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As you are likely aware, I am having issues compiling Adventure High due to the massive size that it has reached. I am trying various things to fix this issue. I've been able to get it to compile into .exe format but even that may end up not working after a while, so I want to figure out how to proceed on it before that happens. 

I have a few possible options, so I wanted to see what you guys think of each of them. to be clear though, I am going to get Adventure High finished. Stencyl's staff have said the new version of stencyl coming out sometime "soon" may fix the memory issue. I have some friends looking into optimizing the code, and I have the option, tentatively, to hire someone to port the game into a more powerful engine. 

I had been intending to learn a new engine myself since the first time this issue came up, but my leg problems have kept me unable to sleep well, and that has made it difficult to do much more than do the work I already am doing. I am starting to get more sleep though, so a simi-safe but very slow possibility would be for me to learn a new engine myself and port the game.

Additionally, I have the options of either focusing more on Spiral Clicker and updating that game monthly while I solve AH's problems, or working on AH as normal up until I hit the point where it no longer compiles. 

Because you guys are supporting me, I thought it would be good to get your feedback before deciding on a solid path to follow. I'm going to make it so the poll allows multiple answers as there are effectively two questions in one. So, pick whichever options you would feel best about going forward. 

Comments

Anonymous

If you port the game to a new engine how will it effect the graphics

Changer

I will probably still have the same graphics. If the new engine has dynamic scaling though, it may allow the game to be resized.

Anonymous

Hope your leg gets better (and everything else), my man!

Saigon

Switching to another engine seems inevitable if you want to keep developing AH.

Aaron Smale

I would try seeing if you could do both option 3 and option 5 together. Just a thought.

Changer

yeah, the first three options relate to how to fix the problem, and the last two are what I should do in the meantime while fixing the problem.

AmHypnotic

Hiring someone to do the porting for you isn't a perfect answer even if ya had infinite money, you'd likely have to be involved and instruct to some degree. And you'll have to be comfortable with what it's ported to, so you should learn it anyway, so even if you do option 1, option 3 will likely need to be involved, even if just to a lesser degree.

Anon Girl

I've got to agree. Just hiring someone wouldn't help much in the long run.

Changer

Yeah, I would definitely look at learning whatever engine it would be ported to. The difference would be in the speed that it would be ported, as a person with experience likely could port it much faster than I could, when I am also simultaneously trying to learn the engine too.

Anon Girl

The problem there is that you wouldn't know as much about the coding of the game then, and if problems arise in the future you may struggle in finding what the coder did wrong and/or need to rewrite significant portions of the game yourself.

AmHypnotic

But someone looking to do a quicker job to be able to move on to the next job (and next paycheck) will preserve large amounts of the preexisting code. That's not a thing to rely on (I've known a guy who rebuilds everything he writes/edits every time he works on it, even stuff solely written by him), but it makes practical sense. All choices have pros and cons to them.

ajacksonian

The better engine option means a delay and learning curve (unless you can focus on the engine and get someone to help on the learning curve), then finding the best way to move current content to the new engine. I remember when I was working on a complex project and we got everyone to put down what they thought the software we needed could possibly do for the job we wanted it for and then broke that down into 3 equal categories: Must Have, Should Have, and Be Nice to Have. Basically any solution would have all of the first category as mandatory. Then the second category took precedence, which tended to include ease of use and some automated transition functions from the current software base. The third was just gravy stuff, in no way necessary yet included time-savers. Make that list up, compare and contrast game engines (ignore price at the start) and then rank them. We were surprised that many expensive packages tended to bells and whistles, but lacked core functionality (mind you this was only for a graphical environment with very specific needs) and were mercilessly chopped from the list. Otherwise see if the vendor is willing to take you on for their test development cycle so you might get some input into the final product. If they can't be bothered to help a customer in need then that is speaking about their business practices. Be prepared to jump ship if they can't even give you a time frame or take you on for testing new code. Hand-waving doesn't cut it.

Anonymous

I would like the opportunity to have the game on Android. That be pretty nice.