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Guest
Guest
YYC and the VM have different behaviors. This is a problem. YYG's position on this problem has fluctuated. I think originally they acknowledged the different behaviors, then for a period they denied that there was any difference, and now recently they've gone back to acknowledging the different behaviors, fixing some of the differences, and labeling others as unfixable.
This is particularly a problem for people working on platforms other than desktop, because we cannot sufficiently test code without fully compiling to YYC, but we cannot compile to YYC without actually compiling to the target platform. For mobile, this is a serious drag because (1) it means connecting a device or AVD, which can be a bit of a hassle, particularly if coding somewhere other than a desk (hey, GMS2 specifically has "laptop mode"), and (2) the compile time is quite long, if not for an individual build then for the aggregate of multiple builds as code is refined.
Thus, although the non-desktop exports cost a lot more, they have significantly worse debugging experiences.
Mike at one point indicated that this will never change because allowing YYC on the desktop could risk circumventing the desktop license.
Bollocks. First, purchasers of the non-desktop licenses have paid enough to diminish any loss YYG may have for those few individuals willing to pay for a non-desktop license but go through whatever would be necessary to make desktop versions of their game without paying for the desktop license. Second, this continues to reflect YYG's prioritization of anti-piracy measures over user experiences. This gave them a huge black eye with the sprite-destroying debacle in GMS 1, and it continues to reflect poorly on them every time people can't use their software because something is wrong with YYG's licensing code or licensing servers, or simply when people want to work offline.
Non-desktop users should be able to compile to YYC to adequately test their games. YYG's insistence on hobbling the more expensive exports hurts GMS2's image and makes the software worse to use.
(Really, the VM should die, but maybe that should be addressed separately.)
This is particularly a problem for people working on platforms other than desktop, because we cannot sufficiently test code without fully compiling to YYC, but we cannot compile to YYC without actually compiling to the target platform. For mobile, this is a serious drag because (1) it means connecting a device or AVD, which can be a bit of a hassle, particularly if coding somewhere other than a desk (hey, GMS2 specifically has "laptop mode"), and (2) the compile time is quite long, if not for an individual build then for the aggregate of multiple builds as code is refined.
Thus, although the non-desktop exports cost a lot more, they have significantly worse debugging experiences.
Mike at one point indicated that this will never change because allowing YYC on the desktop could risk circumventing the desktop license.
Bollocks. First, purchasers of the non-desktop licenses have paid enough to diminish any loss YYG may have for those few individuals willing to pay for a non-desktop license but go through whatever would be necessary to make desktop versions of their game without paying for the desktop license. Second, this continues to reflect YYG's prioritization of anti-piracy measures over user experiences. This gave them a huge black eye with the sprite-destroying debacle in GMS 1, and it continues to reflect poorly on them every time people can't use their software because something is wrong with YYG's licensing code or licensing servers, or simply when people want to work offline.
Non-desktop users should be able to compile to YYC to adequately test their games. YYG's insistence on hobbling the more expensive exports hurts GMS2's image and makes the software worse to use.
(Really, the VM should die, but maybe that should be addressed separately.)