What's the first Attribute you always make?

DoguzDoguz Member Posts: 500
I've just discovered a great way manage the alpha on a lot of my buttons. Previously I'd put a 'hide me' change alpha attribute in each of my button actors, that I would overlay on top of my flattened backgrounds. Then go through and turn them on or off during development/publishing. If I have many buttons then times are a wasting. So I linked them up to a boolean. Now it's either dev mode on or off. Much easier. Just a simple trick I'd like to share. I'd not seen it anywhere else.

You could also use this boolean for a number of development tasks that need to be present during development, but hidden or turned off for adhocs etc.

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Comments

  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    game.score is the first I make.
  • iamcarteziamcartez Houston, TexasMember Posts: 648
    I'm learning to do a game.score or game.primaryrules attribute first.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Yeah, I've found it useful to add a game.DEBUG and put any display text, visible debug alpha=1/0 actors, etc. inside of it. That way I can turn all on-screen info and debugging actors on with the flip of a switch.

    Other than that, I don't really think about what my first attribute is going to be before I add it.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited May 2013
    Depends on the game and what I tackle first. I usually try to tackle the hardest stuff first. Like if I have a game that I want a type of physics action and you never know with GS if you can pull it off how you want, I work on that..et...
  • SearleSamaSearleSama Member Posts: 108
    I definitely work on physics mechanics first. Otherwise game.score or game.level are the first atts I add.
  • WbokoWboko Tennessee, USAMember, PRO Posts: 621
    Mine is always the mechanics...
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    game.GameState
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