Is it better to upgrade MV or migrate MZ?

bgillisp

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Since I said most of my thoughts I will just add this:

Since you are mid development only change engines if you have a REALLY good reason to. Constantly changing to newer shinier engine mid dev is a way to never finish a game. Solo game dev often has dev cycles of 5 - 10 years for longer games, and there will always be a newer shinier game engine than what you are using.

As for me I'd use MZ if I were starting a new project though. Reason is my few runs of MV it felt...laggy, as odd as it is to say. Though this was way back on version 1.1. Also the refresh rate issue and the fact there is no official fix makes me leery of the engine and if it is going to break on the next change that comes down.

Granted that's a risk on any engine, but I just personally feel MV is held together with more duct tape and wires than it should be at this point.
 

Qingming

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Since I said most of my thoughts I will just add this:

Since you are mid development only change engines if you have a REALLY good reason to. Constantly changing to newer shinier engine mid dev is a way to never finish a game. Solo game dev often has dev cycles of 5 - 10 years for longer games, and there will always be a newer shinier game engine than what you are using.

As for me I'd use MZ if I were starting a new project though. Reason is my few runs of MV it felt...laggy, as odd as it is to say. Though this was way back on version 1.1. Also the refresh rate issue and the fact there is no official fix makes me leery of the engine and if it is going to break on the next change that comes down.

Granted that's a risk on any engine, but I just personally feel MV is held together with more duct tape and wires than it should be at this point.
I originally planned to migrate to MZ, but after a simple attempt, I found that at least 60 plugins needed to be modified, even if FOSSIL.js was used;
Perhaps many of my plugins have undergone deep modifications for a reason. It takes too much time to be compatible with these plugins, and the system functions in the MV are already built. Therefore, after weighing, I plan to continue using the MV
 

SpyroFan67

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And to echo the point, I have done some RAM testing after playing around with the PIXI garbage collection. Perhaps in rare cases a memory leak still occurs for others, but even after actively monitoring RAM utilization I never saw any problems with my installation of the engine nor games.
Yeah, I second that. I have a brony fangame I'm designing right now that's 10 Gigabytes, yet the memory still hasn't run out.
 

AquaEcho

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Yeah, I second that. I have a brony fangame I'm designing right now that's 10 Gigabytes, yet the memory still hasn't run out.
How exactly are you getting to 10GB? Are you putting entire episodes of video in there?
 

Lexiand

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Make sure you can find suitable replacements for your plugins if you're going to migrate your project to MZ.
 

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Make sure you can find suitable replacements for your plugins if you're going to migrate your project to MZ.
That's literally what everyone has been saying.
 

SpyroFan67

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How exactly are you getting to 10GB? Are you putting entire episodes of video in there?
Because there's so much crap on it-hundreds of music files, and sprite sheets, over 600 or 700 different items-it's a VERY big game, because I've put a lot of effort into it so there's a ton of stuff in it. And I keep adding new music files and stuff into it all the time so it makes it bigger. I plan on making 40 total levels, and so far I've made 24 so I have just 16 to go and then a final explosive boss fight (there are actually villains they fight in magic battles on the show) and then I'll be done. Hooray! Thank God...as much as I am enjoying making it, I've been working on this game for two or three years now, ever since MLP G4 ended, so it'll be nice to finally be done with it.
 
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TheAM-Dol

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10 Gigabytes, yet the memory still hasn't run out.
I feel compelled to correct this...
The size of the game has no baring on how much RAM it will utilize. You have games like COD or Battlefield that use somewhere close to 500Gb.
A memory leak has nothing to do with the size of a game. It's about the number of objects being held in RAM. RAM is short term memory and is frequently being addressed; contents are being loaded and unloaded from the RAM constantly during operation of software. A memory leak is when objects are not being properly removed RAM for various reasons, as a result, eventually the game or software can no longer allocate space in the RAM for necessary functionality, and as a result, terminates or will begin using virtual memory (which is when it starts using your hard drive like RAM, but your hard drive is a lot, a lot slower than RAM - even the fastest SSDs are no where near as fast as RAM)

I feel like it would benefit discussions to respond to topics you understand. Responding to topics you may lack knowledge about can just lead to derailment or worst case scenario could even spread false information. We always appreciate your input, but let's just make sure your contribution is meaningful to the discussion - especially when you have admitted yourself several times that you don't know much about computers.
 

Tea++

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I only read the main post and not the many replies, but in my own personal humble and irrelevant experience... I worked on my MV project for almost 4 years and promptly scrapped it restarted in MZ when it released.

I haven't regretted it for a single moment, MV chugs sooo bad for me and MZ is just (in my own opinion) a million times better.

I would 10/10 redo in MZ again.
 

Sword_of_Dusk

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Man, I find it interesting how MV chugs for some folk, but not for others. I've never experienced issues like that with MV, even on my prior laptop that chugged in other situations.
 

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One common MV issue is on 144 MhZ monitors, as the engine tied frame rates to how often the monitor updated. Then monitors got faster.

Some of those issues you have hit might be due to using it on a non-60 MhZ monitor.

There is an unofficial patch, but Ive heard reports of it still having issues in isolated cases.
Really? I was using MV for a bit long with a 144 hz monitor before I made the switch to MZ, and I have not noticed anything like it.

If that is a common issue, I wonder if it has something to do with how the graphics driver handles V-sync. Some Games Engine acts weird with different settings in your graphics drivers.
 

SpyroFan67

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I feel like it would benefit discussions to respond to topics you understand. Responding to topics you may lack knowledge about can just lead to derailment or worst case scenario could even spread false information. We always appreciate your input, but let's just make sure your contribution is meaningful to the discussion - especially when you have admitted yourself several times that you don't know much about computers.
Oh, ok. Sorry if I annoyed anyone. :frown:
 

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