Sorry for the late and somewhat long response, but I think source control is kind of important.
I've been a lurker too and I too wrestle with the level of professionalism this community has attained. I'm also an ancient dev and amazes me how some people are making life difficult for themselves.
Being a solo developer has nothing to do with source control. Having Undo (ctrl-z) in your application is also handy for a solo developer, so having an undo option on specific files is useful and faster then creating a backup. Source control is something to make your live easier as you can see your changes (diff) when you last edited your files and you never lose anything anymore. The later being important if somebody else wants to finish the work or do a gamemaker to renpy rebuild.
Alternatively this might convince non coders.
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I pity the talent being wasted here for lack of knowledge and fear of complexity. The 3D tools are far more complex too handle than a simple source control system. Sometimes the level of low self esteem on display here is perplexing. Why some people who have proven themselves smart, simply don't have the courage to try something that makes difficult tasks easier is beyond me.
I might even be inclined to fix a few bugs or type a bug report if the project was on Github or Gitlab, but less so if it was private.
Another case is that I've got quite a hefty development machine and I might be able to help out with rendering. The main customers of heavy duty machines seem developers, researchers, gamers and artists. Most of them get what they need, unfortunately lots of starving artists don't.
By the way, normally things that can be build from other sources in source control like executable don't get checked in, as they hog space and are easily recreate. In the case of rendered images that took hours, I'll make an exception.
Maybe the simplest way to get people here to start using source control is to start using an Integrated Development Enviroment (IDE) like Visual Studio Code. In there it's just a few setting and away you go. Code does Python and C# so your set for renpy, Unreal and Unity.
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By the way, if you use an IDE you'll probably get a build number added to your exe when you build and install/deploy packages for get them probably too. IDE's are intended to take care of this sort of drudge work.
If you use Github you get the possibility to download a tarbal (.tar.gz) or zipbal (.zip) to download the project as a whole. This might be more stable than dropping it on certain file sharing sites. There is also the possibility to get an older version if you like. Check out this discussion on Stack Overflow.
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A pro tip is having multiple repositories. One, possibly private repository, with your development stuff like models, scenes and code you wont publish. Another one with the the thing that can be installed by a user like rendered images and build exe.
Then a user doesn't have to download things they don't need. You could even make that 2 users on Github 1 with the name of your "publishing house" having the download repository of the official versions of the game and the other one for your personal, possibly private, development repository.
There are 2 tiny improvement for me that would be great as I don't have to dowload the whole backup every new version, but can simply do update on the repo and only get the stuff that changed. Secondly the repo's are neatly put in folders as my download dir is currently a huge mess.
There may be a better way to do it. If anyone has any better idea I would love to hear it.
There is however a caveat and that are quota's. (LFS stands for large file structures)
Github support repositories up to 100Gb, but pommises to whine when you go over 1Gb.
Gitlab supports 10Gb and may do something similar.
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That is per repository, so if you have multiple repositories your fine.
You can have sub repositories in your repository. These subrepositories have there own quota, but do get downloaded when you update the repository that uses them
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It is commonly used on Unreal projects even with large assets.
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And also on Unity
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For Godot
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For Gamemaker
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It may be telling that there is no Renpy video for github, but renpy itself is on Github.
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If you know the project gets large, planning ahead and having a repo per instalment/DLC/Plugin or any other way a massive asset folder can be divided, may help.
In conclusion,
working professionally is not extra work, it is having different habits and less trouble.
One thing that is some extra work is adding some descriptive text to your check in's. I as seasoned programmer know that my brain can't hold all the stuff I've done. Things just fall out of it at the most inappropriate times. It's very helpful if you can look back in your history and recognize what you have been working on. It's also quite motivating if you see progress.
Another thing that a little work is setting tags (in git or labels in other source control systems) for versions. That way you know what changes where done since the last version. Handy for making a change log.
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I personally used to the Microsoft way of Mayor.Minor.Patch.Build system for exe's and Dll's, but make it just Mayor and Minor for the tag so specific patches can go on a minor version branch.
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Python seems to do it's own thing in this case. Quite unusual.
On thing that is bothering me is that I can't seem to find any statement about erotica by Github or Gitlab. There seems to be some text adventure porn and some ero programmer humor, but not much more. There is the internet rule 34
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so they must have thought about it.
Does anybody know if they allow it?