Tips and tricks, what you've learnt while making your games.

liamoliamo Member Posts: 191
edited December 2011 in Working with GS (Mac)
Alright, so I've been thinking, wouldn't it be cool if there was just one place for all those tips and tricks you've learnt while making you're games. So the rules are pretty much the same as the new features thread...

1. No replying to other people's comments. (this keeps the thread 'clean')
2. No arguments. (every thread like this usually ends out in a big argument and a sous or head chef shuts it down)
3. Only reasonable tips and tricks (don't give us a tip saying something like 'sing and dance while making level select')
4. Number your tips and if you can, back them up. (they don't have to be in any particular order)

I think that's it, oh yeah!

5. Post relevant tips. (no cocos2d or unity3d tips here, folks)

Cheers
Liamo

Comments

  • liamoliamo Member Posts: 191
    edited December 2011
    So my tips and tricks are mainly what I've learnt from my many mistakes while developing games...


    1. Do it right the first time, this is really hard to do but is so helpful.


    2. Think of different ways to do something, this is also hard to do, it's also really good because it can save you time, rules and brain power.


    3. Never get sidetracked, work on one scene at a time, one thing at a time, this is important.



    Cheers
    Liamo

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    My tips:

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    1 - Write out your game idea on paper first, if you have a team, then show it to them.

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    2 - Find some nice, relaxing "programming" music to listen to. Of course, everyone has their own opinion on what is great and what isn't but it is totally up to you.

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    3 - If you are creating a game with different elements, make them all in one scene first. Then, when they are working, put them in the desired scenes or "levels" - It will save you time.

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    Hope these help
  • ChobbifaceChobbiface PRO Posts: 491
    My tips:

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    1 - Prototype with some 'rough' illustrations first. Then when you're happy with the mechanics, then do the final art. Can't count the number of times I had to change mechanics which ended up with the art not being right, and having to redo them. This takes a lot of time especially if you have to reanimate images as well.

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    2 - Don't forget to look in the 'otherwise' section of the rules. Catches me out everytime he he. Especially if you get templates from somebody and wonder how the heck they did that with no rules.

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    3 - Write some notes to yourself on complex rules/attributes. Better to plan ahead, because when you have 300 attributes, yes it is possible to forget how the game you spent 9 months on works.

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