When can we expect 0.9.0 ?
ORBZ
Member Posts: 1,304
Hey devs,
I eagerly await 0.9.0. When can we expect it? I have had a lot of problems with 0.8.x and I hope that 0.9.0 will resolve them. Most importantly, preserve scene functionality, reliable collision detection, and moveTo behavior that stops on target.
Any idea when we can expect to see 0.9.0? I ask this since I, like most people on here, are paying customers and we deserve to know these things so that we can plan our projects accordingly.
I won't hold you to the timeline, but I would love to see a roadmap of what you are working on. I know development can sometimes take longer than expected. I just would like to see a picture of what you guys consider to be priority.
Thanks
I eagerly await 0.9.0. When can we expect it? I have had a lot of problems with 0.8.x and I hope that 0.9.0 will resolve them. Most importantly, preserve scene functionality, reliable collision detection, and moveTo behavior that stops on target.
Any idea when we can expect to see 0.9.0? I ask this since I, like most people on here, are paying customers and we deserve to know these things so that we can plan our projects accordingly.
I won't hold you to the timeline, but I would love to see a roadmap of what you are working on. I know development can sometimes take longer than expected. I just would like to see a picture of what you guys consider to be priority.
Thanks
Comments
staff: it is Possible to know how to proceed?
Thanks
- Speed
- Using hardware (Camera, GPS, Microphone)
- High Scores
I think that is my overall though, I don't expect it to come with 0.9.
;-)
I'd rate the following as far more important...
-- Better Collision Detection
-- Fix the memory leak
-- Better performance
-- More platforms (Web browsers, Android, iPad, PC)
My suggestions are:
- collision per pixel could be a good idea!
- Every scene clean the memory allocation ( and i am destroying every object on my game if you ask me)
- make it fast to load and kill the jags from wrapx or wrapy background objects
- make it more stable...some times the GS closes itself and give me an error, and when the game is huge this keeps happening all the time.
you could create a debugger screen and show in red like the name of the objects that are creating errors on the game ( THIS WOULD REALLY HELP ALOT ) because sometimes i think that the GS closes itself from a fatal error when you run your gamebuild with a logical error.
- and finally fix the sound errors my explosions are gone and even creating new files my build doesn´t accept anymor ...and I don´t know why! And That Makes me Angry ^_^
And for the Christ's sake A PAUSE option please...the users can´t clean their asses while they are shitting and playing at the same time in the toylet...whithout a pause option T_T -> ^_^ !!
The iPod was invented for entertaining toilet timeouts! When else are you supposed to be able to play games at work.
I'd love to see performance improvements, especially on the earlier devices. Loading time for the app and in between scenes can be brutal on a 3G iPhone, where it hums along on the 3GS
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As for pixel detection, I don't know how necessary that is. Look at Street Fighter II, isn't that all hit boxes? Even if it was possible, I'm not sure it's a good idea. The performance hit would be too great, no? With Circles and Squares, I can be quite creative.
The problem is watching the ball go right through my flipper. I hate that.
It's horrible, it's convoluted, but you can get it to work. Check out the Wiki.
Because of this, I doubt there'll be added 'Pause' functionality in the next update at least
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Maybe I'm the only one having an issue with audio killing performance over time (after about 7 minutes)but without a fix in the near future my ability to continue use the engine is in doubt.