It's mentioned in this reddit thread by slime.
LÖVE 11.0 released!
Re: LÖVE 11.0 released!
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 11.0 released!
Ah, that makes me somewhat reluctant to upgrade. I like to test my stuff on slow, deprecated machines. Not a big deal but still...
Has anybody tried it on old versions of Android? 0.10 worked fine on Gingerbread.
Has anybody tried it on old versions of Android? 0.10 worked fine on Gingerbread.
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Re: LÖVE 11.0 released!
Doesn't not supported mean it may run on XP, it may not. If it doesn't run bartbes/slime won't help you.
I think it's fine for testing purposes.
I think it's fine for testing purposes.
Re: LÖVE 11.0 released!
One inconvenient of this usage is that if the sounds are not encoded losslessly (i.e. WAV), the transitions/loop may have audible artifacts.
I'm not finding a way to loop one of the samples. Maybe it's not possible with this API.
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Re: LÖVE 11.0 released!
I'd contest that claim since 1. SoundData objects always use a samplepoint based format, and 2. the issue would lie sorely in the Decoder's :decode method; looping is supported in a manual fashion.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: LÖVE 11.0 released!
Version 11.0 seems to completely break compatability of old mesh-shader combos, like in this example.
I haven't found anything in the changelog that would provide hints as to why those examples straight-out don't work.
I haven't found anything in the changelog that would provide hints as to why those examples straight-out don't work.
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 11.0 released!
It may have to do with this:
Apr 03 01:20:22 <slime> mesh:setDrawRange has changed to take start and count arguments, instead of min and max arguments
https://love2d.org/wiki/Mesh:setDrawRange
Apr 03 01:20:22 <slime> mesh:setDrawRange has changed to take start and count arguments, instead of min and max arguments
https://love2d.org/wiki/Mesh:setDrawRange
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Re: LÖVE 11.0 released!
I tried twice to update my game to 11.0 and nuked it.davidmekersa wrote: ↑Mon Apr 02, 2018 7:14 amYou're right... I produced hundred of tutorials videos for Love and now I need to check which one is using colors.pixelicidio wrote: ↑Mon Apr 02, 2018 3:20 am Is good to know Love2D have a new release to keep the project up to date.
But this was a big-breaking-code change:Saludos!Changed colour values to be in the range 0-1, rather than 0-255
Corona SDK did the same once upon a time, a big mess too.
Third time last night at 4 am I just said 'aww heeeellll noooo' followed by grumblings of 'nawwww' and 4 hours of grunting like Daryl Dixon from The Walking Dead, and did this:
Code: Select all
local n255 = 0.003921568627451
function setNormalisedColor(r, g, b, a)
return love.graphics.setColor(r*n255, g*n255, b*n255, a*n255)
end
Next up I can't solve this:
Code: Select all
canvas:newImageData(x, y, w, h)
I get no joy from https://love2d.org/wiki/Canvas:newImageData
canvas:newImageData() on its own works but the problem is I am taking a part of the canvas and saving that out separatly, so I would like the x, y, w, h params, I'm not sure what the fifth parameter is - the supreme being? the source of all life?
Congrats to all devs for version 11.0! Well done all. Is it time to set up a funding system for yourselves?
[EDIT]
Ok so I did something equivalent to a monkey throwing poop at a chessboard to determine the next move:
Code: Select all
canvas:newImageData(x, y, w, h, 1)
Ok man,
Code: Select all
canvas:newImageData(x, y, w, h, 1, 1)
So then I inverted time and space like thus:
Code: Select all
canvas:newImageData(1, 1, x, y, w, h)
p.s. I have no idea what these values are or indeed what I'm doing, but it's stopped screaming at me. That is all.
Last edited by drunken_munki on Fri Apr 06, 2018 12:42 am, edited 1 time in total.
Re: LÖVE 11.0 released!
Ivan, I was also running 0.10.2 on Gingerbread quite happily. Now I can't get 11.0 to run on Ice Cream Sandwich (4.0.4) .... I also like to test games on older hardware, the idea being "if it runs on this, it'll run on anything". (Older hardware also happens to be all I own. )
I think the Android version requirements must have gone up with LÖVE 11.0, I'm just not sure where to find out what the minimum required version is.
Re: LÖVE 11.0 released!
The problem is, certain graphics API are not supported on old OSes, and it appears that for this project, supporting multiple graphics API versions for compatibility with very old OSes is not an option. I can understand it, dropped OSes still having very large global market share notwithstanding.
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