


Return to “Game development”

Who is online

Users browsing this forum: No registered users and 0 guests