Is it smart to update?

  • #10, by SimonSFriday, 17. July, 09:24 2 months ago
    5.10 to 5.11: You should update, these are mostly bugfixes.

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  • #11, by MachtnixSaturday, 22. August, 16:26 A month ago
    All games I copied over from R 4.2.5 to R 5 do not run correctly. Something is always broken. Sometimes it's a simple error that you can correct afterwards, but it takes an extremely long time to find it and there is no guarantee that it will still work the next time you update. Therefore I finish all started games in 4.2.5.

    So the logic that you can upgrade from 4 to 5 at any time, but not from 5 to 4, is wrong.

    In the meantime there are also errors / differences between the last R 5 versions. So if you make a game professionally, you should never change. Stay with the version you started with.

    But why something doesn't work can rarely be deduced logically. There is something in the engine that is calculated differently, something that is not recognized, something that has a different time priority. I have no idea. The search is tedious and annoying. I design games so that when I'm done, the executable file runs. I don't even want to know why something is different in the background...

    I do not get through the ongoing releases. Every time a new package is offered in the forum, I raise by 1 so that I can distinguish them. Therefore I would be at 5.1.4...

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  • #12, by SimonSSaturday, 22. August, 16:28 A month ago
    Please don't do necromancy on old threads. It's a bit random now, because that was all said before I think.

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  • #13, by MachtnixSaturday, 22. August, 16:44 A month ago
    It's not like the problem's gone away. The install program only tells me that it is R5. But if I want to separate the updates and install them separately, I have to create a new folder. So I count up the version by 1. I am now at 5.1.4. Only AFTER the installation I can look in the editor to see which build number it has. Because actually 5.1.4 does not exist in reality. Then I would have to rename the folder Vis has been installed, but then the links break away. So it would be helpful to know exactly which version, which build, is currently installed.


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  • #14, by LebosteinMonday, 31. August, 10:29 3 weeks ago
    All games I copied over from R 4.2.5 to R 5 do not run correctly. Something is always broken. Sometimes it's a simple error that you can correct afterwards, but it takes an extremely long time to find it and there is no guarantee that it will still work the next time you update. Therefore I finish all started games in 4.2.5.
    Can you explain, what not work? I also plan to convert some old projects. What exactly did not work?

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  • #15, by MachtnixMonday, 31. August, 15:28 3 weeks ago
    This cannot be generalized. It's something unforeseen in every game. In the Fairy game a 2000x2000 pixel animation is not shown over the whole scene, yes, I tried webm and webp, but they were not transparent. PNG is.
    Because of big sizes I worked with preloading the animation during starting the game - doesn't work neither. Kicking preloading out doesn't help.

    Also, if-conditions are apparently evaluated differently, because sometimes the logic is wrong. Or particles are not present. Or some sounds work in a wrong way. In all  these cases no Lua is used, so it must be due to editor functions and in which order commands are processed. 

    In the pipe game the hidden pipe elements do not appear or objects are placed completely wrong. Here I guess Lua incompatibility.
    It's a very big Lua script I won't never touch again...

    But I have no desire to correct this. I can create a working game from 4.2.5, that is enough.

    Of course I can compare two movies that show the differences, but I don't know if it is useful for clarification. 

    I tried three games, all of them runs, but with this errors. Two errors you could ignore or disable them (which would be totally stupid, since they are part of the game), but the pipe game would be invalid.


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  • #16, by LebosteinTuesday, 01. September, 19:33 3 weeks ago
    Nobody (in the amateur sector) uses webp. I think this is a dead format. PNG is much too well-known and widespread.... no chance

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  • #17, by afrlmeTuesday, 01. September, 21:05 3 weeks ago
    No chance in what? WebP is the recommended format for VS over PNG, if you want the best optimization for your game (same quality - or at least very difficult to tell the difference between webp lossless or webp lossy 100% quality over png & the file sizes for each image can be anywhere between about 25-50% smaller than png, which means faster loading speeds for images/animations & less hard drive space required, which is great for html5 & handheld devices).

    WebP isn't a dead format, it just never caught on it seems, which is a shame.

    Also WebP does support transparent backgrounds. If your image is supposed to have transparent parts & it doesn't then you are either doing something wrong, or the program you are using to export/convert to webp is the issue.

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  • #18, by LebosteinTuesday, 01. September, 21:13 3 weeks ago
    Yes, webp is better than PNG. I have not claimed otherwise. But if an image format is not used, it is dead in my eyes. Why are the images on this website all PNG files?

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  • #19, by afrlmeTuesday, 01. September, 23:08 3 weeks ago
    Because they are? I don't know. WebP was created by google I believe specifically for websites, but for some reason it didn't catch on despite the fact that it would actually be good for website loading times & more specifically for people with limited bandwidth.

    Also, not all browsers support webp yet, which means that if you want to use webp on your website you would need to write fallback code & also upload png versions too so that it only uses the webp version on supported browsers/devices.

    According to an article I just read, the thumbnails/video stills on youtube are webp. Facebook apparently uses webp for images for mobile versions of their site.

    Think of it like mp3 & ogg. mp3 wasn't supported on all browsers back when it wasn't an open container sound format, but now it's the most supported audio format across all website browsers.

    Also (again) I wouldn't be basing any of your claims/suggestions around this website, as it doesn't even work correctly half of the time. roll

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