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Releases: oatmealine/uranium-template

Uranium Template 1.0-b5

02 Jun 09:08
a08da0e
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This release fixes a regression with 1.0-b4:

  • stdlib.input now sends out event calls correctly

Uranium Template 1.0-b4

02 Jun 09:07
1534c21
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Hello! This is another beta release of the Uranium Template.

This release has mostly come as a result of internal refactors. What this means for you is you can hopefully be able to comprehend the code more! What this means for me is I'll be able to more easily add features.

  • The event system has been rewritten to be generally more convenient to use

    • ⚠️ Instead of the old way (defining a function):

      function uranium.update(dt)
      	-- ...
      end

      This is simplified with uranium.on:

      uranium.on(function(dt)
      	-- ...
      end)

      The original system was something I borrowed from Figura, because I noticed how extremely intuitive it was, despite being close to what Love2D does. I quickly realized that this doesn't work well (language servers will frequently complain about it, and priorities are impossible to implement well). so I've rewritten the system to be similar to what a conventional event system looks like. Sorry for the inconvenience!

    • uranium.call is still the same, albeit with a . instead of ::

      uranium.call('update')
  • Configuration is now handled with uranium.config

    • ⚠️ resetOnFrameStart and resetActorOnFrameStart are now handled with it:

      uranium.config.resetOnFrameStart(true)
    • hideThemeActors() can be used to keep theme actors displayed

  • stdlib.aft now lets you quickly setup an AFT

    local aft, aftSprite = aftlib.aftSetup()
  • stdlib.easable has been rewritten to be deltatime-agnostic

    • ⚠️ Additionally, updating is done with :update() instead, and toa and a have been renamed to target and eased

As always, bug testing and feedback is appreciated. Please don't hesitate to let me know if there's something you'd like to see or see changed in the template!

Uranium Template 1.0-b3

09 Dec 19:01
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Hello! This is another beta release of the Uranium Template.

  • Actors are no longer reset every single frame by default.
    • You can toggle this behavior globally with resetOnFrameStart(bool), or per-actor with resetActorOnFrameStart(actor, bool?).

As always, bug testing and feedback is appreciated. Please don't hesitate to let me know if there's something you'd like to see or see changed in the template!

Uranium Template 1.0-b2

17 Oct 10:55
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Hello! This is another beta release of the Uranium Template. Everything should be stable now, but I'm not 100% certain, so I'm marking it as a beta release for now.

  • DrawFunctions can now be used to pass through arguments:
setDrawFunction(af, function(x, y)
  quad:xy(x, y)
  quad:Draw()
end)

function uranium.update()
  for x = 0, 3 do
    for y = 0, 3 do
      af:Draw(x, y)
    end
  end
end
  • Added stdlib.players - this initializes P[1-8] and P<1-8>, letting you hide them or do whatever with them as needed
  • stdlib.eternalfile now deletes all notedata from every player, preventing them from hitting mines or similar on accident
  • Added more helpful errors to prevent running into errors inside of main.xml
  • You can now use methods like setShader, setDrawFunction outside of uranium.init, queueing them up for later
    • This avoids bloating every file with uranium.init for no good reason
  • stdlib.profiler is now documented
  • Release information is now embedded in the _release global
    image

As always, bug testing and feedback is appreciated. Please don't hesitate to let me know if there's something you'd like to see or see changed in the template!

Uranium Template 1.0-b1

25 Sep 13:13
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Uranium Template is now out of closed beta! It's now entering public beta. You are completely free to use this for your files, but please expect bugs and various issues. Not enough testing has been done to ensure the template is ready for production use - but if you start making a file with this version, it should be extremely easy to upgrade to a stable release once one is out.

A recommended start to see what's currently possible is the examples section in the manual - it containts everything from a simple platformer to savedata to shader and AFT support.

All bug testing and feedback is appreciated! Whether you're making modfiles, games, minigame-modfile-hybrids or anything inbetween, I'd appreciate hearing any sort of feedback you have, whether it be in the project's issues or in private.