@Devious Oatmeal I'm puzzled by your question.
I mean.. the dll is easy to build really. So i'm assuming you are a game design more than a tool builder.
You are enjoying making games and don't want the technical struggles that's why you chose GMS and you are at the right place.
That's all right man!
The short answer to your question is
yes do exactly what you said with the
Add Existing... but you
shouldn't.... you should use that last dll version.
I hope you understand how Business Critical that very specific dll can become if it stop working and running on a 1.5 years old dll .. you would be running on it's last fumes
I'm not known for my short answers so here comes the longer one
I just want to know:
If I copy the extensions from the sample project, into my own project, will there be any issues? Things like outdated code in the sample project, or any possible conflicts?
Essentially, I just right-click in the Asset Browser, use the "Add Existing", and get the extension from the sample project. Quick and easy.
Yes the way GMS packages their extension they can be carried from one project to another.
For that specific one make sure the .yy, the .gml and the .dll follow proprely with the
Add Existing option as mentionned.
- It will be fine for a Proof of Concept.
- It will be fine from Development all the way through UAT
But when it comes for a go-to-production how can you have confidence in a unknown dll built 1.5 years ago?
Valve has reworked their network layer and has already started deprecating part of it.
YellowAfterLife knows it, We know that, .. there are imminent issues pending. That's true for this, it will be true for that later and it will always be the case.
If you plan your game to stay live for 2 years+ on Steam, you need take that little extra step to secure your investment (Time and Material).. Knowing how to get the dll updated is kinda mandatory for this particular one.
No worries! YellowAfterLife got you covered one that one.
His build is throughly tested. He provided code visibility for confidence review and even released on MIT Licence.
When he recommends using the Github version. I can only speak for what I saw, but he is constantly active on github and made some reasonable improvment over the last 1.5 years that you want to benefit.
He's been committed to that dll long enough and enough eyes have seen his code to build trust in it.
I would definitivly not be worried about using the dll he published on itch.io 1.5 years ago.... but to secure your overall investment (Time and Material) and to prevent any business critical issues I would definitivly make sure I know how to get an updated version of the DLL.
Again... to be quite honest.. his dll is easy to build.
Once you download the right SDK version and use Visual Studio adequatly... your are just a few clicks away...
You said it youself... building DLL has a learning curve... and a level of complexity that is not so pleasant to learn for a game designer or web developer with no c++ background what so ever.
If you enjoy making games... stay focused on your games...
My best advice here is: Save your time bud... mandate someone you trust to build it on your behalf. It Shouldn't cost you too much and every penny is welcome this time of year.
What better person to mandate than YellowAfterLife himself? Toss him a few buck I'm sure he'll be pleased to provide you with the latest build including all the new goodies and it will give him juice to continue rolling.
And if he is not available... or if you want to go the cheap way... you are soon to learn why those few pennies would have been well invested in the first place! haha!