LÖVE 11.0 released!

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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raidho36
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Re: LÖVE 11.0 released!

Post by raidho36 » Sat Apr 07, 2018 9:30 pm

And it's not like you'd care much about audio on mobile - those tiny speakers at the back can't produce good quality sound anyway. Ditto bluetooth speakers.

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Re: LÖVE 11.0 released!

Post by SiENcE » Sun Apr 08, 2018 7:00 pm

I don't understand all the changed of the audio api. It's very hard to get compatibility back.

For example, TESound uses different states for audio channels.

* Stopped
* Paused
* Play

Now Paused and Resume are gone. Stop rewinds ...

How can i now "pause" an source and resume? I can only use stop, but this rewinds the source which i don't want.

Also "NOT source:isPlaying" is not the same as source:isPaused as a source can be stopped or paused. So it's not clear when using "NOT source:isPlaying" wether it's stopped or paused.

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Re: LÖVE 11.0 released!

Post by slime » Sun Apr 08, 2018 7:12 pm

Jasoco wrote:
Thu Apr 05, 2018 6:27 pm
Is there a built macOS version of this that fixes the issue too? It's really becoming an annoyance because it happens far more than 5-10% of the time and my project relies on a lot of canvases for everything.
https://bitbucket.org/slime73/love_macbin/get/tip.zip
SiENcE wrote:
Sun Apr 08, 2018 7:00 pm
I don't understand all the changed of the audio api. It's very hard to get compatibility back.

For example, TESound uses different states for audio channels.

* Stopped
* Paused
* Play

Now Paused and Resume are gone. Stop rewinds ...

How can i now "pause" an source and resume? I can only use stop, but this rewinds the source which i don't want.

Also "NOT source:isPlaying" is not the same as source:isPaused as a source can be stopped or paused. So it's not clear when using "NOT source:isPlaying" wether it's stopped or paused.
Source:pause still exists, it just sets the playing state to false without rewinding (whereas Source:stop sets the playing state to false and rewinds). Source:play resumes a Source from its current playback time. There's no need for isPaused versus isStopped anymore.

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SiENcE
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Re: LÖVE 11.0 released!

Post by SiENcE » Mon Apr 09, 2018 1:50 pm

slime wrote:
Sun Apr 08, 2018 7:12 pm
Source:play resumes a Source from its current playback time. There's no need for isPaused versus isStopped anymore.
Ok, this info was missing. Would be good to add this to the wiki.

But how do i know if the source was stopped or paused? Do i have to ask Source:tell ?

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Re: LÖVE 11.0 released!

Post by zorg » Mon Apr 09, 2018 3:58 pm

SiENcE wrote:
Mon Apr 09, 2018 1:50 pm
slime wrote:
Sun Apr 08, 2018 7:12 pm
Source:play resumes a Source from its current playback time. There's no need for isPaused versus isStopped anymore.
Ok, this info was missing. Would be good to add this to the wiki.

But how do i know if the source was stopped or paused? Do i have to ask Source:tell ?
Paused at the very beginning == Stopped then, basically
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shru
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Re: LÖVE 11.0 released!

Post by shru » Mon Apr 09, 2018 6:11 pm

Iori Branford wrote:
Wed Apr 04, 2018 10:02 pm
I noticed color values when drawing sprites are now clamped to the min and max ranges. In the attached test, the sprite pulses pink in 0.10.2 but not 11.0. But I also noticed that the color values when drawing shapes are clamped in both versions, to 0-255 and 0-1 respectively.

So is this new sprite color behavior intended for consistency and I have been exploiting a bug for my color effect?

E: Test now includes shape drawing for comparison.
I was sad to see that this behavior had been removed as well. Using values over 255 was a very easy way to get a nice flash effect for a particular sprite. I haven't really figured out a good replacement for this yet, perhaps drawing multiple times with a particular blending mode could produce something similar?
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Ulydev
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Re: LÖVE 11.0 released!

Post by Ulydev » Mon Apr 09, 2018 6:50 pm

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Last edited by Ulydev on Mon Apr 09, 2018 10:06 pm, edited 1 time in total.

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ReFreezed
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Re: LÖVE 11.0 released!

Post by ReFreezed » Mon Apr 09, 2018 6:59 pm

shru wrote:
Mon Apr 09, 2018 6:11 pm
Iori Branford wrote:
Wed Apr 04, 2018 10:02 pm
I noticed color values when drawing sprites are now clamped to the min and max ranges. In the attached test, the sprite pulses pink in 0.10.2 but not 11.0. But I also noticed that the color values when drawing shapes are clamped in both versions, to 0-255 and 0-1 respectively.

So is this new sprite color behavior intended for consistency and I have been exploiting a bug for my color effect?

E: Test now includes shape drawing for comparison.
I was sad to see that this behavior had been removed as well. Using values over 255 was a very easy way to get a nice flash effect for a particular sprite. I haven't really figured out a good replacement for this yet, perhaps drawing multiple times with a particular blending mode could produce something similar?
I'm guessing you need shaders for that now, but I do fail to see why the values are clamped at all.
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Dr. Peeps
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Re: LÖVE 11.0 released!

Post by Dr. Peeps » Mon Apr 09, 2018 7:35 pm

What would values beyond 1 (or 255) mean? You can't get whiter than white, or more opaque than 100%.

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ReFreezed
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Re: LÖVE 11.0 released!

Post by ReFreezed » Mon Apr 09, 2018 8:26 pm

Dr. Peeps wrote:
Mon Apr 09, 2018 7:35 pm
What would values beyond 1 (or 255) mean? You can't get whiter than white, or more opaque than 100%.
It makes sense in the case of drawing textures at least, because LÖVE's color isn't the displayed color - it's multiplied by the colors in the texture. You could for example double the amount of red displayed:

0.4, 0.5, 0.9, 1.0 -- Texture pixel RGBA.
2.0, 1.0, 1.0, 1.0 -- LÖVE RGBA.
0.8, 0.5, 0.9, 1.0 -- Displayed result (which still isn't white).
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