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Parallax Panda

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I found another bug, which I'm not entirely sure how to reproduce but it has to do with rearranging the map hierarchy in the bottom left corner. Basically, I was moving the maps around for the different floors of a castle and what I later noticed was that;

a) suddenly I couldn't see or locate some of the maps that were placed below another map in the hierarchy when setting up a transfer point.
I was able to fix this by moving the maps again, but still, it's a bug.

b) one of the maps that previously had other maps placed under it (warranting one of those small plus icons that you can click to expand or collapse the map hierarchy) still has that plus even though there are no maps placed under it. Can't seem to get rid of it.

[EDIT; OKaaaay, I just closed the project and reopened it again. Just to see if it would solve the problem. Aaaand the castle maps I worked on are gone, vanished! I know I did save the game (several time). And I've also play-tested the game several times while making these maps which also auto-saves so...
I'm guessing the 1.6.0 editor somehow got confused over the maps and decided to erase them? I have no idea but never mind the "tileset-event" bug, this is a bug that needs fixing!]

[EDIT2; Everything I've done in the database while working on the castle is saved btw. So there is absolutely no doubt that I didn't save my progress. The only thing that's missing are the 3 maps I was working on. And the only clue is that it probably has something to do with moving maps around and placing them in different hierarchy's.]
 
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Parallax Panda

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@slimmmeiske2
I'm not even religious and I want to scream hallelujah! It's a miracle! Thank you (and the person who wrote that post)! I was starting to feel the gloom and doom of having to remake today's work in it's entirety! I'm so thankful that I don't have to. Phew!
 

orcomarcio

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Me and my collegue have been working on a game with MV since its release. Since the update a lot of things stopped working correctly and we didn't need an update at all. I know you have to fix issues for newcomers, but you can't pull the rug under developers feet whenever you feel like, especially because you brand this program as a tool to make commercial games. We use external plugin as well as many made by ourselves and we can't chase fixes everytime you might decide to update the software. Steam doesn't allow you to run an application without updating it, you maybe can manage to do so with messy workarounds but frankly that's a very unprofessional way to treat your customers. Put aside creating fancy tools for the moment and fix this, add a feature that lets you decide which version of the program to run.

I repeat, this is VITAL, make a feature that lets you decide which version of the program to run.
 

slimmmeiske2

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Put aside creating fancy tools for the moment and fix this, add a feature that lets you decide which version of the program to run.
I repeat, this is VITAL, make a feature that lets you decide which version of the program to run.
You can downgrade to any version on Steam. To do this, right-click on MV, choose Properties, then Beta and then you should have the option to pick what version you want to use. (Here's an image of that dropdown menu.)
Do make sure MV is actually not running or you won't be able to downgrade.
 

mardin

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I repeat, this is VITAL, make a feature that lets you decide which version of the program to run.

Well, I would rather say make an update that isn't a mess like this, but that may be personal preference.

Still worried about the memory dump issue with pictures, extremely worried to be honest because it could end my dream of making a mobile game port. Any updates on this? Are you aware of the problem?
 

Tuomo L

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How do I update to 1.52? The option is nowhere on Steam.
 

slimmmeiske2

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Kes

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@slimmmeiske2 There was reference to a Japanese release of 1.5.2 a couple of days ago in a single post in this thread, but no reference since. If there is such a numbering, it would refer - I assume - to the Japanese version of MV, which may, or may not, be the same as the English version.
 

bgillisp

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Also as far as I know Steam doesn't allow people to only choose which version they want, as that would require MV to be sold separately for each version. I really don't think you want to rebuy it every time you want to upgrade, do you?

As it is, the only option is to tell Steam to not automatically update the application, and that has to be done on your end.
 

orcomarcio

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You can downgrade to any version on Steam. To do this, right-click on MV, choose Properties, then Beta and then you should have the option to pick what version you want to use. (Here's an image of that dropdown menu.)
Do make sure MV is actually not running or you won't be able to downgrade.

Thank you very much! I feel dumb now :)
You spared me and my friend a lot of headaches, I was already picturing myself troubleshooting every part of the code
 

OmnislashXX

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Yes folks, I think I've found another bug.

Selecting the Battle Test on the Troop Tab causes the program to boot up a testplay of the whole game instead of just testing the battle. Although minor, it prevents that feature from being used.
 

ChampX

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Also as far as I know Steam doesn't allow people to only choose which version they want, as that would require MV to be sold separately for each version. I really don't think you want to rebuy it every time you want to upgrade, do you?

As it is, the only option is to tell Steam to not automatically update the application, and that has to be done on your end.

Doing the beta tab method mentioned a few times in this thread is essentially choosing your version since all versions exist in that drop down. It will stay on that version until you decide to hit "opt-out", the default option.
 
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Well, I would rather say make an update that isn't a mess like this, but that may be personal preference.

Still worried about the memory dump issue with pictures, extremely worried to be honest because it could end my dream of making a mobile game port. Any updates on this? Are you aware of the problem?

Would love to know too as more developers have this problem. But it is the same for a desktop though so it isn't just mobile, just stress testing makes this memory error happen. But we need to give the company some time to fix it (if they are fixing this memory dump). Making things faster is really cool on the performance side but I addressed the memory dump on 1.5.1 already as it shut down my game suddenly, now it even starts lagging before shutting down. Though this is my only problem with 1.6 it is a huge problem from the get-go and they didn't seem to address it in 1.5.1 so that is the reason why I keep posting here till I get at least an answer. Otherwise, I need to let go of some things in my game as they are too heavy for this engine to handle.
 

Traverse

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Version 1.52 doesn't exist. I assume you mean 1.5.1?

Well there certainly is a v1.5.2 now, at least on the Beta dropdown menu on my Steam version of MV. I'm using it right now.

It's in English and I can tell you it uses the old version of NWJS that v1.5.1 used, but beyond that I can't say what the difference is between it and 1.5.1.
 
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OmnislashXX

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The main difference between 1.5.1 and 1.5.2 is that .2 is compatible with GENE. I'm willing to assume that the tool hasn't sold all that well because of the problems with 1.6.
 

mardin

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Would love to know too as more developers have this problem. But it is the same for a desktop though so it isn't just mobile, just stress testing makes this memory error happen. But we need to give the company some time to fix it (if they are fixing this memory dump). Making things faster is really cool on the performance side but I addressed the memory dump on 1.5.1 already as it shut down my game suddenly, now it even starts lagging before shutting down. Though this is my only problem with 1.6 it is a huge problem from the get-go and they didn't seem to address it in 1.5.1 so that is the reason why I keep posting here till I get at least an answer. Otherwise, I need to let go of some things in my game as they are too heavy for this engine to handle.

I tested the desktop version and you are right, it happens there as well. But it takes a lot more time until you notice the slowdown...which is obvious because of the better performance on a desktop computer. I really hope they fix it.
 
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I tested the desktop version and you are right, it happens there as well. But it takes a lot more time until you notice the slowdown...which is obvious because of the better performance on a desktop computer. I really hope they fix it.

It has more to do with the memory card of your device as the problem is that animations are not cleared (or not cleared fast enough) from the memory when you are on the same map and you have looping animations like lighting effects. 1.6 stacks the animation rather than re-using it or playing the same file in a loop. Of course, this also has to do with the old plugin code not recognizing the new engine code but the other part is how the engine handles animations.
 

Milennin

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I just updated to this new version and upon playtesting my game, I get this error before it even makes it to the title screen:

ReferenceError
makeVideoPlayableInline is not defined

I have all plugins turned off.
 
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