LÖVE 0.7.2 Released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
LuaWeaver
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Re: LÖVE 0.7.2 Released

Post by LuaWeaver » Sun May 08, 2011 7:37 pm

Game fusion! Hello .exe! :3
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headchant
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Re: LÖVE 0.7.2 Released

Post by headchant » Wed May 11, 2011 2:30 pm

Any chance for shaders in 0.80? Would be epic.

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BlackBulletIV
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Re: LÖVE 0.7.2 Released

Post by BlackBulletIV » Wed May 11, 2011 10:25 pm

Yeah, there's been a lot of talk about shaders. I'm hoping they'll come, because I'd love to be able to use some of the awesome things they have to offer.

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Jasoco
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Re: LÖVE 0.7.2 Released

Post by Jasoco » Sun May 29, 2011 8:16 am

It seems that 0.7.2 no longer loads a conf.lua file from a projects "Identity" folder. I loaded up my old Adventure Engine in preparation to start working with it again, dusted it off and loaded it up and it wasn't loading the conf.lua file that my game creates. Instead, since there is no conf.lua file in the actual project, it reverted to defaults. It took me a few minutes to figure out what was going on. The give away was when I noticed the titlebar said "Untitled" instead of the project name.

Is this by design or a bug?

Not that it's a problem. I won't be creating the configuration file from now on instead setting the settings after load. But I was curious. (I originally made it as a workaround for choosing game resolutions. It would create the conf file with the width and height hard coded in when you set it. Now I am just using the built-in resolution setting functions.)

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thelinx
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Re: LÖVE 0.7.2 Released

Post by thelinx » Sun May 29, 2011 9:34 am

Yeah, I don't see a reason to generate a conf.lua.

If you want to set a resolution based on previously saved information, set t.screen to nil in your conf.lua, then launch a window manually in love.load.

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bartbes
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Re: LÖVE 0.7.2 Released

Post by bartbes » Sun May 29, 2011 10:03 am

At the time conf.lua is loaded love hasn't decided where the save dir is at yet, so it can't load it from there.

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Jasoco
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Re: LÖVE 0.7.2 Released

Post by Jasoco » Mon May 30, 2011 6:31 pm

Makes sense. It just took me off guard and made me realize I needed to redo the entire project anyway.

Older projects would just set their identity as a folder with the projects filename by default.

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bartbes
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Re: LÖVE 0.7.2 Released

Post by bartbes » Mon May 30, 2011 7:04 pm

They still do, unless the name is ".", but maybe that now happens later on.

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nonesuchplace
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Re: LÖVE 0.7.2 Released

Post by nonesuchplace » Fri Aug 19, 2011 4:04 pm

By the by, I just tried out Love in OS X Lion, and it works.
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slime
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Re: LÖVE 0.7.2 Released

Post by slime » Fri Aug 19, 2011 5:12 pm

nonesuchplace wrote:By the by, I just tried out Love in OS X Lion, and it works.
There's a known issue with fullscreen in Lion (caused by SDL), it will be fixed by the time 0.8.0 comes out I think.

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