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 » Sat Oct 31, 2009 10:52 pm

I might be able to host the cloud too.

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bartbes
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Re: love.cloud

Post by bartbes » Sun Nov 01, 2009 10:05 am

Great!

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Avalon
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Re: love.cloud

Post by Avalon » Sun Nov 01, 2009 12:51 pm

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 » Sun Nov 01, 2009 1:27 pm

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 » Sun Nov 01, 2009 2:23 pm

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 » Sun Nov 01, 2009 4:58 pm

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 » Sun Nov 08, 2009 5:06 pm

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 » Tue Jan 12, 2010 4:05 pm

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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