Games with lot of code

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  • Hi guys,

    until now I was mostly dedicate my work to endless runner games. Since I am coming from another game engine that is completely different in terms of structuring, organizing code, etc. how smart is to make adventure games in Fusion? Bigger the game, more scrolling will be necessary trough event editor. How do you organize things in Event editor? Some of you probably made a game with 500+ events, and I need advice how not to lose nerves in infinite scrolling up and down?

  • Do a structured approach to your design. Like a writer might do. There might be a "Flash Screen, Initialize Program, and Login Phase" Then there might be sub phases of Show Flash Screen, Initialization and Login....ect...

    Continue until you have a high level layout of your game.

    Now using Fastloops create a loop "Start of Game" but only 1 loop. This loop might then call the sub loops Show Flash Screen, Do Initialization, and Login Screen. in the same manner.

    Helps you to organization your code and makes it easier to follow your logic. Document your code well and a lot.

  • Organizing your code into groups is important. It lets you deactivate unnecessary code when not in use to alleviate processing, and makes it easier to scroll through code. You should think of it like a tree format, with branching off sections of code. Put all your game enemies code in a group, then divide that group into a group for each enemy, etc etc. You can create groups by using "Insert... a group of events" from the right click menu on a new line of code, and you can insert groups into groups. The special conditions actions let you open/close groups at runtime, which will deactivate all code inside them, including subgroups.

  • Groups inside of groups inside of other groups inside a big group, sprinkled with a lot of comments.

    I really underestimated how important commenting is, now that i have bigger projects iwas really hitting my head in the wall trying to find the right section of the code to edit.

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