What's the recommended way to compile a game to easily allow .rpy-based bug fixes? (Asking because I won't be using the automatic Renpy updater.)
From what I understand it's:
1. compile the game, excluding the .rpy files, and archiving the .rpyc files separately
2. if there are any bugs in the script that are discovered later, one would fix the script, repeat step 1, then make the new .rpyc archive available for players to download
3. they would be able to drop archive in their game folder, fixing the bug, without having to download the entire game again
Is this the recommended practice? The goal is to reduce the amount of download time in case of a minor bug.
Thanks for any input!
[SOLVED] Best Practices for Allowing Easily Patchable Files?
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[SOLVED] Best Practices for Allowing Easily Patchable Files?
Last edited by Obscura on Thu Jan 24, 2019 11:48 am, edited 1 time in total.
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Re: Best Practices for Allowing Easily Patchable Files?
That's certainly a good way to do it.
That being said, probably the best way to do it would would to distribute through something like itch or steam. The modern app stores do differential updates, so updates should be relatively minimal. (The too approaches work together, but I believe both Steam and Itch are able to differentially update .rpas.)
That being said, probably the best way to do it would would to distribute through something like itch or steam. The modern app stores do differential updates, so updates should be relatively minimal. (The too approaches work together, but I believe both Steam and Itch are able to differentially update .rpas.)
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