Early findings - Or how is best to start small


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    Published on Jan 03, 2022
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    I stuck upon something these days that I'm very grateful of having found now other then later, as I'm very keen to go back to some older project I made and complete them to what I may consider a full game, in my case Heart Commando wich would be the most complex and A Wild Sprite wich has been the most successful one with over 300 download and plays across the board.

    What I found is a really simple problem that came out while making close room to be able to be entered back and forth, this is a really small problem if a game has not that much of a scale, Game maker studio permanent room is just a checker that once you have given that propriety to the room it become permanent and all the things that are found, killed or used remain in that state upon rentering the room. But this built in feature creates a lot of issues if used for many rooms and for a big game. Is usually better to give every instance(door, pickup object, enemy that you don't want to respawn) an id or use the one that Game Maker give to the instance once you drop it in the Room Editor.

    Tags :

    programming stem stemgeek threespeak gamedev gaming ocd

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