LÖVE 0.6.1

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
rude
Administrator
Posts: 1051
Joined: Mon Feb 04, 2008 3:58 pm
Location: Oslo, Norway

LÖVE 0.6.1

Post by rude » Sat Feb 06, 2010 11:16 am

Yay!
  • Added Shape:setGroupIndex and getGroupIndex.
  • Added Body:setFixedRotation and Body:getFixedRotation.
  • Added Body:setInertia.
  • Added CircleShape:getLocalCenter and CircleShape:getWorldCenter.
  • Added icons and file associations for the debs.
  • Added the demos folder to the Mac OS X DMG.
  • It's now possible to run a .love from Resources in Mac OS X, thanks to Steve Johnson.
  • Fixed a bug with multiple Sources on the same Music.
  • Fixed a bug so the mouse doesn't get crippled when the keyboard is disabled.
  • Fixed a bug where love.graphics.rectangle drew a too large rectangle.
  • Fixed a bug where memory wouldn't be released correctly.
  • Fixed epic physics typo (getRestituion->getRestitution).
  • Fixed crash on opening non-existent image.
  • The error screen redraws when an event occurs.
  • The default love.run() now gracefully handles disabled modules.
  • The debian packages should now successfully include icons, file associations, etc, and should give the correct architecture.
  • Added support for drawing polylines to love.graphics.line - the syntax is the same as love.graphics.polygon.
  • Removed Music and Sound. There are now only sources.
  • Improved the stability of love.audio/love.sound.
I think it was osuf which said "why have Music/Sounds at all", which was good point. I removed them. Now there are only sources, and you specify whether you want the audio decoded gradually ("stream"), or all at once ("static"). The former is the default, and suitable for longer sound files, like background music. The latter is suitable for shorter sound effects, like gunshots, etc.

Code: Select all

bgm = love.audio.newSource("bgm.ogg", "stream")
love.audio.play(bgm)

sfx = love.audio.newSource("sfx.wav", "static")
love.audio.play(sfx)
:nyu:

User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: LÖVE 0.6.1

Post by Avalon » Sat Feb 06, 2010 12:03 pm

Awesome! :D

User avatar
Taehl
Dreaming in associative arrays
Posts: 1024
Joined: Mon Jan 11, 2010 5:07 am
Location: CA, USA
Contact:

Re: LÖVE 0.6.1

Post by Taehl » Sat Feb 06, 2010 6:15 pm

rude wrote:
  • Fixed crash on opening non-existent image.
Hurrah!

I'm also glad to see the Music/Sound/Source thing got straightened out - it had been confusing me! Good job, dev team.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.

User avatar
kikito
Inner party member
Posts: 3153
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: LÖVE 0.6.1

Post by kikito » Sat Feb 06, 2010 6:41 pm

Yay!

I like all of them, but this is the one I like the most.
Removed Music and Sound. There are now only sources.
It didn't make much sense to have them separated. I'd maybe chosen a different name (i.e. "sound" instead of "source") but that's your call. I'll start modifying PÄSSION accordingly.
When I write def I mean function.

User avatar
Jasoco
Inner party member
Posts: 3650
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE 0.6.1

Post by Jasoco » Sat Feb 06, 2010 7:44 pm

I haven't even ported to 0.6.0 yet! LOL

So nice to see development moving so fast. I hope to one day see some 3D capabilities. Maybe 0.24.0? ;)

Except:
rude wrote:
  • Added the demos folder to the Mac OS X DMG.
There's no demos folder in my DMG. :(

Also:
rude wrote:
  • It's now possible to run a .love from Resources in Mac OS X, thanks to Steve Johnson.
This is the best part IMHO. Being able to package a Love game with just the app itself is amazing.

Tips for OS X users: If you have an XML editor (Text editor of some kind, or Dev tools with Property List Editor installed), you can change some settings to make the app more like your own.

Recommended changes:
Bundle identifier - Make this something like com.yourcompany.whatever
Bundle name - Changes the title in the Dock
Bundle OS Type code
Bundle creator OS Type code - Make these unique so .love files don't open with your game
Icon file - Optionally if you wish to make your icon a different file name. You could just replace the icon itself if you wanted to without renaming it though

User avatar
bmelts
Party member
Posts: 380
Joined: Fri Jan 30, 2009 3:16 am
Location: Wiscönsin
Contact:

Re: LÖVE 0.6.1

Post by bmelts » Sat Feb 06, 2010 8:01 pm

No demos folder? Try this.

User avatar
Jasoco
Inner party member
Posts: 3650
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE 0.6.1

Post by Jasoco » Sat Feb 06, 2010 9:26 pm

Thanks. But it seems all the demos that use music are not updated for the new "sources" feature yet. They all error with "attempt to call newMusic (A nil value)".

User avatar
bmelts
Party member
Posts: 380
Joined: Fri Jan 30, 2009 3:16 am
Location: Wiscönsin
Contact:

Re: LÖVE 0.6.1

Post by bmelts » Sat Feb 06, 2010 10:03 pm

Whoops. :oops:

Try now!

User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: LÖVE 0.6.1

Post by Avalon » Sat Feb 06, 2010 10:36 pm

Rude has also fixed the awesomely catastrophic "sprite batches hate Avalon... half the time" problem.

- Fixed SpriteBatch using the wrong type for GL_ELEMENT_ARRAY_BUFFER.

User avatar
bartbes
Sex machine
Posts: 4946
Joined: Fri Aug 29, 2008 10:35 am
Location: The Netherlands
Contact:

Re: LÖVE 0.6.1

Post by bartbes » Sun Feb 07, 2010 10:17 am

Okay, this sucks, this release hasn't gone well at all, there even appear to be problems with debs.

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests