XaiJu
MonsterGirls
MonsterGirls

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Knowing when to try a different approach

So I learned something new yesterday...

I've spent around 10 days, over the past few months, working on the conversation editor, the goal is to make it super fast, and I knew if I used flex framework it wouldn't be. And I also want it to be super nice feeling, which particle effects etc, to gamify the editing of games (gamification-ception). But after 10 days and still hitting super difficult walls (like no mouse-up is detected if the mouse down started on a sibling element... wtf really who cares where it starts??...)

I spent 2 hours to basically get right back where I am, using flex.. it's ugly, and is slow, but for now it will speed up the process of getting the game to a playable state, we can make it perfect later. (I have to still draw the lines between the elements, and make it possible to make new lines, and add/select speaking character to the lines, but that should all be equally fast)

Often when coding, you have the whole 'in for a dime, in for a dollar' feel, so it's a bit difficult to step back and say... that's enough, scrap this for now and go back to what will get to our short term goal the fastest.

Of course, as long as things are properly encapsulated, it should be super easy to convert this over in the end... one piece at a time.

Knowing when to try a different approach

Comments

Thanks! It's much further along than the other was already, I had some fun making the connections between the two parts "droop", I can't imagine how hard that would have been to do with the other system which has very little support for things like that. If you need any help with programming just PM me and I'll see if I can help out in any way :)

The Monster Girls Team

I'm always astounded at the complexity, and struggles you report, and your ways around them are clever, and near inspiring. I'm struggling to learn coding myself, and just reading all your accomplishments like this is really amazing.

Timiddarkspy


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