Any language will work, just use whatever language you feel most comfortable with.
As for speed issues, they are usually moot. Unless you are making professional level games you won't need to worry about the speed of a language. For most indie level games speed is not really a critical concern and basically any language whether it be Ruby or Lua will work for you.
Zereo, I know this but this guy said he had this game running at a 60 fps cap and he said every second the game ran it would loose some FPS.
My game runs at only 20 fps but I don't know if it will be the same.
I really would prefer Ruby over Lua but people bash it for making them lose FPS each frame so I'm starting to doubt it.
As before use Ruby if you are more comfortable with it. As long as you are doing it right you should have no performance problems. He most likely didn't code the game right.
You have to realize people will always play favorites with they favorite languages. There will always be people that say Ruby sucks for this or Lua sucks for that. Ignore them and use what you feel like.
That's not what I mean. I have no problem with compiling, but I'm intergrating it with C++ and I don't want users to edit my source files, which will be read from the C++ .exe
I know this topic's solved, but I thought I'd mention that a sort of game engine called rpg maker xp, and rpg maker vx use ruby as a scripting language, and it's possible the engine was coded with it. Good luck learning it btw
Using any code, if you compile the code like I showed with Lua, your end user can't read it unless they now how to reverse engineer it. For example, opening lautest from my previous example in an editor gives this:
Just compile the scripts and your C++ code can run the compiled scripts no problem.