Added functions in love.graphics for display management.
Added functions in love.graphics for getting current color, font, etc.
Added love.graphics.point().
Added love.filesystem.enumerate() for getting folder contents.
Added functions for setting the window caption.
Added version checking. An error occurs if the game is incompatible. (Remember love_version in the config file!)
Fixed print()
Removed all keyboard shortcuts. (Everything can be done in code now)
Save folders are now created only if required.
On Windows, the new save location is %APPDATA%\LOVE\game. (Still ~/.love/game on Linux).
I know this release isn't extremely exciting. The focus has been on filling certain (*ahem*) holes in the interface/system which should have been there from day one.
Here are some screenshots of LOVE 0.3.0:
No Game screen. Now featuring vermin. (Xubuntu 8.04)
This is the new error handling screen. If you want to try this out, check out epic_fail.love.
And of course, the new particle system. This demo is in the demo pack and releases, but you can also get it here: particles.love.
Please do report bugs and oddities that you may observe while using LOVE!
Next up is improvements to the audio module and physics!
I, for one, welcome our particle-based overlords. It's quite embarrassing to think of how long we went without real error handling
But better late than never, right? Right?
Yep, the new release looks great, I'm very impressed.
I like that Love offers a low-level interface for rendering and audio, but for me personally particle systems/physics should be optional addons/plugins to the engine.
It would be nice if these extra features could be external to the core of the engine itself.
This is something we've been dealing with in AGen.