Games with level editors benefit from having very little clutter in the built-in editor, but I throw around the extensions without any order and alot of disdain. It *is* amazing how many objects I can pack into a 320x240 area, however.
Sides of the non-visible play area just turn into stew:
My frames in TGF get rather messy. I remember once ages ago when I had a megaman fan game ("The lost protocol" ) it was a revelation to realize that you could place objects outside of the frame and not use them.
That's one of the reasons I don't like TGF2. There isn't enough room with all those windows cluttering up the place.
I tried to make mine organised, all the objects are tiled neatly in a little corner but the rock and background objects all take up a lot of space to the left. Big effect graphics float around the top. It's very messy but all the unnecessary ones aren't set to "create at start", everything named, everything global.
I like to keep all my level doodads along the top of the frame, event-created objects to the top-left, and background tiles to the left. Any insta-death objects go along the bottom, just incase the player manages to fall through.
When I first install MMF2, the first thing I do is organize all my menus and docks and such, because I feel like I'm losing an unimaginable amount of organization by simply leaving everything in their default location. For example, you'll notice in my screenshot above that I docked Application Properties, Object Properties, and Layers all on the same side, and I've grown custom to resizing them as needed.
One thing that annoys me the most though, is the Run toolbar and how it's default location is on a completely new row. Serious? Wtf?
And what bugs me even more, is when people don't fix it.
Andy, you know that if you put it back up onto the first row, and then you Restore and re-Maximize the Window, then close and re-open MMF2, it will save the dock position? For some reason, unless you Restore and re-Maximize the window, it wont save dock positions.
That's basically how I set out my frame editor Andy
I try and name every object (including backdrops) aswell. I've never really thought about making it look neat, to me it's neat as long as no offscreen objects are overlapping, and sometimes if they're organised into specific groups like "backdrops" or "collectibles" or "level editor extensions".
Originally Posted by X_Sheep I just have a giant Run Application button (Image + Text). And I also place an Object Properties button in the toolbar, so I don't have to right-click an object every time.
Originally Posted by BrandonC I name all my actives.
Those don't count, because they're nothing but watermark labels on locked layers, that don't have any events to them. I keep them there because when I distribute tests of my game, the logo is to reassure that it's nothing but that, a test and of what, and the version of it.
Well, there's barely anything in the frame. The only things outside the frame are objects that exist from the beginning of a level, my collection of extensions, and several in-progress objects that aren't yet ready to be in the game. And I always name my objects categorically.
Also, for some reason, a non-present object that I try to create (via an event) relative to another non-present object will occasionally show up in the upper-left corner of the frame. But if I delete them, it'll remove the object entirely. Hence the pile of green stuff with the spider on top.