Author Topic: Revision control  (Read 2286 times)

Offline Yemmster

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Revision control
« on: September 23, 2009, 03:17:46 PM »
I've just recently started with the code for my game, so far there is nothing at all for players to see, and I've already ran into something that I wonder about. It's nothing about the coding of the game itself but rather the management of the code, more exactly; how many who develops PBBG's use revision control?

The first thing I did when I set up the server I will use for the development was, apart from A.M.P. then, was an SVN repository, to keep track of the changes I make and give me the ability to revert the code if things turn really ugly, and a project-management tool (Trac). I find these two tools to help out a great deal with any larger project, in fact I'd go as far as to say they have been as close to vital for any larger project I've undertaken so far, and not only game related. The one downside, with SVN at least, is that none of the hosting sites I've looked at offers this option thus you have to manage your own server, either trough hosting on your own or Co-location. Then again as a game grows co-location, and self hosting, might turn into one of few action one have.

As a closing question, does anyone here use some kind of Revision Control?
If so, what do you use and how does it help you?

Lastly, has anyone been able to find a hosting company that offers revision control either per default or as an extra option?
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Offline Chris

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Re: Revision control
« Reply #1 on: September 23, 2009, 06:03:39 PM »
Why don't you make separate directories with version number? After upload of new version to the game server you copy the directory (on your dev computer), change version number and continue coding.

Offline Harkins

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Re: Revision control
« Reply #2 on: September 23, 2009, 10:36:25 PM »
I always use revision control. Used to use svn (which DreamHost provides with their hosting), now using Git hosted at GitHub.

I also get a lot out of using automated deployment tools like Capistrano or Fabric... beats FTPing files by hand.

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Offline Yemmster

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Re: Revision control
« Reply #3 on: September 24, 2009, 12:09:55 AM »
Why don't you make separate directories with version number? After upload of new version to the game server you copy the directory (on your dev computer), change version number and continue coding.

If there's only one person coding the project this might seem like a better idea at first but in my honest opinion the benefits with a repository quickly overweights those of manual version control because the sheer amount of work going into keeping the version control under control will be far superior to just installing a repository.

Apart from the time you save there are several other benefits with a revision control system, check it out on wikipedia to start with if you're interested.

@Harkins; agreed, it does beat FTPing any time, any place. What made you change from svn to Git?
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Offline JGadrow

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Re: Revision control
« Reply #4 on: September 24, 2009, 08:53:03 AM »
It's also possible to find hosting that allows you to control the software on your server. Obviously, it requires knowing your way around a 'nix system but they do exist. This is my option of choice as I'm one of those who likes to be in control of my technology environment.

Plus, if you decide to change technologies down the road or need additional ones, you don't need to locate a new hosting provider, update DNS, etc.
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Offline karnedge

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Re: Revision control
« Reply #5 on: September 30, 2009, 06:42:58 PM »
Maybe I don't understand the question specifically but Sourceforge.net has several SVN options and it's free hosting.
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Offline Harkins

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Re: Revision control
« Reply #6 on: September 30, 2009, 11:47:06 PM »
One caveat with SF is that it requires all projects be released under an open source license. BitBucket does Mercurial hosting; their free plan allows one private project under whatever (or no) license you like.

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Offline micster

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Re: Revision control
« Reply #7 on: December 04, 2009, 02:20:51 AM »
Me and my brother use SVN on our project. Allows us to work simultaneously on the project from separate locations.

Offline Marek

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Re: Revision control
« Reply #8 on: December 04, 2009, 12:06:07 PM »
You mentioned Trac: do you need to host that on your own, as well? Being in Python, how easy is it to host your own?

Offline bbgames

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Re: Revision control
« Reply #9 on: December 06, 2009, 03:26:04 PM »
I used to use svn for a lot of projects, but have recently switched to Git - I'm loving the fact that it's distributed(and really fast).

I use Fabric + virtualenv + pip for my deployments, using a custom fabfile based off of the one posted at http://gist.github.com/158177

I tend to use Github for public projects, and Unfuddle for personal projects - being able to keep my svn and git repos under one account is really nice.

Offline Mufasa

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Re: Revision control
« Reply #10 on: December 06, 2009, 05:46:40 PM »
+1 for unfuddle. Especially helpful when I'm working on a flash game with someone else on my team.

Offline Sunchaser

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Re: Revision control
« Reply #11 on: January 22, 2010, 08:48:26 AM »
I am currently using unfuddle, unfortunately:

unfuddled limited the free account to two members.
in github seems your repository is public

anyone knows about a site where:

- there is a svn repository
- the project can be private
- there is a bug-tracking system included

thanks

http://www.ibiblio.org/fosphost/exhost.htm

[Edit: found a comparison site]
« Last Edit: January 22, 2010, 08:58:06 AM by Sunchaser »


Offline bbgames

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Re: Revision control
« Reply #12 on: January 22, 2010, 09:25:43 AM »
Unfuddle gives you all of those features, but you'll have to upgrade to a paying account if you want more than two users.
« Last Edit: January 22, 2010, 09:33:53 AM by bbgames »

Offline Sunchaser

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Re: Revision control
« Reply #13 on: January 22, 2010, 11:45:31 AM »
I have already an account on unfuddle, simply i don't want to pay XD

I solved creating a subdomain on 000webhost, i will install there a bug tracking system and/or a forum

Thanks anyway


 


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