My LOVE friend code is:
15515515-516551564-5462131884-51877116512-86421212@@@##--54115A2115454
Distribution
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Re: Distribution
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 opponentsMarekkPie wrote:My LOVE friend code is:
15515515-516551564-5462131884-51877116512-86421212@@@##--54115A2115454
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.
+Karma
Re: Distribution
I think even high scores should be fine, mainly because trolling the high score tables can be fun.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: Distribution
Just replace your plan text files with bytecoded ones:thetree wrote: Although I've used Lua before and C before, how might I go about using LuaC with LOVE?
Code: Select all
mv main.lua main.lua.org; luac -o main.lua main.lua.org
Code: Select all
mv main.lua main.lua.org; luajit2 -b main.lua.org main.lua
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
- bartbes
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Re: Distribution
Note that 32/64-bit actually doesn't seem to fail all that often, lua/luajit does, however.
Re: Distribution
Ahh, thanks very much
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Re: Distribution
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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