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	<title>Comments on: Why you should deploy your game with source control</title>
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	<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/</link>
	<description>Ever wanted to build a browsergame?</description>
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		<title>By: Jacob Santos</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-633</link>
		<dc:creator>Jacob Santos</dc:creator>
		<pubDate>Sun, 21 Dec 2008 04:18:50 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-633</guid>
		<description>I usually, do automatic deployments with either after a commit or a duration of time. The automatic, with a commit script, works great, since you&#039;ll always have an up-to-date copy on the live server. If there are permissions problems with the commit script, then you can do it with a cron job.&lt;br&gt;&lt;br&gt;The reason I do it this way, is that I&#039;d already have tested the changes I made before committing, so every commit should already be stable. The second reason is that I don&#039;t have to shell or remote into the server to update.&lt;br&gt;&lt;br&gt;I don&#039;t want to have to give my developers access to shell and so by doing it automatic, I relieve that requirement. All work that I do uses version control, but Subversion isn&#039;t always easy for novices.&lt;br&gt;&lt;br&gt;It is very basic in that you do the same steps over and over again, but there are catches and if you&#039;ve never had a conflict, then you&#039;ll be confused as to what you have to do. It is worth learning though.</description>
		<content:encoded><![CDATA[<p>I usually, do automatic deployments with either after a commit or a duration of time. The automatic, with a commit script, works great, since you&#39;ll always have an up-to-date copy on the live server. If there are permissions problems with the commit script, then you can do it with a cron job.</p>
<p>The reason I do it this way, is that I&#39;d already have tested the changes I made before committing, so every commit should already be stable. The second reason is that I don&#39;t have to shell or remote into the server to update.</p>
<p>I don&#39;t want to have to give my developers access to shell and so by doing it automatic, I relieve that requirement. All work that I do uses version control, but Subversion isn&#39;t always easy for novices.</p>
<p>It is very basic in that you do the same steps over and over again, but there are catches and if you&#39;ve never had a conflict, then you&#39;ll be confused as to what you have to do. It is worth learning though.</p>
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		<title>By: Jacob Santos</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-213</link>
		<dc:creator>Jacob Santos</dc:creator>
		<pubDate>Sat, 20 Dec 2008 22:18:50 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-213</guid>
		<description>I usually, do automatic deployments with either after a commit or a duration of time. The automatic, with a commit script, works great, since you&#039;ll always have an up-to-date copy on the live server. If there are permissions problems with the commit script, then you can do it with a cron job.&lt;br&gt;&lt;br&gt;The reason I do it this way, is that I&#039;d already have tested the changes I made before committing, so every commit should already be stable. The second reason is that I don&#039;t have to shell or remote into the server to update.&lt;br&gt;&lt;br&gt;I don&#039;t want to have to give my developers access to shell and so by doing it automatic, I relieve that requirement. All work that I do uses version control, but Subversion isn&#039;t always easy for novices.&lt;br&gt;&lt;br&gt;It is very basic in that you do the same steps over and over again, but there are catches and if you&#039;ve never had a conflict, then you&#039;ll be confused as to what you have to do. It is worth learning though.</description>
		<content:encoded><![CDATA[<p>I usually, do automatic deployments with either after a commit or a duration of time. The automatic, with a commit script, works great, since you&#39;ll always have an up-to-date copy on the live server. If there are permissions problems with the commit script, then you can do it with a cron job.</p>
<p>The reason I do it this way, is that I&#39;d already have tested the changes I made before committing, so every commit should already be stable. The second reason is that I don&#39;t have to shell or remote into the server to update.</p>
<p>I don&#39;t want to have to give my developers access to shell and so by doing it automatic, I relieve that requirement. All work that I do uses version control, but Subversion isn&#39;t always easy for novices.</p>
<p>It is very basic in that you do the same steps over and over again, but there are catches and if you&#39;ve never had a conflict, then you&#39;ll be confused as to what you have to do. It is worth learning though.</p>
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		<title>By: Luke</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-196</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Sun, 14 Dec 2008 17:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-196</guid>
		<description>Yup! That&#039;s exactly why I do all my deploys from source control now - even&lt;br&gt;if I&#039;m not at my primary development machine, I can still pull down a copy&lt;br&gt;of the source code, make my changes, and deploy it.</description>
		<content:encoded><![CDATA[<p>Yup! That&#39;s exactly why I do all my deploys from source control now &#8211; even<br />if I&#39;m not at my primary development machine, I can still pull down a copy<br />of the source code, make my changes, and deploy it.</p>
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		<title>By: Sunchaser</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-195</link>
		<dc:creator>Sunchaser</dc:creator>
		<pubDate>Sun, 14 Dec 2008 11:37:45 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-195</guid>
		<description>now i switched blackswordrpg from cvs to svn :)&lt;br&gt;&lt;br&gt;With unfuddle i can work on the game wherever i am</description>
		<content:encoded><![CDATA[<p>now i switched blackswordrpg from cvs to svn <img src='http://buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>With unfuddle i can work on the game wherever i am</p>
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		<title>By: Luke</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-186</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Thu, 04 Dec 2008 14:39:52 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-186</guid>
		<description>Hi Paul,&lt;br&gt;You&#039;re definitely right about rolling back single files causing dependencies&lt;br&gt;issues - and checking out based on a tag is definitely a good way to work&lt;br&gt;around that problem.</description>
		<content:encoded><![CDATA[<p>Hi Paul,<br />You&#39;re definitely right about rolling back single files causing dependencies<br />issues &#8211; and checking out based on a tag is definitely a good way to work<br />around that problem.</p>
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	<item>
		<title>By: Scion</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-185</link>
		<dc:creator>Scion</dc:creator>
		<pubDate>Thu, 04 Dec 2008 14:01:54 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-185</guid>
		<description>just adding my 2c&lt;br&gt;&lt;br&gt;I wonder if  rolling back a single file to a previous version.....(in production at least)  could be dangerous in of itself....your app is likely to have a number of interdependancies and if you roll back to a previous version of a single script you may find that everything is still not working because of inconsistant interdependancies.&lt;br&gt;&lt;br&gt;I prefer to tag the repository with a build number and then checkout the tagged revison of the whole project....&lt;br&gt;&lt;br&gt;But on the whole i agree completely....if your not using source control....your not doing yourself any faours.</description>
		<content:encoded><![CDATA[<p>just adding my 2c</p>
<p>I wonder if  rolling back a single file to a previous version&#8230;..(in production at least)  could be dangerous in of itself&#8230;.your app is likely to have a number of interdependancies and if you roll back to a previous version of a single script you may find that everything is still not working because of inconsistant interdependancies.</p>
<p>I prefer to tag the repository with a build number and then checkout the tagged revison of the whole project&#8230;.</p>
<p>But on the whole i agree completely&#8230;.if your not using source control&#8230;.your not doing yourself any faours.</p>
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		<title>By: Sunchaser</title>
		<link>http://buildingbrowsergames.com/2008/11/27/why-you-should-deploy-your-game-with-source-control/comment-page-1/#comment-180</link>
		<dc:creator>Sunchaser</dc:creator>
		<pubDate>Fri, 28 Nov 2008 16:05:08 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=586#comment-180</guid>
		<description>Thanks, very useful and interesting article.&lt;br&gt;I created an account on Unfuddled, what about a related article on installing a wamp/lamp environment on a usb keys?</description>
		<content:encoded><![CDATA[<p>Thanks, very useful and interesting article.<br />I created an account on Unfuddled, what about a related article on installing a wamp/lamp environment on a usb keys?</p>
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