## 0.6.0 Update

General discussion about LÖVE, Lua, game development, puns, and unicorns.
MD
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### Re: 0.6.0 Update

Hi.

I test the deb package of 0.60 (of http://love2d.org/builds/) and the source love-20091031-08c8c6b44700-linux-src.tar.gz in my computer with x86_64 Ubuntu 9.04.

And...the love demo when you run without file o dir, yes it's run (I can see the hippie tank ). But any other proyect, for example the (http://love2d.org/docs/Gettingstarted.html), the love only show a black window with a title "untitiled" and don't show any error message in the terminal.

I can help if you tell for more details.

And Love is great (in spanish "Love es la repanocha" hahaha ).

bmelts
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### Re: 0.6.0 Update

MD wrote:But any other proyect, for example the (http://love2d.org/docs/Gettingstarted.html), the love only show a black window with a title "untitiled" and don't show any error message in the terminal.
That's the result of several problems, which all come from one bigger problem: the examples haven't been ported to 0.6.0 yet, nor has the Getting Started page. The current documentation can be found at http://love2d.org/potato/index.html - it's still incomplete, but it is up to date for 0.6.0.

And, just for completeness' sake, here's a port of the Getting Started page.
Getting started with 0.6.0 wrote:Create a new directory somewhere, and create two files:
main.lua - main file containing the game code.
conf.lua - optional (but recommended) support file that contains info about your game.
Write the following into the conf.lua file:

Code: Select all

function love.conf(t)
t.title = "My Awesome Game"
end

And write the following into the main.lua file:

Code: Select all

function love.load()
message = "Yharrr, Why hello thaarrrr!"
end

function love.draw()
love.graphics.print(message, 100, 100)
end

After saving, simply drag the directory you created onto the executable (Windows: love.exe), and the the game will start. You should see your message on the screen.

MD
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### Re: 0.6.0 Update

It works. Thanks, thanks. But now I have a questión. Where do I find the changes of 0.50 to 0.60? Because I think that the "love.graphics.print" is new (I am newbie.). Thanks again .

Carl
Prole
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Joined: Wed Oct 28, 2009 10:32 pm

### Re: 0.6.0 Update

MD wrote:It works. Thanks, thanks. But now I have a questión. Where do I find the changes of 0.50 to 0.60? Because I think that the "love.graphics.print" is new (I am newbie.). Thanks again .
I believe an incomplete version can be found at the following. http://love2d.org/wiki/index.php?title=Version_0.6.0

Prole
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Joined: Mon Oct 26, 2009 6:18 pm

### Re: 0.6.0 Update

Prole
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Joined: Mon Oct 26, 2009 6:18 pm

### Re: 0.6.0 Update

Building on OSX failed for me (I had to use terminal, since finder decided .xcodeproj is a folder to open, and refused to open in xCode as a result).

Big code stuff so I'll pastie it: http://pastie.org/678403

bmelts
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### Re: 0.6.0 Update

That is a rather large number of errors - errors which I do not get, even running in Terminal! I do get two errors (which are really one error, because it compiles everything twice), which I fixed by updating libmodplug. (I still have to update the dylib, though. Crud.)

What makes it a little tricky is that while I can see the files that failed to compile, I can't see why - why is a lot more important here.

The problem might well be that you don't have the requisite header files available - on my machine, I have the header files for all the libraries LÖVE uses in my PATH. MacPorts makes it easy to install those - it becomes a matter of "port install XXXXX" several times, and then you're good as long as MacPorts puts the files somewhere in your path. (Fink will also work if you're into that sort of thing.) I neglected to include this part in the OS X build-from-source guide, because I'm dumb.

I am currently (as of this post!) working on making sure the Mac version has access to all the header files it needs built into the frameworks, so that building from source isn't a terrible experience. Some of the libraries already match this behavior naturally; others are going to require a #ifdef LOVE_MACOSX or several thrown into the mix, and some will require me to make frameworks out of them manually, and then throw in an #ifdef LOVE_MACOSX. It'll be fun!

Anyway, hopefully that'll make building from source on OS X easier. For now, if you feel like digging up the headers for the various libraries LÖVE uses, here's the list you need:

PhysFS
libmodplug
mpg123
OpenIL/DevIL/libIL
Lua

Good luck!

Carl
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### Re: 0.6.0 Update

Fizzadar wrote:Found a bug on Win7: http://love2d.org/forum/tracker.php?p=1&t=98
I also get this bug on Win7, a good work around I found is to just run LOVE in app compatibility mode (I chose Win Vista SP2).

On an unrelated note what as happened to graphics.newColor? Are we no longer able to create color objects?

bartbes
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### Re: 0.6.0 Update

Carl wrote:I also get this bug on Win7, a good work around I found is to just run LOVE in app compatibility mode (I chose Win Vista SP2).
I marked the bug as a duplicate
Carl wrote:On an unrelated note what as happened to graphics.newColor? Are we no longer able to create color objects?
No, just use setColor with 3 or 4 arguments.

napco
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### Re: 0.6.0 Update

Carl wrote:
Fizzadar wrote:Found a bug on Win7: http://love2d.org/forum/tracker.php?p=1&t=98
I also get this bug on Win7, a good work around I found is to just run LOVE in app compatibility mode (I chose Win Vista SP2).

On an unrelated note what as happened to graphics.newColor? Are we no longer able to create color objects?
You can always build your own "newColor" function, but it would be useless:

Code: Select all

love.graphics.newColor = function(r, g, b, a)
local color = {}
color[1] = r
color[2] = g
color[3] = b
if a then color[4] = a else color[4] = 255 end
return color
end

color = love.graphics.newColor(255, 255, 255)
love.graphics.setColor(unpack(color))
By the way... When will 0.6.0 be official? I'm not good with builds etc, so i won't leave 0.5.0 until it will be ready.

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