0.6.0 Update

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
MD
Prole
Posts: 10
Joined: Sat Oct 31, 2009 2:56 am
Location: Spain
Contact:

Re: 0.6.0 Update

Post by MD » Sat Oct 31, 2009 3:11 am

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 ).

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

Re: 0.6.0 Update

Post by bmelts » Sat Oct 31, 2009 3:34 am

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.author = "Your Name"
   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.

User avatar
MD
Prole
Posts: 10
Joined: Sat Oct 31, 2009 2:56 am
Location: Spain
Contact:

Re: 0.6.0 Update

Post by MD » Sat Oct 31, 2009 9:20 pm

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 ;) .

User avatar
Carl
Prole
Posts: 18
Joined: Wed Oct 28, 2009 10:32 pm

Re: 0.6.0 Update

Post by Carl » Sat Oct 31, 2009 9:23 pm

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

User avatar
Fizzadar
Prole
Posts: 30
Joined: Mon Oct 26, 2009 6:18 pm

Re: 0.6.0 Update

Post by Fizzadar » Sat Oct 31, 2009 9:53 pm


User avatar
Fizzadar
Prole
Posts: 30
Joined: Mon Oct 26, 2009 6:18 pm

Re: 0.6.0 Update

Post by Fizzadar » Sat Oct 31, 2009 11:40 pm

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

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

Re: 0.6.0 Update

Post by bmelts » Sun Nov 01, 2009 2:28 am

:?

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! :ehem:

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!

User avatar
Carl
Prole
Posts: 18
Joined: Wed Oct 28, 2009 10:32 pm

Re: 0.6.0 Update

Post by Carl » Sun Nov 01, 2009 10:08 am

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?

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

Re: 0.6.0 Update

Post by bartbes » Sun Nov 01, 2009 10:14 am

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.

User avatar
napco
Party member
Posts: 129
Joined: Fri Jun 12, 2009 9:28 pm
Location: Ital... ehm...

Re: 0.6.0 Update

Post by napco » Sun Nov 01, 2009 11:03 am

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.

Post Reply

Who is online

Users browsing this forum: No registered users and 17 guests