LÖVE 0.8.0 Released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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LÖVE 0.8.0 Released

Post by bmelts »

The Easter Bunny has come and gone, but it's April 8th, so we've got an extra present for you:

LÖVE 0.8.0
Get it at the bottom of this post!

It's been almost a year since the last version, and a super-exciting almost-year at that. LÖVE's gotten more and more exposure - it's being used in actual classes to teach game development, it shows up at game jams all over the world, and we've even got in-progress ports of LÖVE to Android and the web! People have been doing some great work in LÖVE, too – the obvious highlight is the devastatingly successful Mari0, but we've also got the Märch Showcase and, as always, fantastic work from our awesome community all throughout the forums.

0.8.0 brings a lot of exciting new things to the table. The biggest addition is shaders - using a (slightly modified) GLSL, you can write pixel effects to produce all sorts of awesome graphical radness. Mari0's got a whole bunch in its options section, or you can check out slime's upcoming game Snayke (slime also did the shaders for Mari0!). There's even a forum thread with some very useful shaders already posted, for you to use and dissect. We've also got support for displaying UTF-8 text, a new event system, and so much more. (See the changelog below.)

0.8.0 also breaks all sorts of stuff – most noteworthily, love.physics, which has been updated to the newest version of Box2D and had a commensurate API overhaul, but there's various minor API changes throughout the whole framework, so be careful when updating your games.

And as a final note, 0.8.0 officially drops support for PPC Macs. This should impact approximately nobody.

With that said, please enjoy LÖVE 0.8.0 - Rubber Piggy!


Code: Select all

LOVE 0.8.0 [Rubber Piggy]

  * Added release error screen.
  * Added alpha to love.graphics.setBackgroundColor.
  * Added Canvas:clear(r, g, b, a).
  * Added Canvas support to love.graphics.drawq.
  * Added Canvas:getWidth and Canvas:getHeight.
  * Added love.graphics.arc.
  * Added seek and tell to Source objects.
  * Added color interpolation to ParticleSystem.
  * Added automatic PO2 padding for systems not supporting the OpenGL extension.
  * Added UTF-8 support for fonts.
  * Added Box2D error handling for some commonly failing functions.
  * Added ability for fused release games to have their write dir in appdata.
  * Added shear transformation to drawing functions.
  * Added origin to font printing.
  * Added love.graphics.getMode.
  * Added per-sprite colors on SpriteBatches.
  * Added PixelEffects.
  * Added love.graphics.isSupported.
  * Added love.graphics.getCanvas.
  * Added love.event.quit.
  * Added stencil masks.
  * Added alternative SpriteBatch provider, it should work everywhere now.
  * Added a loader for binary modules.
  * Added Thread:getKeys.
  * Added option of fractions for Quads.
  * Added PNG, JPEG and GIF support to ImageData:encode.
  * Added 64-bit support for Mac OS X.
  * Added premultiplied blending mode.
  * Added functions to set/get default image filter modes.
  * Added SpriteBatch:set.
  * Added new events system, with support for custom events and long event names.
  * Added sound attenuation by distance.
  * Added SpriteBatch:getImage.
  * Added combine color mode.
  * Added automatic random seeding to love.run.
  * Added support for the subtract BlendMode on older graphics cards.
  * Added love._os field, which contains the OS the game is running on.

  * Fixed wrapping for single words.
  * Fixed tracebacks not showing filenames.
  * Fixed love.graphics.push/pop capable of causing overflows/underflows.
  * Fixed setScissor on Canvases.
  * Fixed several issues with audio, e.g. clicks and pops in mp3s.
  * Fixed crashes when bodies were destroyed during collisions.
  * Fixed bound SpriteBatches corrupting when drawing.
  * Fixed thread-safety issues with ImageData.
  * Fixed memory leaks in audio sources.
  * Fixed thread's set (previously send) accidentally changing the type.
  * Fixed SoundData allocating the wrong number of samples.
  * Fixed SpriteBatch support on Intel cards.
  * Fixed love.filesystem.lines() leaking.
  * Fixed most leaking on unclosed File objects.
  * Fixed crashes when operating on non-existent files.
  * Fixed a bug where empty files on windows would never reach eof.
  * Fixed crash when SoundData runs out of memory.
  * Fixed ordering of loaders, love should have priority over lua.
  * Fixed several miscellaneous memory leaks.
  * Fixed a few cases where strings with \0 in them would not be stored correctly.
  * Fixed love's startup time being in the first dt.
  * Fixed internal string conversions, they are faster now.
  * Fixed (bad) performance of ImageData:paste.
  * Fixed love.graphics.toggleFullscreen not maintaining graphics state.

  * Renamed SpriteBatch's lock/unlock to bind/unbind.
  * Renamed Framebuffer to Canvas.
  * Renamed love.thread.send/receive to set/get.
  * Renamed love.graphics.setRenderTarget to setCanvas.

  * Removed canvas auto-clearing.
  * Removed EncodedImageData.
  * Removed old syntax for require (with extension).
  * Removed love.graphics.setFont([file], [size]).
  * Removed Thread:kill.

  * Updated love.joystick to be 1-indexed.
  * Updated Sources to update more cleanly and control more intuitively.
  * Updated font engine.
  * Updated line drawing to a custom system.
  * Updated love.timer.sleep to use seconds, like the rest of love.
  * Updated love.timer to be more accurate.
  * Updated love.graphics.circle to have max(10, r) as default for segments.
  * Updated ImageData:encode to write to files directly.
  * Updated version compatibility system to actually do something.
  * Updated love.run's order, events are checked just before update.
  * Updated Box2D to version 2.2.1.
  * Updated sdl to 1.2.15 on Windows
  * Updated freetype to 2.4.9 on Windows
  * Updated libjpeg to 8d on Windows
  * Updated libmodplug to on Windows
  * Updated libogg to 1.3.0 on Windows
  * Updated libpng to 1.5.10 on Windows
  * Updated mpg123 to 1.13.7 on Windows
  * Updated openal-soft to 1.14 on Windows
  * Updated zlib to 1.2.6 on Windows
Download links: (also available on the front page) :ultrahappy:
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Re: LÖVE 0.8.0 Released

Post by slime »

Excellent. Easter is the new year in some cultures, so one might say 0.8.0 was released on the new year. :P

0.8.0 with LuaJIT for OSX
0.8.0 with LuaJIT for Windows
Last edited by slime on Sun Apr 08, 2012 11:09 pm, edited 2 times in total.
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Re: LÖVE 0.8.0 Released

Post by coffee »

Ah congratulations to all! The OSX version is 3mb smaller than slime's beta early version. I hope nothing is missing. :)

EDITED: Disappointed with updated demos. Could have another new ones :D
Last edited by coffee on Sun Apr 08, 2012 8:12 pm, edited 2 times in total.
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Re: LÖVE 0.8.0 Released

Post by Nixola »

Finally! Farewell, goddamn PO2 Syndrome! ^^
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Re: LÖVE 0.8.0 Released

Post by tentus »

*looks at wiki*
...oooooooo aw man.
Kurosuke needs beta testers
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Re: LÖVE 0.8.0 Released

Post by rokit boy »

u wot m8
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Re: LÖVE 0.8.0 Released

Post by Nikolai Resokav »

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Re: LÖVE 0.8.0 Released

Post by Robin »

Huzzah! Finally!
Help us help you: attach a .love.
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Re: LÖVE 0.8.0 Released

Post by kikito »

adventure-cat.jpg (42.77 KiB) Viewed 71640 times
When I write def I mean function.
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Re: LÖVE 0.8.0 Released

Post by slime »

coffee wrote:Ah congratulations to all! The OSX version is 3mb smaller than slime's beta early version. I hope nothing is missing. :)
Nothing's missing, the official version is just compressed better by using the official XCode tool for exporting the application. My new LuaJIT build does that now. :)
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