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Messages - SPMech

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Ask a Question / Re: What's first in a new game?
« on: March 27, 2016, 11:30:14 pm »
If you are just one person or a couple of people who do everything, then try this method:

If you "know" what your game is all about, then you should already have at least some sketches or better still a small sample of near finished or representative artwork (background, player, objects/enemies and layers)  for a scene or part there of.

So dive in, with what you have. Build and 'easy' fraction of a prototype that illustrates the functionality of this tiny piece of game with most of the bits. When it is roughly how you envisaged it, review it, and refine  towards how it will fit into the game as a whole. This should help you get a 'feel' for your game and also for others to comment on and offer suggestions.

Then move on and tackle one of the hardest parts of the game - the bit with the most artwork, and complicated behaviors - to see if the game will perform as you expected or will it lag, or run out of memory etc. or even find you can't do it the way you wanted. Review it, refine it etc.; better to find out now rather than later that you can't do the complicated stuff quite the way you wanted.

Once that's out of the way, you've got two sample parts complete, One hard and One easy. This also gives you an idea of the work that will be involved overall.

The rest is waiting to be filled in - fill in with rough sketches and behaviours etc. - it should help make the process 'flow' for you more then, and you can start to 'feel' how it compares to what's in your head to what's reality in front of you. Always, show it to a couple of close friends, review it, analysis it, refine it, test it, etc. as you go along. Once you've got a good representative 'chunk' of it done you can put it out for comment and further development from your peers etc.

Prototyping is the key to getting the creative juices going, building that confidence in your product so that you are confident in throwing  hundreds of hours into a wonderful final product.

Hope this helps...

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Hi All,

After searching for a solution to this problem today, I discovered that "Visual Studio 2105 Community" no longer includes C++ as part of the install. It only installs for C# and Basic by default. At the start of the install process choose the "Custom Install" option rather than "Default" and tick the "Language C++" check box (It will also select the relevant sub-items for you).  BTW. When you choose the "Custom Install" option it also installs the "Default" options as well.   

After restarting my PC, the Stencyl IDE was able to see it and compile my game for Windows.
PS. I am running  Windows 10 and Intel i7 CPU.

Just another suggestion for anyone having this problem. 

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