LÖVE 0.6.1

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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rude
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LÖVE 0.6.1

Post by rude »

Yay!
  • Added Shape:setGroupIndex and getGroupIndex.
  • Added Body:setFixedRotation and Body:getFixedRotation.
  • Added Body:setInertia.
  • Added CircleShape:getLocalCenter and CircleShape:getWorldCenter.
  • Added icons and file associations for the debs.
  • Added the demos folder to the Mac OS X DMG.
  • It's now possible to run a .love from Resources in Mac OS X, thanks to Steve Johnson.
  • Fixed a bug with multiple Sources on the same Music.
  • Fixed a bug so the mouse doesn't get crippled when the keyboard is disabled.
  • Fixed a bug where love.graphics.rectangle drew a too large rectangle.
  • Fixed a bug where memory wouldn't be released correctly.
  • Fixed epic physics typo (getRestituion->getRestitution).
  • Fixed crash on opening non-existent image.
  • The error screen redraws when an event occurs.
  • The default love.run() now gracefully handles disabled modules.
  • The debian packages should now successfully include icons, file associations, etc, and should give the correct architecture.
  • Added support for drawing polylines to love.graphics.line - the syntax is the same as love.graphics.polygon.
  • Removed Music and Sound. There are now only sources.
  • Improved the stability of love.audio/love.sound.
I think it was osuf which said "why have Music/Sounds at all", which was good point. I removed them. Now there are only sources, and you specify whether you want the audio decoded gradually ("stream"), or all at once ("static"). The former is the default, and suitable for longer sound files, like background music. The latter is suitable for shorter sound effects, like gunshots, etc.

Code: Select all

bgm = love.audio.newSource("bgm.ogg", "stream")
love.audio.play(bgm)

sfx = love.audio.newSource("sfx.wav", "static")
love.audio.play(sfx)
:nyu:
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Avalon
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Re: LÖVE 0.6.1

Post by Avalon »

Awesome! :D
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Taehl
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Re: LÖVE 0.6.1

Post by Taehl »

rude wrote:
  • Fixed crash on opening non-existent image.
Hurrah!

I'm also glad to see the Music/Sound/Source thing got straightened out - it had been confusing me! Good job, dev team.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
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kikito
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Re: LÖVE 0.6.1

Post by kikito »

Yay!

I like all of them, but this is the one I like the most.
Removed Music and Sound. There are now only sources.
It didn't make much sense to have them separated. I'd maybe chosen a different name (i.e. "sound" instead of "source") but that's your call. I'll start modifying PÄSSION accordingly.
When I write def I mean function.
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Jasoco
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Re: LÖVE 0.6.1

Post by Jasoco »

I haven't even ported to 0.6.0 yet! LOL

So nice to see development moving so fast. I hope to one day see some 3D capabilities. Maybe 0.24.0? ;)

Except:
rude wrote:
  • Added the demos folder to the Mac OS X DMG.
There's no demos folder in my DMG. :(

Also:
rude wrote:
  • It's now possible to run a .love from Resources in Mac OS X, thanks to Steve Johnson.
This is the best part IMHO. Being able to package a Love game with just the app itself is amazing.

Tips for OS X users: If you have an XML editor (Text editor of some kind, or Dev tools with Property List Editor installed), you can change some settings to make the app more like your own.

Recommended changes:
Bundle identifier - Make this something like com.yourcompany.whatever
Bundle name - Changes the title in the Dock
Bundle OS Type code
Bundle creator OS Type code - Make these unique so .love files don't open with your game
Icon file - Optionally if you wish to make your icon a different file name. You could just replace the icon itself if you wanted to without renaming it though
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bmelts
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Re: LÖVE 0.6.1

Post by bmelts »

No demos folder? Try this.
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Jasoco
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Re: LÖVE 0.6.1

Post by Jasoco »

Thanks. But it seems all the demos that use music are not updated for the new "sources" feature yet. They all error with "attempt to call newMusic (A nil value)".
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bmelts
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Re: LÖVE 0.6.1

Post by bmelts »

Whoops. :oops:

Try now!
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Avalon
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Re: LÖVE 0.6.1

Post by Avalon »

Rude has also fixed the awesomely catastrophic "sprite batches hate Avalon... half the time" problem.

- Fixed SpriteBatch using the wrong type for GL_ELEMENT_ARRAY_BUFFER.
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bartbes
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Re: LÖVE 0.6.1

Post by bartbes »

Okay, this sucks, this release hasn't gone well at all, there even appear to be problems with debs.
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