Page 1 of 2

Making the switch to .6?

Posted: Fri Dec 11, 2009 8:36 pm
by beatthelastboss
Haha, the title of this thread rhymes :megagrin:

Anyway, what do I need to know about the changes in .6? Just the major ones, I don't need to know any minute details. Thanks!

--Nic

Re: Making the switch to .6?

Posted: Fri Dec 11, 2009 9:21 pm
by thelinx
Constants

No more love.key_a!

Just use "a", "escape", "lshift", et.c.!

Main callbacks

The main callbacks are now in the love table, e.g. love.load() instead of load()

love.system is gone!

not sure what to say about this

love.filesystem is now 100% more Lua-ish!

You can't handle these docs!


that's about it afaik.

Re: Making the switch to .6?

Posted: Fri Dec 11, 2009 11:44 pm
by Almost
game.conf is now conf.lua and it looks different/has more options
http://love2d.org/potato/conf_lua.html

now use print instead of draw for text

Re: Making the switch to .6?

Posted: Sat Dec 12, 2009 1:28 pm
by Robin
Almost wrote:now use print instead of draw for text
Or, more precise: love.graphics.print() for text instad of love.graphics.draw().

Re: Making the switch to .6?

Posted: Wed Dec 16, 2009 10:21 pm
by kikito
Another thing to note about .6 is that your print() calls will place the stdout.txt file on a different folder than the one where the love.exe is... however I don't know where that is.

Does anyone know this? I'm using windows atm, but it would be nice to know the file location on win, lin & mac.

Re: Making the switch to .6?

Posted: Wed Dec 16, 2009 10:23 pm
by bartbes
Linux and mac never had an stdout.txt and windows stopped having it too IIRC, however, there is a new option for the conf, namely console, if that is set to true you'll get yourself a console window showing the output (on windows)

Re: Making the switch to .6?

Posted: Thu Dec 17, 2009 4:16 pm
by Pliskin09
the outputs where nice, and because other systems didn't have it its no reason to remove it from windows. i found it very handy.. im using the console thing now and its just as good. dont remove it please? :P

Re: Making the switch to .6?

Posted: Thu Dec 17, 2009 4:27 pm
by Robin
Pliskin09 wrote:the outputs where nice, and because other systems didn't have it its no reason to remove it from windows.
Actually, the other systems do have the output, but on Windows LÖVE had to use those files as a kludge.

Re: Making the switch to .6?

Posted: Fri Dec 18, 2009 10:22 am
by giniu
Hi,

I have 2 short questions about 0.6, decided to post them here as it's kind of related...

Is love.run redefinable? I seen it in wiki, but not in documentation, does it mean it was planned and not got into 0.6, or wasn't documented yet, or I just didn't noticed it in potato?

Second is about config file... docs says:

Code: Select all

t.version = 0               -- The L�VE version this game was made for (number)
so for example what should be there to say that game was made for 0.6.1? Docs says number and default is 0, should it be string "0.6.1", number 0.61, or maybe that way is only for 0.6 branch and the version should be specified as just number 1?

Thanks in advance for clarification on those!

Re: Making the switch to .6?

Posted: Fri Dec 18, 2009 12:09 pm
by Robin
giniu wrote:Hi,
Hi. :)
giniu wrote:Is love.run redefinable?
Yes. Just do:

Code: Select all

function love.run()
 (... your code here ...)
end
and it will override the default love.run(). I'm pretty sure this needs to be in potato, somewere.
giniu wrote:Second is about config file... docs says:

Code: Select all

t.version = 0               -- The L�VE version this game was made for (number)
so for example what should be there to say that game was made for 0.6.1?
I think you would do 061 in that case, that's how love._version (or what was it called again?) works.