I see. Got it to work. Thanks for explaining!
LÖVE 11.0 released!
Re: LÖVE 11.0 released!
Tools: Hot Particles, LuaPreprocess, InputField, (more) Games: Momento Temporis
"If each mistake being made is a new one, then progress is being made."
"If each mistake being made is a new one, then progress is being made."
Re: LÖVE 11.0 released!
Got that a few days ago. Ctrl+F5 fixed it for me.
Zabuyaki, our upcoming beat 'em up: https://www.zabuyaki.com
- zorg
- Party member
- Posts: 3468
- Joined: Thu Dec 13, 2012 2:55 pm
- Location: Absurdistan, Hungary
- Contact:
Re: LÖVE 11.0 released!
Yep, that worked! Thanks.
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!
When calling
The game screen clears to black. Entering the values in directly works fine?
Code: Select all
bg_blue = {0.42, 0.75, 0.89};
---in love.draw;
love.graphics.clear(bg_blue);
Re: LÖVE 11.0 released!
Curiously enough, that's only documented to work for canvases, yet in 0.10 it worked for the normal screen as well.
You can still love.graphics.clear(bg_blue[1], bg_blue[2], bg_blue[3]). You can also use unpack() but note that it's slow.
You can still love.graphics.clear(bg_blue[1], bg_blue[2], bg_blue[3]). You can also use unpack() but note that it's slow.
- slime
- Solid Snayke
- Posts: 3166
- Joined: Mon Aug 23, 2010 6:45 am
- Location: Nova Scotia, Canada
- Contact:
Re: LÖVE 11.0 released!
It not working with the main screen is a bug, which I fixed just now.
Unfortunately appveyor just updated their version of cmake to a version that doesn't work with OpenAL Soft, so now the Windows automatic builds aren't working... I'll have to figure out a fix for that.
EDIT: 32 bit windows build with the fix: https://ci.appveyor.com/project/AlexSzp ... /artifacts
Unfortunately appveyor just updated their version of cmake to a version that doesn't work with OpenAL Soft, so now the Windows automatic builds aren't working... I'll have to figure out a fix for that.
EDIT: 32 bit windows build with the fix: https://ci.appveyor.com/project/AlexSzp ... /artifacts
- ExPorygon
- Prole
- Posts: 10
- Joined: Tue Apr 04, 2017 1:57 pm
- Location: New York, United States
- Contact:
Re: LÖVE 11.0 released!
Awesome! I've been waiting for a new version for a while now.
I don't think I quite understand what queueable audio sources are. Can someone elaborate further? How are they different from regular sources and what unique things can you do with them?
I don't think I quite understand what queueable audio sources are. Can someone elaborate further? How are they different from regular sources and what unique things can you do with them?
- zorg
- Party member
- Posts: 3468
- Joined: Thu Dec 13, 2012 2:55 pm
- Location: Absurdistan, Hungary
- Contact:
Re: LÖVE 11.0 released!
You can push SoundData onto them in a realtime fashion (as long as they have empty buffer "slots", for which you can check).
Use cases include software mixing SoundDatas (even ones returned by Decoder objects that now have their decode methods exposed), so that you won't hit the active Source limit too quickly; "hooking" a RecordingDevice up to one will basically play back that input; or the best one, in my opinion, is realtime sound generation, making things like this project possible.
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!
I don't see this mentioned in the changelog. Can somebody confirm?
Who is online
Users browsing this forum: Bing [Bot] and 4 guests