Version counter?

Sami_Tervo i've always wondered how do you guys keep track on version number of yer games and apps. i once tried but i got confused quite soon, i don't even know when it is appropriate change the version number.

sooo.. could it be possible to add some sort of version counter to e.g. agistudio?
Robin_Gravel
Sami_Tervo wrote:
i've always wondered how do you guys keep track on version number of yer games and apps. i once tried but i got confused quite soon, i don't even know when it is appropriate change the version number. sooo.. could it be possible to add some sort of version counter to e.g. agistudio?
I don't understand to your question. I keep track of different version of games/apps by visiting this board. If someone will release a new version of his game or application, he/she lets us to know by posting messages here. Robin Gravel
Nailhead I'm not sure that I understand the question fully either. If your question is how often should authors change the version number of an app or game, my answer is whenever the game/app is compiled and released to the public the version number should be incremented. If there are only bug fixes, then a minor number should get incremented (eg. 1.1). If there is a rewrite of certain parts or a lot of new added features then a major number should be incremented (eg. 2.0).

Everyone treats version numbers differently, but this is how I use them.
Mokalus_of_Borg My system is similar to that, with one extra digit that I use for minor revisions, that I might not release publicly. For instance, PIC2PIC is currently at version 1.2.1b, which means "major version 1, release 2, revision 1, (beta)".
I recently finished a set of documentation tools that lets me keep the version number in just one file, so I don't have to keep remembering which other files to update.

Mokalus of Borg
PS - I think the original question was about including version numbering of games as a feature of AGI Studio.
PPS - In that case, I'd just use a comment in your defines.txt file.
David Smith Well, I can say how I've been doing it with "Dave's Quest".

The initial version of the complete game I release I will call version 1.0. Any time I make a change after that, I would increase it by .01 so an updated version would be 1.01 I wouldn't jump it up to version 2.0 unless I basically remade the game, like in SCI for example, or if I added mouse compatiblity (I'd probably never do that. Save it for SCI games).

The game before it is completed started out with version 0.0. Each time I backed it up and added it to a zip file, I increased it by .01. Just to let you know, the first work in progress I released to the public was version 0.07 The second was 0.17 So, I did 17 zipped file back-ups to that point. Regardless of that number, however, like I said, when the game is complete, I will automatically elevate it to version 1.00 So, how do I decide when to do a new zip file back up? Well, it depends. It usually has to do with how much work I've done on it. Like, have I crossed the point that if I lose my files and have to go to a back-up have I lost so much that I'll be disgruntled if I have to start again? This point usually comes when I've added about five scenes. Or, if I've worked on it two weeks straight.

I hope that this answers you're questions about version number. It's just my system.
Brian_Provinciano My large programs like SCI Studio use the four number version system.

Major Version.Minor Version.Release.Build

Everytime I do a build (that is "Build All", not "Make All" or "Compile"), I increment the build number.

Everytime I release it, I increment the release number. If, however, The major or minor version changes, the release is set back to 0.

The minor version is only changed when a large number of siginificant changes are made.

The major version is only changed when I've rewritten, or essentially rewritten the program. SCI Studio 2.0 was completely written from scratch, and not built from SCI Graphic Studio 1.5.

Another good version system to use is a dating system if you are making a program which will forever be in development. It would by "My Prog v20020610".
Robin_Gravel When I release a demo, the version should be 0.1, 0.2...

The complete games begin with 1.0, 1.1, ...

Robin Gravel
Andrew_Baker I compile and post new additions to my webspace so often that it would be ridiculous to increment the version numbers in any but the most arbitrary fashion. Otherwise I would be on v. 2.312.57.99 or something. That's not a version number, that's a phone number in Helsinki.
AGI1122 I just have 2 numbers, 0.1 if the first number is 0 then it is still in beta, and if it is 1 it is final release. The second number is for which release it is.
sonneveld I've found a few games don't bother to update their version number, making it hard to figure out differences between games with the same name.

One way around this would be to have the template game suggest that the author set the version number if you try to play the game out of debug mode. This is assuming the template game is in debug mode by default and the author turns it off before they release the game.

The game could remind the author about version numbers and other bits 'n pieces before you release it.

- Nick
Andrew_Baker Uh... yeah, I do kind of release new versions of VG with random weird updates, often without notifying anyone. I also don't back up much. I think I might actually be retarded.