LÖVE 0.10.2 released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Tesselode
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Re: LÖVE 0.10.2 released

Post by Tesselode »

Any ETA on fixing the installer? It's gonna look awfully silly to new users. :P
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slime
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Re: LÖVE 0.10.2 released

Post by slime »

I just uploaded new builds - it should be fixed now!
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Tesselode
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Re: LÖVE 0.10.2 released

Post by Tesselode »

slime wrote:I just uploaded new builds - it should be fixed now!
Awesome, thanks!
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RamiLego4Game
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Re: LÖVE 0.10.2 released

Post by RamiLego4Game »

Nice update ! I used a trick in love.run to break the loop and reload everything, but this one is nice.

Also, is it possible for the restart call to have some args for passing to love.load after reboot ? Or I have to save to a temp file ? :P
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alberto_lara
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Re: LÖVE 0.10.2 released

Post by alberto_lara »

Awesome, great news!
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easy82
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Re: LÖVE 0.10.2 released

Post by easy82 »

Many thanks for the new version, guys! Great work, as always. :)
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D0NM
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Re: LÖVE 0.10.2 released

Post by D0NM »

heh!!!
the game restart thingie seems to be very popular ^__^

way to go, guys!

I wish someone would ask RetroPie guys to update their Love2d from 0.10.0.... to ...2
Our LÖVE Gamedev blog Zabuyaki (an open source retro beat 'em up game). Twitter: @Zabuyaki.
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drunken_munki
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Re: LÖVE 0.10.2 released

Post by drunken_munki »

Nice, good job lads!
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D0NM
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Re: LÖVE 0.10.2 released

Post by D0NM »

this doesn't work on 0.10.2

Code: Select all

shader:send("colors", {r1, g1, b1, a1},  {r2, g2, b2, a2},  {r3, g3, b3, a3},  {r4, g4, b4, a4})
It seems that I get no values.

Code: Select all

extern vec4 colors[16];
I have to use 0.10.1 method sendColor

Code: Select all

shader:sendColor("colors", {51,63,105, 255},  {31,41,76, 255},  {19,25,40, 255})
Our LÖVE Gamedev blog Zabuyaki (an open source retro beat 'em up game). Twitter: @Zabuyaki.
:joker: LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua :joker:
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slime
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Re: LÖVE 0.10.2 released

Post by slime »

Shader:sendColor and shader:send call the exact same internal base function. The only differences are that sendColor divides input values by 255 (to match GLSL's [0-1] range for colors) whereas Shader:send doesn't so you should give color values that are already within [0-1] rather than [0-255] if you use Shader:send, and sendColor performs gamma correction if applicable, whereas send does not.
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