There are two kinds of people

imagine gaming

  • Posts: 99
Organized and unorganized work flow, which are you? Just curious, I personally appropriately name everything,  from actors to events, it irks me when I see a bunch of 'when created'  or 'when drawing', I also put everything related to each other in their own folders, oh and everything has to start with a capital letter, no 'score' it has to be 'Score'. I think I have a problem.  :o

« Last Edit: July 30, 2014, 02:10:16 pm by imagine gaming »

colburt187

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  • Posts: 2416
I'm the complete opposite, everything is a mess, I use the scene events and actor events instead of behaviours. Some times I have an actor called car1 but it has an GA called checkpoints2. Often I will duplicate something and not chance its name, so it will be known as copy of car1 for the rest of the project.

I am slowly trying to become more organised, but once the bad habits are set in, its hard to change.

Warzone Gamez

  • Posts: 711
I do whatever makes it work... I don't waste time polishing what people dont see if that's what your asking. So I'd say I'm the third type, the one that wears bacon strips as clothes... Sorry, what were we talking about?

« Last Edit: July 29, 2014, 11:45:24 pm by Warzone Gamez »
Making Dubstep is my passion.  Following
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Innes

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  • Posts: 1960
I'm pretty-much with imagine gaming on this one; I name everything, and I name it consistently (at least I try). I do this on the basis that if someone else looks at my code, they should know what's going on without too much trouble, and if I look at my code in 6 months, I should also know what is going on!


I tend not to create many comments, because well-organised and well-named code shouldn't need much in the way of comments.


When I wrote my book, I kept a spreadsheet which kept track of all the actors, scenes, behaviors, etc and although it required extra effort, it made life much easier in the long-run. I'd definitely recommend doing that for larger projects. Actually, it's something I would like to see Stencyl do automatically. Easier said than done, I know, but it would be great if Stencyl could create some kind of diagram or table automatically. For example, if I selected a scene, it could list all the actors and behaviors linked to that scene.
Visit www.TheStencylBook.com - the only published book for learning Stencyl.

MiscEtc

  • Posts: 162
When it comes to things that other people won't see, I tend to only do the bare minimum so that I can keep track of it all.

As a side note,
They're= they are-> They are are two kinds of people.

imagine gaming

  • Posts: 99
As a side note,
They're= they are-> They are are two kinds of people.

Haha oops.

ceosol

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  • Posts: 2279
I go with bare minimum. Sometimes even 1, 2 and 3 for the actors.

rob1221

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  • Posts: 9473
I name most things but not the standard creating/updating/drawing events because I never have more than one.  If splitting up blocks under Always is needed, I make custom events.  I try to give relevant names to all behaviors and never use the default hammer icon.  Sometimes I use folders, but my games are usually small enough where I don't have to do that.  I use a mix of behaviors and events, and events are usually reserved for simpler things like UI buttons.  I also have a habit of using custom blocks to share attributes among behaviors rather than the red attribute blocks because they take up less space.

Siren Games

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  • Posts: 102
Hey, Innes. We thought this was a good idea too.

See if this does what you're looking for. We just threw it together based on your strategies:
http://community.stencyl.com/index.php/topic,34106.0.html

SadiQ

  • Posts: 1795
I try to organize things as best as I can, I never use events (only behaviors), I use too many custom events, I try not to use game attributes unless it's absolutely necessary to do so, I'm yet to use the scene designer or finish the Crash Course (I honestly never finished them...Thanks Tuo), I try to stay away from premade behaviors and I try to have as few behaviors as possible (I still don't know how people can actually work with 80+ behaviors in a game).
I try to write comments in what I do if I'm not in a hurry, but I also do that if I'm making a behavior to help someone out.

I believe that being (overly) organised or not probably makes no difference unless you're doing some work intended for somebody else. Players don't care about the way you code, and a lot of the code is specific to a single game that the developer won't need it in a different game, and that makes over-organizing things a waste of time.
Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

GeorgeN

  • Posts: 856
At the begining I'm super organized. At the end its all chaos.

Innes

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  • Posts: 1960
Hey, Innes. We thought this was a good idea too.

See if this does what you're looking for. We just threw it together based on your strategies:
http://community.stencyl.com/index.php/topic,34106.0.html

I just had a quick glance, and it certainly looks interesting. Thanks for posting it; I'll have a closer look when I have time.
Visit www.TheStencylBook.com - the only published book for learning Stencyl.

dripple

  • Posts: 747
Well, I am sort of organzied. Everything is grouped. From scenes in folders up to event-, behavior- or attribute-names. I love to use canonical names, such as enemy.position.x and enemy.position.y. Events are named like input.keyboard, input.mouse. Actors are called like creature.red, creature.green, creature.blue or door.blue, door.green .

I am still hoping that Stencyl allows to sort lists (events, attributes, scenes, actors...) and to search / filter for events, attribtues, scenes, actors and so on.
Sure, my games won't get better with all the new features of Stencyl.
But I do have more fun creating bad ones.


MayazCastle Keeper