Razzie.P
Member
When starting a new project, is it best to choose a module (if an applicable one exists) and start from there, choose "base.mod" or "none?"
During the tutorials, Joe mentioned many times that they were "starting points" and often mentioned that they had lots of extra, unused scripts loaded. So, were they just to illustrate how things could stap together quick n easy? Or are they nice, convenient jumpstarts to actually creating a real, non-tutorial project?
For example, if I'm making a simple, single screen platformer similar to the tutorial project. Should I use that module, or should I choose "none" or "base" and build it from the ground up, ensuring that only the scripts are loaded that I plan to use, preserving space and memory? When compiling, I got the impression that all the extra, unneeded bloat could still bog the game down even if not used. That right, or did I misunderstand?
Thanks!
During the tutorials, Joe mentioned many times that they were "starting points" and often mentioned that they had lots of extra, unused scripts loaded. So, were they just to illustrate how things could stap together quick n easy? Or are they nice, convenient jumpstarts to actually creating a real, non-tutorial project?
For example, if I'm making a simple, single screen platformer similar to the tutorial project. Should I use that module, or should I choose "none" or "base" and build it from the ground up, ensuring that only the scripts are loaded that I plan to use, preserving space and memory? When compiling, I got the impression that all the extra, unneeded bloat could still bog the game down even if not used. That right, or did I misunderstand?
Thanks!