Jump to content
  • Advertisement
Sign in to follow this  
Fredericvo

Unity VS 2013 Community Edition while keeping VS 2012 Express

This topic is 1182 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm slowly being tempted to move away from VS 2012 to VS 2013 Community Edition but don't want to do so if it implies uninstalling VS 2012 Express as I'd want to be sure that all my past projects compile fine with it.

Are there any conflicts between both versions or can you safely install the newer version into its own folder?

Is it even necessary to be afraid that some projects wouldn't compile without involved setting modifications, paths etc?

 

 

EDIT:

 

Sorry don't bother, I finally found the clear & concise answer that I was looking for.

If only the legalese could do the same :p

 

Q: Can you install Visual Studio Community 2013 and Visual Studio Express editions on the same machine?

 

A: Yes.

Edited by Fredericvo

Share this post


Link to post
Share on other sites
Advertisement
Visual Studio versions always allow you to install them side-by-side for the exact reason you're stating smile.png

In fact, Visual Studio, if it detects older versions installed on your machine, can even let you pick the compiler to use. So you could use the 2013 project format and UI while building your old project with the 2012 compiler.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Aggrojag
      Hello!
      I'm working on a game that is quite personal to me. It touches on my own depression, obsessions, phobias, etc. It's a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption. We are using Trello at this time to track tasks & progress, you will be expected to use this. We are using Discord for general conversations, you will be expected to use this. Documentation, builds, and assets are stored in GDrive. I'd say we're about 60% complete overall, including 0 animations being completed. I have prototype builds that are available upon request.
      First, I'm looking for a 2D sprite artist, not pixelated, that can compliment the style of the attached images. The player character's animations will be a bit more extensive than a typical platformer, however there are only 2 major characters that will need animation. There will be many death animations, and some other strange dealings with the character that will need animated. A full list of necessary animations is available upon request. All static pieces, encompassing most of the environment, is already being handled by a separate artist (couple images below). For a better understanding of how things will look once finalized (shaders, etc), please watch the attached video at the bottom. We plan on playing around with bump-mapping for dynamic lighting on the sprites. This may result in additional work if we carry on down that route, which is looking increasingly unlikely. If we change out mind, this would likely be by using the alpha channel to carry information about height/depth. At the bottom you will find the a reference for the type of art style I'm looking for (it's not 100% accurate, but damn close).
      We are looking to bring on a SFX designer at this time. Full list of required SFX will be available upon request, as well as a build with all elements related to sound implemented in some form (many SFXs pulled from the web for now). Will likely require some field recording, and some pretty strange SFX for when things get weird. I imagine a good portion of these will be quite fun to create.
      Lastly, I'm looking for a male voice actor, English should be your primary language. There will be at minimum two characters that will need to be brought to life through vocals. They are a very core part of the game, though they will never be shown on screen. As a reminder, this is a rather dark comedy, so be prepared for some insanity in your portrayal of these characters. The first voice is similar to Marvin from Hitchhiker's Guide to the Galaxy. A reference for the second voice would be a mix of Ren (Ren & Stimpy), and Android 21 (DragonBallFighterZ). Due to formatting, I'm not including YouTube links in the post, sorry.
      To those still interested:
      I do plan to post this on itch.io and wherever else I can put it that makes sense. I fully expect to make nothing off this project, as should you. However, in the case that money is made, a rev share model will be in place.
      This project is exercise in polish, this means some experimentation will be needed along with some reworking of assets as they're provided.
       
      WIP Scene with our custom shaders attached (platforms are lazily placed, as this was an asset test):

      A scene with a temporary character & dynamic lighting:

       
      A scene with dynamic lighting and temp character:

       
      Unshaded asset:

      Scene3.mp4 A WIP scene with completed shaders.
      If you made it to the bottom, thank you, and I look forward to hearing from you.
    • By SickTwistGames
      Ok, firstly, Hi.
       
      This is my first post on this forum. I am an Indie Dev making my first game so bear with me when I say dumb stuff, I'm on a huge learning curve.
       
      My first question is about inventory systems for unity. I am trying to make a survival type game with crafting. I have purchased Inventory manager pro by devdog from the unity asset store and it seems like a pretty powerful assett but for an intermediate coder its a little tough to use.  I'm beginning to wonder if it was the right purchase.
      So my question is.... does anyone have any experience of inventory plugins / systems for unity and can anyone reccomend a system to me?
      It needs to have the following: Loot system, crafting system, character sheet, blueprint system,  character stats system. Ideally with as little coding as possible.
       
      Thanks
    • By ethancodes
      I've got a bug with my brick breaker style game. The bricks move down one line at a time ever 1.5 seconds. What appears to be happening is occasionally the ball will be just about to hit the brick when the brick moves down a line, and now the ball is behind it. I'm not sure how to fix this. I have two ideas but I'm not sure of implementation. 1 solution would be to check where they were and where they are going to be before rendering the frame. Then if they crossed paths, then register the brick as hit. Solution 2 would be change how the bricks move. I could maybe slide them down line by line, instead of a jump down. I'm not sure of this will fix the issue or not. Any ideas?
    • By Pixeye
      I wrote an extension for unity inspector that allows to group/fold variables. 
      Available on github  , cheers!

       
    • By rakshit Rao
      I'M interested in programming tools (For animation, UI, etc). Can anyone suggest me the resources where I can start learning or which technologies I need achive it.
       
      Thanks,
      Rakshit
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!