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 Post subject: Re: How to program as an MFGGer
PostPosted: Wed Dec 30, 2015 2:12 am 
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Obey.
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74. Use identifier names such as "class1" and "var2" so that the source code burglars can't read your code.
75. I'm too scared for code reviews.

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 Post subject: Re: How to program as an MFGGer
PostPosted: Thu Mar 03, 2016 7:51 am 
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Dank Memester
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76. Using Clickteam's deafult platform engine ALWAYS works! Obviously if you're not doing any work, it can't fail! Right?

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 Post subject: Re: How to program as an MFGGer
PostPosted: Mon Mar 14, 2016 6:47 pm 
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always have a hot girl as your avatar
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77. while using clickteam's default platform engine, let's make our levels way too hard! who cares if people complain, right? i can beat my own game, so it can't be that difficult.

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 Post subject: Re: How to program as an MFGGer
PostPosted: Wed Mar 16, 2016 5:50 am 
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Thanks DonnieTheGuy!
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78. It's just a free fangame, I don't have to put any effort into it.

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 Post subject: Re: How to program as an MFGGer
PostPosted: Wed Mar 16, 2016 6:07 am 
Cliax Codec X Splatoon
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79. Adding a minor feature? Nah, that requires me reworking the entire source code.

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Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?

Currently designing Chapter 1-6, 5%

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 [ca]
 Post subject: Re: How to program as an MFGGer
PostPosted: Mon May 16, 2016 12:52 pm 
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son of Xereus
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(hah, 79 is great!)

80. Make all variables global so you don't have to worry about scope.

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 Post subject: Re: How to program as an MFGGer
PostPosted: Mon May 16, 2016 3:07 pm 
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Man, these clickteam jokes really hurt my feelings.....

Well, since we're on that clickteam subject....

81. Let's make a public Mario engine in MMF with 500+ lines of events and only a few comments that pretty much explain nothing about what you did and why you did it, but a brief description of what 100+ lines of events are SUPPOSED to do.

82. Make all alterable values with the default "Alterable Value A, B, etc." name so no one can figure out what the hell each value is supposed to do.

Sigh...

 
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 Post subject: Re: How to program as an MFGGer
PostPosted: Thu Jul 21, 2016 11:20 pm 
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Just cooking food for my Yoshi.
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83. Let's call our variable names like "waa" or "woo" or "yahoo"! That way, we can make it easier for others to modify the engine!

:laugh:

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 Post subject: Re: How to program as an MFGGer
PostPosted: Fri Jul 22, 2016 7:28 pm 
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Just cooking food for my Yoshi.
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84. Let's use an object for every single tile!

85. I love making games with the Hello Engine! I'll be lazy and use this just like an editor to make my fangame! Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!

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 Post subject: Re: How to program as an MFGGer
PostPosted: Fri Jul 22, 2016 7:48 pm 
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Just cooking food for my Yoshi.
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Triple post, sorry, but...

86. Put ridiculous comments everywhere in the code.

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