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How OCD are you with your projects?


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#21 JAk HAk

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Posted 26 April 2012 - 04:41 AM

I share that obsession habit. I usually set my game at 60 fps -- but I always test it "wide open" to make sure it runs at >200 fps (at least). That way, I'm confident it'll run 60 fps even on slow/old computers.

I don't trust my CPU, GPU and screen refresh rate to always sync up properly. So, instead of running at an excessively high frame rate, I use third party software to monitor how much of my processor is being taken up by the game running at normal speed, and then use some metric based off of how fast I think my equipment is compared to other people. :thumbsup:

OT: I won't proceed with something if I've encountered a bug. All progress halts until I'm sure I've solved it, and that often involves play-testing far more thoroughly than necessary to ensure eradication.
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#22 YellowAfterlife

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Posted 26 April 2012 - 05:41 AM

I really like using tabs rather than spaces for putting indention in my codes, but it seems not all people thinks the same. I go so far that with some open source gmk scripts (that I like) I have I always can't help but re-indent them using tabs all over again.

i always turn this:

{
  maxid = -1;
  maxpower = 0;
  for (i=0; i<instance_count; i+=1){
    iii = instance_id[i];
    if (instance_exists(iii))
      if (iii.object_index == unit){
        if (iii.power > maxpower){
          maxid = iii; maxpower = iii.power;}
      }
   }
}

into this:
{
    maxid = -1;
    maxpower = 0;
    for (i=0; i<instance_count; i+=1)
    {
        iii = instance_id[i];
        if (instance_exists(iii))
        {
            if (iii.object_index == unit)
            {
                if (iii.power > maxpower)
                {
                    maxid = iii; maxpower = iii.power;
                }
            }
        }
    }
}

It looks longer, but i extremely prefer it that way.

var i, p, iii;
maxid = -1;
maxpower = 0;
for (i = 0; i < instance_count; i += 1) {
    iii = instance_id[i];
    if (!instance_exists(iii)) continue;
    if (iii.object_index != unit) continue;
    p = iii.power;
    if (p <= maxpower) continue;
    maxid = iii;
    maxpower = p;
}
Mainly I'm only partially 'obsessed' with performance factor in GM games. Knowing how performance of arrays versus data structures compare for specific tasks, I may use one that will take more time to code but work better when done.

In other programming languages I'm often bothered about types of variables - from programming for phones with low CPU & RAM (via Java ME) I've learnt that it can actually matter to use integer types instead of floating-point ones.

Shared thing between all programming languages is having too many indentation levels - more than four of such normally mean that things are getting complicated, and likely hard to read. So 'continue', 'break', 'return' statements where applicable.
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#23 NukeTheCat

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Posted 28 April 2012 - 10:09 AM

The time Silver Scratch sent me PvZ alpha for my graphics. I was like: 'WTF! He doesn't call his sprites spr_? and what with the capitals?'
I had to calm myself down and put it his sprite names

His sprite names:
SprPltPeashooter

My sprite name:
spr_plant_peashooter

Oh, and I obsessed with semi-colons. I almost flipped when Silver didn't add a single one!

Edited by Jlm07, 28 April 2012 - 10:12 AM.

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#24 chance

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Posted 29 April 2012 - 11:26 AM

Oh, and I obsessed with semi-colons. I almost flipped when Silver didn't add a single one!

Following the recommended coding syntax for a particular language doesn't seem obsessive. Just normal practice.
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#25 NukeTheCat

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Posted 29 April 2012 - 02:15 PM

Double semi-colon?
variable = 0;;

Bracket between semi-colons
if place_free(x,y){
variable = 0;};

^Are these really normal practices?
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#26 chance

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Posted 30 April 2012 - 10:40 AM

Following the recommended coding syntax for a particular language doesn't seem obsessive. Just normal practice.

Double semi-colon?

variable = 0;;
...
^Are these really normal practices?

No, they aren't normal because they aren't recommended coding syntax. They're just dumb. :tongue:
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#27 razourik

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Posted 30 May 2012 - 01:06 AM

I always use even numbers and simple calculations (e.g. when levelling up in an RPG I've created variables will just be increased by * 2) :medieval:
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#28 SEC

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Posted 30 May 2012 - 05:39 AM

I'm not a perfectionist at all when it comes to organization; I put my objects in folders, but the names don't really make sense. (e.g.: props, scenery, weather, sun). I'm also really bad at naming objects. I've had many an hour be wasted because my objects and sprites are named the same. :(

I am a perfectionist, however, when it comes to level design and graphics. I make sure that the jump distance is perfect, and that the color of the sky is perfect. If someone doesn't look really good, I delete it. I suppose it's better to make your game look good, even if the inner workings are quite messy.
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#29 Super Guy

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Posted 30 May 2012 - 10:03 AM

I try to make the game itself ABSOLUTELY perfect, but do not care much about what the code looks like.
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#30 fluidic ice

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Posted 30 May 2012 - 10:15 AM

I think I'm pretty much the definition of being a perfectionist. That's why I can't anything released, I continuously improve on something and never know when to stop...

It's like my current project. I've rewritten it 5 times from scratch and it currently sports 3,500 lines of code. And I feel like I haven't even gotten started on it yet. So much more awesomeness to invent! So awesome infact, that I don't think anyone else in GMC has this kind of tech.

I think it's a curse.


Hahahaha +1'd, so true.
I've probably re-written my game 6 or so times, each with at least 7000 lines of code and to generally the same extent each time(very underway and playable) until i'm like: This can be optimized even more... Then I start again.
But when I start again I don't copy and paste the code, no. That would be too easy. I have to re-type it cause I HAVE to, for it to be absolutely perfect with none of the "old" horrible code in it. Although I have typed it out so much it's stuck in my head now, which could be seen as a good thing. And the first version of the game ever was completely horrible to look at compared to the latest and greatest version. (Probably about 5 years since the first version ever, and the most recent is from january 2012)

There's also a certain coding etiquette I must abide by to have it looking perfect sitting there in that script that non-one will see. Although that's about the extent of it, I can sleep with (non-code) errors in it, I just have to make sure their fixed by the next "release". Like a tank that's supposed to be visible is invisible in bushes (Working on that now >.<)

Edited by fluidic ice, 30 May 2012 - 10:17 AM.

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