Skink wrote:I believe #2 is spatial, not functional. Graphical programmers make a big stink about (what's the adverbial form of ugly?) uglily-arranged code. Even if functional, it can't be reliably read by anyone else or the original programmer 6mo later.
For #3, show; don't tell! It's arbitrary, but trust that the supervisor has enough content area expertise and creativity to 'get' whatever you're driving at. Well, if you want to do some gentle telling, the instructions are an opportunity for that without getting long-winded or heavy-handed.
Skink wrote:Yeah, I concede that possibility. It doesn't, really, matter, because you shouldn't be "overlapping" in either manner .
Advanced movement is game-dependent. Showing off that you know how to do this or that won't impress someone if it's shoehorned in there. And, I don't see too many games that would benefit from this versus a responsive WASD configuration.
I'm not touching graphics...
Sleepy wrote:What are some other ways to get environment interactions into your game besides making a "kill zone" in your backdrop a specific color and then use the "touching color" block to make them lose the game. It seems that if I don't do this, I get a 0/2 for environment interactions.
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