[SOLVED] FP 1.7.1 & 1.7.2 differences


(Bora Kasap) #1

I’ve a little question about that… As you know i’m still learning basics and sometimes using wrong ways to handle my codeflow, so, i was made lots of editings in main Engine & World classes to make somethings work in the past. Then i’ve figured out how to make the same things without editing main Engine and World classes, so, when i’ve figured that out, i was replaced edited classes with the orginal FP classes.

But, i’ve just realized i’ve replaced my Engine & World classes with FP 1.7.2’s classes even i’m using 1.7.1… Everything looks working fine since i’ve done this(since 2 months), but i’m a little worrying about that, should i use 1.7.1 classes or that’s fine?


(Ultima2876) #2

I’d recommend updating your whole net/flashpunk folder to the latest version. It isn’t likely to be a problem mixing those files, but newer versions tend to have bugfixes that you’ll probably want to have included.


(Bora Kasap) #3

i hope there is no any update about fp.elapsed feature and other timing tick tocks… my game using a weird way for enemy movement and that should be %100 correct & i worked god damn hard to do that because of infinitive looping movements… so, thanks for your advice, but i’m not going to do that if i don’t face a real problem :confused:


(Ultima2876) #4

Minor updates would very very rarely (if ever) change stuff to do with fundamentals like that. It’s usually just fixes for ‘invisible’ or odd bugs like memory leaks, performance issues, bad documentation in code etc. One of the fixes from 1.7.1->1.7.2 I believe was to correct some blurry text when using the Text graphic type.

The elapsed and time-handling stuff is handled in Engine.as anyway, which you’ve already updated.


(Bora Kasap) #5

LoL… :smiley: nice, that’s really nice :smiley: