Windows和OSX之间的GameMaker Studio 2合作 [英] GameMaker Studio 2 collaboration between windows and osx
问题描述
所以我一直在和一位朋友一起开发游戏,而.yyp文件却遇到了持续的问题.
So I've been working on a game with a friend and we've run into a continuing problem with the .yyp file.
起初,我们将.yyp
文件置于git的控制之下,但是每当我们其中一个人拉下对方的更改时,由于该.yyp
中的特定于操作系统的设置,游戏将无法运行.文件.
At first we had the .yyp
file under git control but whenever one of us would pull down the the other's changes the game wouldn't be able to run because of what appeared to be OS specific setup in this .yyp
file.
因此,很自然地,我们将此文件添加到您的.gitignore
中并继续我们的生活,直到我们注意到我们一个人添加的 Objects 都不在另一个人的环境中.进一步的挖掘表明,该.yyp
文件还存储了添加到游戏和/或舞台上的对象的JSON列表.
So naturally we added this file to your .gitignore
and moved on with our lives, until we noticed that no Objects one of us added would be in the other's environment. Further digging showed that this .yyp
file also stores a JSON list of objects added to the game and/or stage.
有人成功地在OSX和Windows之间处理了GMS2项目吗?如何做到这一点?
Has anyone successfully worked with a GMS2 project between OSX and windows? How can this be accomplished?
预先感谢
推荐答案
对于这种配置文件(需要保存在源代码管理中),您可以执行的是版本a脚本能够根据签出这些文件的当前操作系统生成正确的.ypp
文件.
What you can do, for this kind of config file (which need to be kept into source control), is to version a script able to generate the right .ypp
file depending on the current OS where those files are checked out.
使用Git,您将定义 如何我可以在回购/项目中跟踪系统特定的配置文件吗?".
With Git, you would define a smudge/clean process which will do just that automatically when filling a working tree, whereas a commit will store the same config file with its original content (file.Windows.ypp
, or file.Mac.ypp
).
See also "How can I track system-specific config files in a repo/project?".
工作目录中的git checkout
将触发smudge
进程,运行您选择的脚本,以生成具有足够信息的内容.ypp
文件,同时将其保密(忽略).
A git checkout
of the working directory will trigger the smudge
process, running a script of your choice in order to generate the content .ypp
files with adequate information, while keeping them private (ignored).
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