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General Discussion Board \ Game and Program Discussion \ Things I wish I knew before I started programming

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AuthorComment
sterlinghurd
Probe
avatar
Posted: 29 Feb 2008
12:28 GMT
Total Posts: 3
Post your little bits of wisdom here. I'll start out.

Keep in mind the scope of the project before you start. It may sound like a really cool idea but if it's really complicated you're likely not going to finish it. Keep your games simple. You can always make a sequel with more features later.
Vectris
Ultralisk
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Posted: 29 Feb 2008
13:11 GMT
Total Posts: 375
Ya I've made like 50 games and never finished them, while half suck the other half would be really good if I had the initiative to finish them.

The best tip I can think of is to always back your programs up to your computer. To many times I've had random RAM clears and lost all my progress.
1337h4kor
Wraith
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Posted: 1 Mar 2008
13:18 GMT
Total Posts: 612
I'd have to say. Plan out the project atleast a little bit before you start. Just don't sit down and try to code from nowhere and expect everything to just fall into place. I've learned that from my current proj. Make games or programs that you'd actually use or play. That way you'll be more passionate about it. Take notes, Take lots of notes. Because when you run it for the first time to check for errors when you get an error that does something that you don't know what it's doing that for. You look at the code. W/out notes you won't know why it went wrong and thus you'll be infuriated.

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I wish i could swim in the sea of probabilty but once during my life.
me2
Goliath
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Posted: 1 Mar 2008
17:16 GMT
Total Posts: 171
You have to remember all the mini-engines you programmed and the way they work other wise you can't pinpoint errors. Also, there are some errors that are not calc errors (like you put the If( statement in the wrong place). You can break the program just before this error and you'll probably figure it out. Don't use Omnicalc for graphics in BASIC. Xlib is much better, even though it doesn't have all the extras. Finally, you can have FLICKERLESS BASIC GREYSCALE by using a While loop with the ClrDraw( command. I figured this out one day while messing around with Xlib. You don't need multiple pics, complicated statements, or super artistic skill. Just a simple command.

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<--- Going out with a bang.
IdealIdeas
Marine
Posted: 18 Dec 2008
20:35 GMT
Total Posts: 35
I Always Get Great Ideas For Games But Always End Up Later Re-Editing Them And It Gets Almost Impossible To Remember Were This Label Is Or What That Variable Does.

Plan Ahead Write Down What Functions You Want On Paper First.
Like My RPG Im Working On For The Items I Written Out How Much Each Item Costs, What They Affect, and So Forth.
me2
Goliath
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Posted: 23 Dec 2008
07:55 GMT
Total Posts: 171
Write down the function of every variable on a piece of paper. This is especially good for multi-party-member RPGs, or mapping routines for Xlib.

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<--- Going out with a bang.
Vectris
Ultralisk
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Posted: 23 Dec 2008
08:18 GMT
Total Posts: 375
I just open up notepad and everytime I use any type of variable, type it in and what I'm using it for. Also for Labels and Gotos you should do this.
IdealIdeas
Marine
Posted: 23 Dec 2008
17:02 GMT
Total Posts: 35
Thats Exactly What I Do!
When Im at School And Im Working On A Game, (And Yes I Do My School Work... I Do Have A's And B's In All My Classes. And Its Kinda Funny Since I Don't Seem To Grasp The Concept Of Studying And Note Taking) I Write Down All The Stuff In My Note Book And When I Get Home, I Sometimes Will Refine My Data And Put It On Notepad And Print It Out And Use That.
In A Game Lets Say I Have A Shop You Can Go To In The Game And You Can Buy 10 Different Items, Well I Write Out The Item First And What It Does In My Notebook.
gulyman
Goliath
avatar
Posted: 23 Dec 2008
23:41 GMT
Total Posts: 144
In a moving program (press up and the character goes up), you don't have to use 4 If commands after the getkey. You can use 2 lines of code.

X-x value
Y-y value
K-getkey value

0->K
While K=0
getKey -> K
End
(K=34)-(K=25)+Y->Y
(K=26)-(K=24)+X->X

This works because the calc evaluates the stuff inside the brackets and returns a 1 or 0.





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