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AndyUK

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23rd January, 2009 at 21:43:29 -

Here are some examples of how messy I work. Post your own examples and your own tips on how to sort everything out and make life easier.

Image

Unnamed Dizzy fangame

Image

Lil' pirate HOLY HECK HUGE MESS ZOMG

 
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Pixelthief

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23rd January, 2009 at 21:53:27 -

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.
Image

Sides of the non-visible play area just turn into stew:
Image

but my level editor is sterile and clean:
Image

 
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23rd January, 2009 at 21:53:35 -

My frames really don't get that messy.
If anything, I have everything sorted between a couple frames.

 
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23rd January, 2009 at 22:16:04 -

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.

 

  		
  		

-Dark Martin-

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23rd January, 2009 at 22:16:27 -

My Frames are clean as they can get.

So is my DVD, Book and Scribble Shelf.

Edited by -Dark Martin-

 
<a href="http://s50.photobucket.com/albums/f315/Martin_Bodger/?action=view¤t=signature_stripcopy.png" target="_blank">Image

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23rd January, 2009 at 22:20:47 -

I was going to edit...

I find myself getting neater. Splotches has everything arranged nicely, although it may have something to do with the grid being turned on.

 

  		
  		

Ski

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Candy Cane
23rd January, 2009 at 22:25:55 -

I can't not name/label actives, but I rarely name backdrop objects.

 
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AndyUK

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23rd January, 2009 at 22:32:02 -

Well, Lil' pirate does use an editor Pixeltheif. Which... is nice and cluttered lol. It works however

Image

 
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Silveraura

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23rd January, 2009 at 22:40:35 -

I keep everything pretty clean for the most part. I also use behaviors to keep the event editor clean, and I name all my actives.
Image

 
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Dr. James MD

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23rd January, 2009 at 22:48:56 -

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.

 
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AndyUK

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23rd January, 2009 at 23:22:49 -

Actually the worst part isn't so much that the frame editor i cluttered, it's that I can't find the object in the event editor. Of course putting stuff in folders would have helped had i bothered.

 
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aphant



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23rd January, 2009 at 23:33:58 -

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.

 

AndyUK

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23rd January, 2009 at 23:38:27 -

Um... you guys are supposed to show us too.

 
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Silveraura

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24th January, 2009 at 05:06:11 -

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.

 
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X_Sheep

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24th January, 2009 at 08:36:21 -

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.

Edit:

Originally Posted by BrandonC
I name all my actives.



Active
Active 2



<__<

Edited by X_Sheep

 
a/n

chrilley

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24th January, 2009 at 09:18:05 -

A little messy maybe, I do try to name all my objects though.
Image


 
Image

-J-



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24th January, 2009 at 10:20:54 -

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".

Oh and you have a message from Phredreeke

 
n/a ...

RedEnchilada

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24th January, 2009 at 14:20:41 -

At best:
Image

At worst:
Image

 
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24th January, 2009 at 15:34:34 -

I always forget to name my objects. Sometimes I'll come back later but never do it as I go.

 

  		
  		

Silveraura

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24th January, 2009 at 15:53:55 -


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.

Edit:

Originally Posted by BrandonC
I name all my actives.



Active
Active 2



<__<



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.

 
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AndyUK

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24th January, 2009 at 18:29:35 -

They could very well be backdrop objects CALLED Active 1 and Active.

 
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Fifth

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24th January, 2009 at 19:08:55 -

Image

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.

 
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