Should I build my game on the stables or the nightlies?
Moderators: marionline, SDHawk
Should I build my game on the stables or the nightlies?
I've been seeing some more games being released for the nightly versions which are somewhat incompatible with the current stable, and with the distribution options able to make full game packs, is there a reason to use the stable builds to make my game?
- Taco Bot
- Meat, Cheese, and Silicon
- Posts: 484
- Joined: Fri Jul 18, 2014 12:15 am
- Location: Santa Cruz
- Contact:
Re: Should I build my game on the stables or the nightlies?
Nothing comes to mind. I think James was working on pushing out a new stable as soon as he gets a few (somewhat major) bugs worked out. Just problems with midi looping (I think) in Windows and sticky keypresses in Linux (I'm sure).Ichiro wrote:I've been seeing some more games being released for the nightly versions which are somewhat incompatible with the current stable, and with the distribution options able to make full game packs, is there a reason to use the stable builds to make my game?
Sent from my iPhone
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
Full game packs? Are you referring to Android packages?
All games made with the current nightly build are incompatible with the last stable release, but maybe you meant that they are making use of nightly-only features.
Spoonweaver's advice is good. It's been a long time since the last stable release, nightlies seem to be quite stable at the moment, so we will soon want some testing for the next release.
All games made with the current nightly build are incompatible with the last stable release, but maybe you meant that they are making use of nightly-only features.
Spoonweaver's advice is good. It's been a long time since the last stable release, nightlies seem to be quite stable at the moment, so we will soon want some testing for the next release.
- Taco Bot
- Meat, Cheese, and Silicon
- Posts: 484
- Joined: Fri Jul 18, 2014 12:15 am
- Location: Santa Cruz
- Contact:
I haven't really seen any real problems in the Windows and Mac nightlies, would anyone actually want to have that slight added layer of stability at the expense of missing out on the new features?
I mean, dissolve animations on slices, in-editor Android and Ouya settings, scrolling checkered backgrounds for maptiles, etc.
I mean, dissolve animations on slices, in-editor Android and Ouya settings, scrolling checkered backgrounds for maptiles, etc.
Sent from my iPhone
Surprised to hear the chequer-pattern transparency mentioned; I've only heard complaints about it so far.
Actually there are frequently minor bugs which no one seems to report until James or I finally notice it a day or a year later. For example I broke most pop-up messages and other 'press a key' pauses over a week ago, but most people using nightlies probably only download one every few months.
Actually there are frequently minor bugs which no one seems to report until James or I finally notice it a day or a year later. For example I broke most pop-up messages and other 'press a key' pauses over a week ago, but most people using nightlies probably only download one every few months.
Last edited by TMC on Tue Feb 03, 2015 4:35 pm, edited 1 time in total.
- Taco Bot
- Meat, Cheese, and Silicon
- Posts: 484
- Joined: Fri Jul 18, 2014 12:15 am
- Location: Santa Cruz
- Contact:
I'm legitimately surprised by that. I use it often... :/TMC wrote:Surprised to hear the chequer-pattern transparency mentioned; I've only heard complaints about it so far.
I try to download the new nightly once a month, but it usually ends up every two or three. I haven't fallen upon a version with a horrible bug yet!Actually there are frequently minor bugs which no one seems to report until James or I finally notice it a day or a year later. For example I broke most pop-up messages and other 'press a key' pauses over a week ago, but most people using nightlies probably only download one every few months.
Sent from my iPhone
- FnrrfYgmSchnish
- Metal Slime
- Posts: 741
- Joined: Thu Jun 18, 2009 4:37 am
- Location: Middle of Nowhere
I've also gotten a good bit of use out of the "scrolling checkered background" option for maptiles. Very useful if you have any tiles that are solid black (or close enough to mistake for it if you're not careful) and don't want to mistake them for being blank.
Can't imagine why someone would go through the effort of complaining about it when it would be so much easier to just... not use it? Unless maybe their complaint was "make it into a different transparency-indicating pattern" or something.
Can't imagine why someone would go through the effort of complaining about it when it would be so much easier to just... not use it? Unless maybe their complaint was "make it into a different transparency-indicating pattern" or something.
FYS:AHS -- Working on Yagziknian NPC walkabout sprites
There's no option to disable the chequer pattern in the map editor or pick a custom transparency colour, so I should do that.
That reminds me of the animating tiles now displayed in the map editor, in particular the tile-picking screen. Those were really jarring and seizure-inducing (especially if we increase the screen size so they'll be in your face every time you hit Enter), so I added a key to enable them, off by default.
That reminds me of the animating tiles now displayed in the map editor, in particular the tile-picking screen. Those were really jarring and seizure-inducing (especially if we increase the screen size so they'll be in your face every time you hit Enter), so I added a key to enable them, off by default.
- sheamkennedy
- Liquid Metal Slime
- Posts: 1110
- Joined: Mon Sep 16, 2013 9:29 pm
- Location: Tama-shi, Tokyo, Japan
- Contact:
Yes, choice of transparency colour would be great! I was playing around with making a game that was purely black and white. I found it really frustrating to draw black stuff on the black background. I ended up drawing everything in red then going through the entire tileset and replacing the red with the colour black. What made this most of all difficult was when I wanted to draw new tiles I had trouble telling where the old ones were already drawn. Also in the map editor it was difficult to see what tile I was choosing unless it was red like before I replaced all the colour. I think doing something like this could result in more people implementing a larger amount of black in their games which would be great!TMC wrote:There's no option to disable the chequer pattern in the map editor or pick a custom transparency colour, so I should do that.
That reminds me of the animating tiles now displayed in the map editor, in particular the tile-picking screen. Those were really jarring and seizure-inducing (especially if we increase the screen size so they'll be in your face every time you hit Enter), so I added a key to enable them, off by default.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
- sheamkennedy
- Liquid Metal Slime
- Posts: 1110
- Joined: Mon Sep 16, 2013 9:29 pm
- Location: Tama-shi, Tokyo, Japan
- Contact:
Oh I see. I must have overlooked that since I tend to download a new nightly ever few months...TMC wrote:Have you tried a nightly? Because that's already implemented.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
â� C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases