Wow nice work
Btw, where can I download all the dependencies for Windows and MacOSX?
LÖVE 0.9.0 released
- slime
- Solid Snayke
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Re: LÖVE 0.9.0 released
For compiling LÖVE yourself? For Windows there's Megasource which has everything you'll need. For Mac OS X you can just take the frameworks (except for love.framework) out of love.app and put them in /Library/Frameworks/ and the Xcode project will recognize them. I'll get the OSX frameworks up as a standalone download soon.
Re: LÖVE 0.9.0 released
Thank you slime ^_^
Re: LÖVE 0.9.0 released
Is it me or is math.random() and the new love.math.random() in LOVE 0.9.0 always giving out the same number with the same seed?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: LÖVE 0.9.0 released
Did you run it in love.update/love.load?
- bartbes
- Sex machine
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Re: LÖVE 0.9.0 released
Yes, the sequence of numbers is the same given the same seed. This has always been the case. That's what it's meant to do.Davidobot wrote:Is it me or is math.random() and the new love.math.random() in LOVE 0.9.0 always giving out the same number with the same seed?
Re: LÖVE 0.9.0 released
So if I execute the following code:bartbes wrote:Yes, the sequence of numbers is the same given the same seed. This has always been the case. That's what it's meant to do.Davidobot wrote:Is it me or is math.random() and the new love.math.random() in LOVE 0.9.0 always giving out the same number with the same seed?
Code: Select all
randomGen = love.math.newGenerator()
randomGen:setSeed(4)
local number = randomGen:random(1, 10)
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: LÖVE 0.9.0 released
Exactly
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
Re: LÖVE 0.9.0 released
its like minecraft
Re: LÖVE 0.9.0 released
Exciting release! I just updated my own engine code to 0.9.
There's some undocumented breakage(?) in love.filesystem.load(). When the file it is trying to load doesn't exist, it simply returns nil. Previously the function would call error() stating that the file did not exist. This is actually a welcome change for me as I use .lua files as a property system and would rather print warnings than errors if the properties.lua file is missing - now I no longer have to wrap the call to love.filesystem.load() within pcall(). The change did, however, cause my warning messages to go weird.
Then again, the wiki never quite specified the error behavior on a missing file. Yet, the change also means that said wiki page is now out of date.
There's some undocumented breakage(?) in love.filesystem.load(). When the file it is trying to load doesn't exist, it simply returns nil. Previously the function would call error() stating that the file did not exist. This is actually a welcome change for me as I use .lua files as a property system and would rather print warnings than errors if the properties.lua file is missing - now I no longer have to wrap the call to love.filesystem.load() within pcall(). The change did, however, cause my warning messages to go weird.
Then again, the wiki never quite specified the error behavior on a missing file. Yet, the change also means that said wiki page is now out of date.
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