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Admin

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  1. Super secret: If you create a compiled LuaJIT object and use the extension .luo, it will actually work right now. So yeah, that is something that has been considered and is likely to be implemented in the future.

     

    That wouldn't prevent derivative works, nor would you want it to; if you make a cool script, other people should be able to use that in their items. But it would prevent anyone from modifying it or viewing the contents. I would only recommend doing that if you have something you are selling that has very well-defined inputs and outputs that won't change. You certainly don't want to break compatibility for your users.

  2. Finally, if I pledged for the KS and I get 3.1 when due, is there anyway to get that Steam Indie Edition as well either for free (preferably) or for a low atractive price?

    All Kickstarter backers who got a reward with any version of the software will get a free Steam key for the Indie Edition before January 6th. Even if you don't run Windows, hold onto this because the Linux version on Steam will have some special features.
  3. Im a bit confused about this:

     

    After the update i have created a NEW lua project and created a NEW map, when i try to run it, it errors with:

     

    Map file version 12 not supported.

     

    You also say:

     

     

    If i do that then create a new Lua app, i cant run it as they are missing?

     

    Andy

    Andy, delete the files stated above and then compile your executable when you create the new project.

  4. Yep, when you attach a script to an entity it exposes any functions marked in the script.

     

    All of this runs in tandem with your C++ program. You can code the entire game in C++ and just use Lua for simple game level logic, or just use pure C++ if you prefer. Most games will probably work best with a combination of C+ and Lua.

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