Distribution

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MarekkPie
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Re: Distribution

Post by MarekkPie »

My LOVE friend code is:

15515515-516551564-5462131884-51877116512-86421212@@@##--54115A2115454
thetree
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Re: Distribution

Post by thetree »

MarekkPie wrote:My LOVE friend code is:

15515515-516551564-5462131884-51877116512-86421212@@@##--54115A2115454
Oh god, Nintendo had such a good idea and ruined it in one massive fail of a multi-player system. No, I'd never auto chose opponents :P

Regarding the "chose who you play with" thing, yeah thats the plan. As long as there isn't a high score board I should be ok.

Thanks all.

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T-Bone
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Re: Distribution

Post by T-Bone »

I think even high scores should be fine, mainly because trolling the high score tables can be fun.
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miko
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Re: Distribution

Post by miko »

thetree wrote: Although I've used Lua before and C before, how might I go about using LuaC with LOVE?
Just replace your plan text files with bytecoded ones:

Code: Select all

mv main.lua main.lua.org; luac -o main.lua main.lua.org
or, if using love with luajit2 (beta9 or newer):

Code: Select all

mv main.lua main.lua.org; luajit2 -b main.lua.org main.lua
Repeat for all *.lua files. Then zip as usual.
Last edited by miko on Fri Jan 13, 2012 8:03 am, edited 1 time in total.
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples
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bartbes
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Re: Distribution

Post by bartbes »

Note that 32/64-bit actually doesn't seem to fail all that often, lua/luajit does, however.
thetree
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Re: Distribution

Post by thetree »

Ahh, thanks very much :)
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slime
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Re: Distribution

Post by slime »

From luajit.org, on its generated bytecode:
The generated bytecode is portable and can be loaded on any architecture that LuaJIT supports, independent of word size or endianess. However the bytecode compatibility versions must match. Bytecode stays compatible for dot releases (x.y.0 → x.y.1), but may change with major or minor releases (2.0 → 2.1) or between any beta release. Foreign bytecode (e.g. from Lua 5.1) is incompatible and cannot be loaded.
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