LÖVE 0.10.1 released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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pgimeno
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Re: LÖVE 0.10.1 released

Post by pgimeno » Mon Jul 18, 2016 11:23 am

Inny wrote:Aren't BMP and TGA simple enough that you can implement them yourself in Lua? here's the spec for bmp,
Yes, I've used uncompressed, top-down TGA for many applications, including palette images back in the VGA times. The only thing to watch out for is the BGR order rather than RGB.

BMP is a bit more complicated, it's especially picky about padding. The newest version supporting alpha is a mess.

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raidho36
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Re: LÖVE 0.10.1 released

Post by raidho36 » Thu Aug 25, 2016 9:27 pm

Not exactly sure it's right place but anyway.

Please add in upcoming versions a function that returns physical DPI of the screen from OS. This feature has substantial value for mobile games because of the way you interact with them. Remember to return values for both axes, they're usually same but that's not necessarily the case. No need to break perfectly functional algorithm by removing edge case handling just because edge cases are rare.

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programmed_sheep
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Re: LÖVE 0.10.1 released

Post by programmed_sheep » Fri Oct 07, 2016 2:23 am

Great update as always! Are there any plans to update to Lua 5.3?

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Jasoco
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Re: LÖVE 0.10.1 released

Post by Jasoco » Fri Oct 07, 2016 2:27 am

Löve uses LuaJIT now. Not plain Lua.

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Positive07
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Re: LÖVE 0.10.1 released

Post by Positive07 » Fri Oct 07, 2016 5:52 am

Jasoco wrote:Löve uses LuaJIT now. Not plain Lua.
Which offers INCREDIBLE perormance boost over simple Lua on most (if not all) devices
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(Github.com/Positive07)

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