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Re: love.cloud

Posted: Sat Oct 31, 2009 10:52 pm
by thelinx
I might be able to host the cloud too.

Re: love.cloud

Posted: Sun Nov 01, 2009 10:05 am
by bartbes
Great!

Re: love.cloud

Posted: Sun Nov 01, 2009 12:51 pm
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.

Re: love.cloud

Posted: Sun Nov 01, 2009 1:27 pm
by bartbes
Now I feel obliged to really do some coding :P

Re: love.cloud

Posted: Sun Nov 01, 2009 2:23 pm
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-)

Re: love.cloud

Posted: Sun Nov 01, 2009 4:58 pm
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.

Re: love.cloud

Posted: Sun Nov 08, 2009 5:06 pm
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.

Re: love.cloud

Posted: Tue Jan 12, 2010 4:05 pm
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.