Query: GM Best practices?

Posted by aeron on March 2, 2013, 3:36 p.m.

Hey all, so I haven't mentioned it here yet but I recently began working as lead designer on a small gamedev team. After looking into available tools we have decided to use GM:Studio to speed up development. One of the programmers is new to GM (He's a Java bean) so to help get us all up to speed I'm compiling a list of guidelines to make our lives easier. Now, I've only recently been getting back into GM so my memory on some of the conventions aren't the best. So far I've covered:

1. Prefix resource names (spr, obj, etc)

2. Use GML not drag and drop

3. Avoid built in globals (health, score, lives)

4. DS are your friends

I'm trying to think of other little rules of thumb that we might benefit from. What are your best practices when using GM? What things should you never ever ever ever ever do? How can I make sure our code doesn't get out of hand?

And as a final note, I'm actually looking to take in more programmers and artists for this project. What we're making is a 2d game centered around espionage/sabotage. We already have a couple designers, two guys on sound, one (maybe two) artists, and three programmers (including me). One of the programmers (not the Java bean) isn't sure if he can stay on so I'd really like to get more people just to be safe. So, if you think you can contribute, and wouldn't mind making some cash if (or when) this game turns a buck, feel free to leave a comment or PM. If you want more info, I can gladly provide it.

Cheers

Comments

Charlie Carlo 11 years, 9 months ago

Using one specific function doesn't mean you can't do anything else. I don't follow tutorials or engines or shit, I make everything myself as I go along. I can do ramps, moving platforms, ladders, whathaveyou. I don't understand your anger.

Charlie Carlo 11 years, 9 months ago

You didn't even say anything objective. How could you be right and I be wrong?

Eva unit-01 11 years, 9 months ago

Who has the popcorn?

Charlie Carlo 11 years, 9 months ago

Why would I want to rotate things?

I don't reinvent anything. I just make it myself out of duct-tape and plywood.

Plywood wheels spin the best, in my opinion; the duct-tape is good for grip, as well.

Cesque 11 years, 9 months ago

I just get the impression that Charlie's comment about how he does things escalated into some sort of epic ragnarokesque battle in SpectreNectar's head…

Charlie Carlo 11 years, 9 months ago

I'm a free spirit, man.

Cesque 11 years, 9 months ago

Quote:
meh

If it makes you feel any better, I could sort of kind of understand what you said about moving out of polygons.

Edit: Stop cutting me off, guys!

Rez 11 years, 9 months ago

Quote:
Make a separate sprite for every animation and change sprites instead

wait what? you mean you have every animation in a single sprite? what?