Also you missed one. If you are in the database with the cursor in the notebox for an object and hit F1 it brings up a list of the plugin help text so you can see information about plugins while working in the DB. VERY useful.
Good tips, though I had stuff to say about comments. Eventually the discussion will make it's way onto TH-cam probably. Short answer; comments can be useful, but also can be a problem if not updated and they increase your work load when you need to update them. Using them to keep track of what you were doing is fine, using them to describe what is happening in an event isn't. Eventing should usually be self-documenting except when using complex nested event commands like conditional branches that have many nests. This is one of the few places I would suggest using comments for documentation. Would suggest never using comments in a multi-team project. If someone changes the eventing and not the comments, and the comments are relied on for context of what the event is doing; you lose the context and now have to figure out what the event is doing and fix those comments. Another tip for programmers. NEVER use comments in code, not even for function notations. If you see a comment in code and its not something language/engine specific (like the plugin settings comment block at the top of RPG Maker MV/MZ plugins), treat those comments as a code smell and treat the code with a moderate degree of skepticism. Code should be self-documenting. If you can't write understandable code and have to explain in, someone reading it will have the expectation that you cannot explain the code in plain language either. Use understandable variable and function names, write functions in a logical pattern, define variables at the time of use and not at the top of functions unless working with a very old language that requires that, and break up large chunks of code into functions where possible.
I tend to use comments in some of my more complicated events... like my custom menu UI. I also just like having a color-coded marker in longer events that I can see quickly when I scan/scroll an event. Also, I can use the title to make something searchable if I have to come to a certain place during an event often. Eventing can also be a bit bloated in comparison to JavaScript so using comments helps me keep track of stuff. Generally speaking, I agree with everything in your comment. With the video, I am more just trying to point out features that people are generally unaware of.
All very useful tips to help speed up development! I had to take 3 months off my project, so I also find comments to be useful. When I look back at older events, I can better understand what the heck I was trying to do :)
Great video! I laughed way too hard at "you can do the Jesus" when talking about collision / holding control. I don't know if this qualifies as a "trick," but I find it helpful to save time. When working in the database, you can hit F4 and F5 to move up and down between entries without having to use your mouse to click down.
Oh and for the stuff I didn't know about: frame timing; F3, I knew about it but not what it did; I did not know about the console (KAPPA). Ready for the 1 hour video on the console, btw.
Also you missed one. If you are in the database with the cursor in the notebox for an object and hit F1 it brings up a list of the plugin help text so you can see information about plugins while working in the DB.
VERY useful.
I didn't know that. Awesome. Also, I'm sure that I missed many things... not just one. :D
Genius
Good tips, though I had stuff to say about comments. Eventually the discussion will make it's way onto TH-cam probably. Short answer; comments can be useful, but also can be a problem if not updated and they increase your work load when you need to update them. Using them to keep track of what you were doing is fine, using them to describe what is happening in an event isn't.
Eventing should usually be self-documenting except when using complex nested event commands like conditional branches that have many nests. This is one of the few places I would suggest using comments for documentation.
Would suggest never using comments in a multi-team project. If someone changes the eventing and not the comments, and the comments are relied on for context of what the event is doing; you lose the context and now have to figure out what the event is doing and fix those comments.
Another tip for programmers. NEVER use comments in code, not even for function notations. If you see a comment in code and its not something language/engine specific (like the plugin settings comment block at the top of RPG Maker MV/MZ plugins), treat those comments as a code smell and treat the code with a moderate degree of skepticism.
Code should be self-documenting. If you can't write understandable code and have to explain in, someone reading it will have the expectation that you cannot explain the code in plain language either. Use understandable variable and function names, write functions in a logical pattern, define variables at the time of use and not at the top of functions unless working with a very old language that requires that, and break up large chunks of code into functions where possible.
I tend to use comments in some of my more complicated events... like my custom menu UI. I also just like having a color-coded marker in longer events that I can see quickly when I scan/scroll an event. Also, I can use the title to make something searchable if I have to come to a certain place during an event often. Eventing can also be a bit bloated in comparison to JavaScript so using comments helps me keep track of stuff.
Generally speaking, I agree with everything in your comment. With the video, I am more just trying to point out features that people are generally unaware of.
When is our podcast coming out?
i dont use rpg maker but this is a great video good job keep up the great work
All very useful tips to help speed up development! I had to take 3 months off my project, so I also find comments to be useful. When I look back at older events, I can better understand what the heck I was trying to do :)
Ya the use of comments is certainly the most debatable of all the tips in this video.
Great video! I laughed way too hard at "you can do the Jesus" when talking about collision / holding control.
I don't know if this qualifies as a "trick," but I find it helpful to save time. When working in the database, you can hit F4 and F5 to move up and down between entries without having to use your mouse to click down.
Erin, you have to lie if you want views on TH-cam. It's a rule.
Oh and for the stuff I didn't know about: frame timing; F3, I knew about it but not what it did; I did not know about the console (KAPPA).
Ready for the 1 hour video on the console, btw.
Are you gonna make the one hour console video?
I really liked your video. Much clearer and useful than many others that are out there. Here you have a new subscriber
Thanks I am going to get back into making more videos.
That was extremely helpful, thank you very much!
Awesome stuff as always!
Thanks again!
New favorite video!!!
thanks for the plugin , but why is this not a feature already in the program??.....
Maybe be more specific?
@@mauigamestudio the ability to disable the title screen.....
@@mauigamestudio sigh nevermind , the plugin doesn't work for me mz , even though i see yours is giving the same incompatible error message....
cool
Bump!
Thanks Biz. Same to you.
nice video. too bad i use XP :(
Why you like XP so much jack?
@@mauigamestudio What's wrong with it...?
@@Bacxaber I don't have a problem with it. Not wanting to get in a fight about it. :D
@@mauigamestudio just something i grew up with. By the way, what video editing software do you use? Is it free?
I use davinci resolve... It is free
wheres joe!
I am trying to find myself too.
👍
That was extremely helpful, thank you very much!