By mrsun613
via mrsunstudios.com
Published: Jul 16 2008 / 16:08
If you’re a flash game developer you should know that in order to make a good game, you have to spend a considerable amount of time developing it. Usually, the time you spend making your game is analogous to the quality of game that you make. But, sometimes, the time you spend developing the game might not be worth the money you earn.
Comments
wpjmurray replied ago:
Ugh, Mr. Sun is back with useless articles. This article has nothing to do with Flash, and isn't even a good article on general game development. Tip #1 -- Brainstorm your game. Wow! What a good idea. I can't wait for Tip #2 -- Program Your Game. OMG, that's great advice. You forgot a few more tips, like "Breathe in and out to provide oxygen to your body" and "Go to sleep when you're tired." Seriously, could this article be less useful?
mrsun613 replied ago:
please read the entire article before you judge, not just the titles. I work very hard on writing these posts, trying to improve their quality every time. It may be useless to experts like i'm guessing you are, but not to the beginners who this post is mostly created for
wpjmurray replied ago:
I did read the entire article. You are publishing this with misleading headline by putting "Flash" in the title, yet there is nothing in the article that is strictly for Flash. This is a very general article about some pretty obvious steps to take to develop and market a video game. For example, you say that the developer should program all of the code before designing the levels. In most games, levels will increase with difficulty due to changes in physics, gravity, speed, etc. By programming all of the code up front, you may not consider elements that you'd like to adjust for different levels. The best approach is to create a story board of your game, with a rough idea of levels and what obstacles and goals will change for that level. After determining that, you can build the correct variables and methods to use through the entire game. I suppose the correct thing to tell readers is that they should decide on or build the physics engine that will be used throughout the game up front, so your storyboarding can take into consideration the physics capabilities.
Also, you write that the developer should not spend too much time trying to figure out a solution to a problem. That's what 90% of programming is all about. You can't do any testing of the game without having all of the fundamental pieces working, especially when using Flash 9/Actionscript 3 with its numerous error reporting additions. You can't fake it at first just to get it to work like with AS2.
I apologize for the attitude of my first post, but it is one of several that you have added that don't have mush substance, and it seems like you're just posting for page views and not trying to actually provide solid information for developers.
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