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Re: LÖVE 0.9.0 released

Posted: Tue Dec 17, 2013 4:59 pm
by suppayami
Wow nice work :D
Btw, where can I download all the dependencies for Windows and MacOSX?

Re: LÖVE 0.9.0 released

Posted: Tue Dec 17, 2013 5:07 pm
by slime
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

Posted: Tue Dec 17, 2013 5:09 pm
by suppayami
Thank you slime ^_^

Re: LÖVE 0.9.0 released

Posted: Wed Dec 18, 2013 4:58 pm
by Davidobot
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

Posted: Wed Dec 18, 2013 5:02 pm
by jjmafiae
Did you run it in love.update/love.load?

Re: LÖVE 0.9.0 released

Posted: Wed Dec 18, 2013 5:50 pm
by bartbes
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?
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.

Re: LÖVE 0.9.0 released

Posted: Wed Dec 18, 2013 7:04 pm
by Davidobot
bartbes wrote:
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?
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.
So if I execute the following code:

Code: Select all

randomGen = love.math.newGenerator()
randomGen:setSeed(4)

local number = randomGen:random(1, 10)
number will always equal the same number?

Re: LÖVE 0.9.0 released

Posted: Wed Dec 18, 2013 7:36 pm
by Nixola
Exactly

Re: LÖVE 0.9.0 released

Posted: Wed Dec 18, 2013 8:04 pm
by jjmafiae
its like minecraft

Re: LÖVE 0.9.0 released

Posted: Thu Dec 19, 2013 5:20 am
by Dattorz
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.