I would like to get some piece of advice for you, advanced GameMake users. It is all about code/actions (d&d) organization when creating a game in Game maker.
My first idea when I finished all tutorials, did some tests, etc... was to use as much d&d as I could anc complete the holes with scripting. This will allow me to work with designers that don't know how to program and still get flexibility through code.
What do you think about this aproach? Have you tried? Do you think it is better to go for much code as I can and forget about d&d? Or follow my first idea, as much d&d as I could and just use script when d&d can't do.
Another thing I need some help are ideas about how to organize code in this situation:
1) I have a button. When the button is pressed a list of items (this is a GM object) must scroll a position.
2) I have a script that inits the item list (instantiate sprites and position them accordling). This can be seen as the item list constructor.
3) When the button is pressed I could just hack through the item list and touch all its params, etc... and let it move the current selected item to the next. But I don't like this. It seems a mess. I like code organized and easy to follow. I would really prefer to call a script that do all this on the "Item list" object. But then I loose d&d.
My first idea was to create a user event in the item list and call it from the button on press event, but user evnets can just be invoked with an id wich makes dificult to remember wich to call if I have more than 1 user event. Yes, I'm trying to use user events as methods (C++/C#,etc..) for the object "item list".
Anyway, no solution satifies me. Could anyone bring some light? How do you accomplish things like this in a clean way?
Thanks in advance.
Edited by hexdump, 06 May 2012 - 11:44 PM.