Re: LÖVE 11.0 released!
Posted: Wed Apr 04, 2018 6:08 am
It's mentioned in this reddit thread by slime.
It's mentioned in this reddit thread by slime.
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.
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.
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local n255 = 0.003921568627451
function setNormalisedColor(r, g, b, a)
return love.graphics.setColor(r*n255, g*n255, b*n255, a*n255)
end
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canvas:newImageData(x, y, w, h)
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canvas:newImageData(x, y, w, h, 1)
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canvas:newImageData(x, y, w, h, 1, 1)
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canvas:newImageData(1, 1, x, y, w, h)
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. )