S
Silversea
Guest
Does that mean the sprite editor crash will never be fixed? I know they want us to change to GMS2 and everything but...
I tend to make a lot of little changes, and with even a medium-sized project it can be really tedious to have to save the entire project each time.I've learned to live with that now. I always hit Ctrl-S before opening a sprite, after closing the editor, and usually save the sprite externally if I did some non-trivial work. There's no reason to wait for a proper fix if there's workarounds.
So?
If YYGs is owned by Playtech, then by extension, it too is public. Technically a subsidiary.
If I buy shares in Playtech, i own a part of playtech and a part of YYGs.
Everything a public company owns is by extension public
I would hope they put out one final patch, at least for minor things, though I am worried that at this point, there would be too little time between the beta and stable release if they released it on the beta channel tomorrow to catch any last minute bugs.So there will be at least one final update to fix up a few remaining bugs in GMS1? That is confirmed? I'm still waiting on that one where HTML browser games run too fast on 144hz monitors...
You could always use an external sprite editor if that becomes a road block in the future (I use Aseprite for characters and PyxelEdit for tilesets, though they both work fine for anything. I just like the animation workflow in Aseprite for characters and the tile workflow in PyxelEdit for tilesets). This is another reason I am pro-"Remove the image editor". One less moving piece to blow up due to neglect. Either way, I hope you get the fix you ask for (Always a better solution than the alternative of the feature perpetually being broken).Does that mean the sprite editor crash will never be fixed? I know they want us to change to GMS2 and everything but...
This problem also applies to windows desktop when using gsync. It works okay on GM2 but not on 1.4. I hope this gets fixed as GM1.4 is unusable right now.So there will be at least one final update to fix up a few remaining bugs in GMS1? That is confirmed? I'm still waiting on that one where HTML browser games run too fast on 144hz monitors...
Well, I posted this in a different thread earlier today:I bet you're pretty optimistic that they'll be dedicating all of their resources on GMS2 and its HTML5 export as soon as they finalize 1.4, then.
Personally, I have run out of optimism waiting for GMS2 to get better, so even when 1.4 is sunset in a week I don't expect anything to change. Remember when GMS2 was supposed to be this magical promised land where everything was modern, stable, and reliable?
We have clearly been lied to.
It doesn't matter though because just opening the sprite and adding frames will cause the crash too. There is no way to avoid it. It's a daily problem for me, as my project takes a while to save. I can't be saving after each individual sprite edit.You could always use an external sprite editor if that becomes a road block in the future (I use Aseprite for characters and PyxelEdit for tilesets, though they both work fine for anything. I just like the animation workflow in Aseprite for characters and the tile workflow in PyxelEdit for tilesets). This is another reason I am pro-"Remove the image editor". One less moving piece to blow up due to neglect. Either way, I hope you get the fix you ask for (Always a better solution than the alternative of the feature perpetually being broken).
The good news for GM:S 1.4 users is that the desktop exports should work fine into the distant future. As long as you target desktop you should be fine (Mac will probably have the shortest lifespan in terms of longevity, but Windows has the biggest market share (96.52% of users on Steam as of June 2018) anyway).
I don't see why they would, unless there was something widespread that is engine breaking. I mean, they have five days to resolve the problem, then it is 'lights out'.GMS1.4 should still be taking bug reports until the 31st, right?
Considering the current mess that GMS2 is, it would be reasonable for them to extend GMS1.4 support while they try to fix 2.I don't see why they would, unless there was something widespread that is engine breaking. I mean, they have five days to resolve the problem, then it is 'lights out'.
Sunsetting 1.4 is what will allow them to hopefully direct more manpower into fixing, updating and supporting GMS2.Considering the current mess that GMS2 is, it would be reasonable for them to extend GMS1.4 support while they try to fix 2.
If that was the case, shouldn't that have already happened 1 one year ago?Sunsetting 1.4 is what will allow them to hopefully direct more manpower into fixing, updating and supporting GMS2.
This means tickets, fixes, new features, scheduled releases etc should have a much quicker turnaround as the staff aren't spread as thin and can focus just on GMS2 and it's exports.
Whether that actually happens remains to be seen...
No, because you hopefully need to find the sweet spot recognising:If that was the case, shouldn't that have already happened 1 one year ago?
I don't know, man. After that blog post about GMS1.4 'sunset', I wonder how much manpower they're actually giving to it, and if moving it to GMS2 would really change anything.No, because you hopefully need to find the sweet spot recognising:
- acceptable support life for 1.4
- state of maturity of 2.x
Of course sunsetting 1.4 will free up resources to devote to 2.x, it's just a question of how much resources will be devoted to 2.x.
Well they'd be maintaining one product not two. So in theory yes is should. In theory.I don't know, man. After that blog post about GMS1.4 'sunset', I wonder how much manpower they're actually giving to it, and it moving it to GMS2 would really change anything.
Best joke I've ever heard in this forums.GM 1.4 has no bugs anyway.
What I said was obviously a metaphor, because right after I listed one of the bugs.Best joke I've ever heard in this forums.
GMS 1.4 is more stable than GMS 2.0, yes.
But GMS 1.4 is broken as hell, especially the last update (1.4.1804).
No, because you hopefully need to find the sweet spot recognising:
- acceptable support life for 1.4
- state of maturity of 2.x
Of course sunsetting 1.4 will free up resources to devote to 2.x, it's just a question of how much resources will be devoted to 2.x.
The GMS 1.4 sunset will transition all of YoYo's development staff to GMS 2, so the total manpower is likely not a concern in the short- to mid-term unless they over-commit to new exports. What may remain a concern is the distribution of effort among exports and IDE functionality in GMS 2.I don't know, man. After that blog post about GMS1.4 'sunset', I wonder how much manpower they're actually giving to it, and if moving it to GMS2 would really change anything.
I never claimed it was acceptable, just offered a way to make a terrible situation bad (No typo). It is not something you should have to do, that is for sure.It doesn't matter though because just opening the sprite and adding frames will cause the crash too. There is no way to avoid it. It's a daily problem for me, as my project takes a while to save. I can't be saving after each individual sprite edit.
How about running it through the beta release channel and making sure it doesn't introduce new bugs for a week or two? No need to stop the pipeline that's worked for 1.4 for so long.Yep GameMaker: Studio 1.4 has now officially reached end of life. However, we have one final update which is making itās way through QA, so itās not quite the endā¦ yet.