Yeah, it works in OS X as well. I just can't view the code.
Mine runs at 28FPS. Only 300 tiles? My game at 800x500 draws 400 tiles plus more on two other layers plus a bunch of NPC's and enemies and the player and all projectiles at once and still runs 55FPS. How can yours be going so slow with only 300 tiles? Or did you mean
3000?
How fast does it go when you aren't "overloading" it?
Also, what do all those DLL's do? Are they actually being used for the game? Because if so, somehow LÖVE is still using them even on OS X. If not, then that's a lot of overkill.
Edit: Nope. The game does not need all those DLL's or ANY of those other files. Why are they in the ZIP file? You can delete them all. Did Microsoft put all those unnecessary files in the ZIP file when you uploaded them? Delete that crap. All those DLL's are unneeded by your LÖVE game.
Code: Select all
DevIL.dll
ILU.dll
msvcp80.dll
msvcr80.dll
SDL_mixer.dll
SDL.dll
Microsoft.VC80.CRT.manifest
stdout.txt
All gone. Trashed. Deleted and
Baleted.
Edit: Well, this is INTERESTING. If I try to run your game.exe in Darwine (An OS X version of WINE, a non-emulator Windows
simulator) it complains that the DLL's are missing.
But somehow LÖVE alone is able to run the .love file buried inside the EXE. Something tells me whatever program you used to create your EXE requires all those files. Frankly, I find that excessive, but hey, I don't use Windows so it's nice to know I don't need them.
You learn something new everyday.
Edit: Another update, running the game in Darwine with the DLL's in place also gets me about 28FPS. Nice to know Darwine is able to run LÖVE at "full" speed.
Edit: Ah, I see. All those files are required by the LOVE.EXE file on Windows. I see. Glad I don't need all that extraneous stuff on OS X.