Page 4 of 4

Re: Distribution

Posted: Wed Jan 11, 2012 6:22 pm
by MarekkPie
My LOVE friend code is:

15515515-516551564-5462131884-51877116512-86421212@@@##--54115A2115454

Re: Distribution

Posted: Wed Jan 11, 2012 6:26 pm
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.

+Karma

Re: Distribution

Posted: Wed Jan 11, 2012 7:21 pm
by T-Bone
I think even high scores should be fine, mainly because trolling the high score tables can be fun.

Re: Distribution

Posted: Thu Jan 12, 2012 9:29 am
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.

Re: Distribution

Posted: Thu Jan 12, 2012 10:15 am
by bartbes
Note that 32/64-bit actually doesn't seem to fail all that often, lua/luajit does, however.

Re: Distribution

Posted: Thu Jan 12, 2012 4:45 pm
by thetree
Ahh, thanks very much :)

Re: Distribution

Posted: Thu Jan 12, 2012 11:07 pm
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.