5.1.1 1208 Bugfix update released

  • #10, by NigecSunday, 05. July, 14:19 A month ago
    Save files from another OS should work, I've had Windows to Linux, but I think you need the exact same version of the game the save file was saved with, I don't have a Mac
    I've been given saved game files to test fixed scenes


    I don't know f you are doing Linux but the save path is /home/username/.local/share/company name or /home/username/.local/share/VisionaireStudio/gamename

    If you can launch the game in the mac terminal it looks for a config.ini in the folder you need to look in wink

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  • #11, by brut69Sunday, 05. July, 18:29 A month ago
    Has there been any changes on the iOS export?
    Instead of an IPA file it exports a ZIP now.

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  • #12, by SimonSSunday, 05. July, 19:06 A month ago
    Yes, that's an Xcode-project.

    Save files are compatible between all platforms.

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  • #13, by brut69Sunday, 05. July, 22:15 A month ago
    Yes, that's an Xcode-project.

    Save files are compatible between all platforms.

    How do they install that on iOS?
    Does it need any other third party software to install?

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  • #14, by SimonSSunday, 05. July, 22:28 A month ago
    You need to be on a Mac and have Xcode installed, that's from Apple in the App Store, open the project, connect the device, select it and press play (maybe you need to change the id).

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  • #15, by brut69Sunday, 05. July, 22:29 A month ago
    You need to be on a Mac and have Xcode installed, that's from Apple in the App Store, open the project, connect the device, select it and press play (maybe you need to change the id).
    Ty!

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  • #16, by brut69Tuesday, 07. July, 07:43 A month ago
    I understand that there is no x86 support anymore and exporting for Windows will only be x64.
    Is there a way to have a different export which also supports it?

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  • #17, by SimonSFriday, 17. July, 09:28 3 weeks ago
    Why would you still need 32bit support ?

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  • #18, by MachtnixFriday, 17. July, 16:31 3 weeks ago
    Me too. I want to create games also running on a 32bit machine. 
    I have accepted that the editor will not run on 32bit, but a final game should.

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  • #19, by brut69Friday, 17. July, 17:33 3 weeks ago
    Why would you still need 32bit support ?

    Well , Visionaire is quite a light engine and it generally works good on low end machines. Those low end machines are usually 32 bit so like Machtnix said , I don't mind if the developing part is done in 64bits but there should be an x86 export (unless it is impossible with the current update)

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  • #20, by SimonSFriday, 17. July, 17:45 3 weeks ago
    Is this just hypothetical or are there people won't able to play it (except Machtnix ofc) if it's not 32bits ? 32bits or 64bits is not really about performance. Some parts are much faster in 64bits, but then it needs more memory. The main reason to move over to 64bits is because of the jit compiler for the programming language, that has no x86 support and don't really want to waste time on working something out there.

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