Making the Switch: What has changed

Started by Alynn, Tue 20/01/2009 11:28:05

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Alynn

Ok, so I've been gone awhile. I kinda faded away before the new .NET version of the editor was released. So my question is... how much different is everything? Can I take my old game and open it in the new editor and everything convert (after some script changes) and things should work as they were, yes? Does the graphic import work from old games to new games with no orphaning?

Mostly just importing graphics and creating views. I do have the title screen and all the GUI's working though and it was quite a bit of scripting for all that to work as I wanted since I had to make a custom inventory handler.

Or would it be safer to use the old stuff and stick with it?



Galen

Try the new version. There's no harm and it didn't mess up my old game (although I had to remove a debug function that became redundant, or renamed, perhaps?).

Khris

If you were using a pre-2.72 version, you have to open & save the game in 2.72 first.
3.x will only import 2.72 games.

The only downside so far I've encountered is that it's no longer possible to assign multiple run-script actions to an event. However, a recent release added the option to use actual script commands within dialogs, so that isn't really needed anymore.

Dualnames

I suggest you compile your game with 3.0 asap. See how it goes and then advance to 3.1.0 after a while and to 3.1.2(when stable) after a while longer.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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