love.cloud

Showcase your libraries, tools and other projects that help your fellow love users.
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thelinx
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Re: love.cloud

Post by thelinx »

I might be able to host the cloud too.
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bartbes
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Re: love.cloud

Post by bartbes »

Great!
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Avalon
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Re: love.cloud

Post by Avalon »

bartbes wrote:Great!
I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
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bartbes
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Re: love.cloud

Post by bartbes »

Now I feel obliged to really do some coding :P
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appleide
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Re: love.cloud

Post by appleide »

I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
now that's some cloud computing! 8-)
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Sardtok
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Re: love.cloud

Post by Sardtok »

Avalon wrote:I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
Holy poopsmith! That's some orgy.
Take off every Zigg for great rapist.
Now, outgay that!
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Avalon
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Re: love.cloud

Post by Avalon »

Sardtok wrote:
Avalon wrote:I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
Holy poopsmith! That's some orgy.
You can never have enough people in an orgy.
gert7
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Re: love.cloud

Post by gert7 »

See Also: Kongregate

This sounds alot like the Kong API. It's obvious that a connection has to be established to a main server. This really calls for a browser plugin, especially on a non-compiler framework like LÖVE that anyone can just take apart and change. Game IDs and all are obviously based off Steam.

{Server > Server hosts mainframe > Connects to individual Lövenet mainframe < [LÖVE] > App > Socket > love.cloud > Server}

And you have Steamgregate.
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