Compatibility web <-> Desktop
baskham
13 Feb 2018, 14:02Hello everyone.
A simple question (I think)
Some features are only available in the Desktop version as stated in the docs.
But what does that mean?
Is it just a matter of not being able to do certain things when you are using the web editor?
Or does it mean that a game created in the Desktop version might not be able to play correctly online, if these features are used?
BR
Benny
The Pixie
13 Feb 2018, 15:26It is just the editor that is different.
That said, on-line playing can be slower because of the lag, and I would advise against having timers and events firing more frequently than every half a minute.
Also, when you upload, save the game, and then play from the saved game to check all is well. There were issues with more elaborate UIs in earlier versions; they should be resolved but do check.
Oh, and there is a 20 Mb size limit for uploads.
But the code runs the same!
hegemonkhan
13 Feb 2018, 16:50just to add to pixie's post:
you can do everything but you won't have some of the GUI/Editor's features/controls/options for them, instead you'll ahve to use scripting to do what you want, which we can help you with, if you don't know coding/scripting and/or can't learn it, and/or don't want to learn it, lol.
baskham
14 Feb 2018, 08:42Thanks.
Sounds good.
So I don't have to choose up front whether the game will ultimately live online or not.
(And I am not afraid of scripting :-))
hegemonkhan
14 Feb 2018, 14:29online of course has it's online/networking issues: compatibility, speed/lag/latency/timing, etc etc etc
(making multi-player games online is not easy: got to really know networking, to get the timing working well and reduce latency and errors/compatibility-issues as much as possible, lol)
(which is why Pixie suggested to stay away from using the quest timing features: the 'Timer' Elements and etc stuff)
but otherwise, they're the same, if you can do/know its scripting