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Tell me your terrible game dev tips!

600 Views | 59 Replies
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Here's mine: do all the assets first, coding last. Don't bother with placeholders and just burn yourself out drawing hundreds of visual novel sprites over the course of a few months, and then when your artstyle inevitably improves, do it again!


This is why Roboska LV never got past the first world.


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Response to Tell me your terrible game dev tips! 2025-12-22 18:25:31


don't use any existing technology, write your own game engine from scratch.

also create a custom scripting language to code your game


O prudente varão há de ser mudo,

Que é melhor neste mundo, mar de enganos,

Ser louco c’os demais, que só, sisudo


Premature optimization is always good. And I'm not talking about choosing the right algorithm for the job, I'm talking about agonizingly unrolling loops manually, running loops in reverse order, doing wacky bitwise operations and obscure string manipulation.

...all to achieve a 1% gain that is completely nullified because you used python 2 to make your game.

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Put your whole game in one big block of a file


Also add a bunch of comments and prints to your code and never remove them. No error handling, let the game fatal crash all the time


But fr tho I have seen some extremely messy questionable game code (or just code in general) in my short lifetime. My biggest gripe is people not focusing on error handling tbh or not even putting in safeguards


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Response to Tell me your terrible game dev tips! 2025-12-23 12:38:59


Also add a bunch of comments and prints to your code and never remove them. No error handling, let the game fatal crash all the time


...I unironically do that. oops


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At 12/23/25 12:38 PM, RosieUV wrote:
Also add a bunch of comments and prints to your code and never remove them. No error handling, let the game fatal crash all the time

...I unironically do that. oops


TO BE FAIR!! It depends on what the comments are LOL


Like if you're adding in a bunch of test code in comments and keeping that in, that's not great and makes everything messy. If you're adding comments to explain some weirder hack-y parts of the code then imo that's fine


Comments are nice tools but I'm just really picky about how other people use them :')


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Response to Tell me your terrible game dev tips! 2025-12-23 19:13:57


At 12/23/25 06:45 PM, Oddlem wrote:
At 12/23/25 12:38 PM, RosieUV wrote:
Also add a bunch of comments and prints to your code and never remove them. No error handling, let the game fatal crash all the time

...I unironically do that. oops

TO BE FAIR!! It depends on what the comments are LOL

Like if you're adding in a bunch of test code in comments and keeping that in, that's not great and makes everything messy. If you're adding comments to explain some weirder hack-y parts of the code then imo that's fine

Comments are nice tools but I'm just really picky about how other people use them :')


#if 0 #endif code disablement supremacy


O prudente varão há de ser mudo,

Que é melhor neste mundo, mar de enganos,

Ser louco c’os demais, que só, sisudo

Response to Tell me your terrible game dev tips! 2025-12-23 19:30:02


Yes, you should totally spend 5 months on a small fishing minigame 80% of your players won't touch.


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Response to Tell me your terrible game dev tips! 2025-12-23 20:00:59


Do not create sub-directories for your assets. You're a Game Developer, not a secretary!


Streaming my Game Development Adventures, 7 Days a Week!

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Response to Tell me your terrible game dev tips! 2025-12-23 21:02:33


make a turn-based RPG for a game jam with story

Response to Tell me your terrible game dev tips! 2025-12-23 21:18:24


Procrastinate :D


Roses are red... Violets are blue... I'm working on Flappy Parrot too...

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Response to Tell me your terrible game dev tips! 2025-12-23 21:27:29


bros if you could only see my projects from 2020 or so...

i used to put enter_frame functions and not remove them (i thought they got destroyed when the symbol was not on stage).

I had no idea why there were a bunch of error messages every single frame , but it was working so i just ignored them lol.

i managed to get the worst possible performance for a flash game.


Nowadays i'm being very thorough, though (thought it through!)!


Long live human hentai!

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Response to Tell me your terrible game dev tips! 2025-12-23 21:45:15


Making games stupidly hard is the easiest method of game design! Why fix that ain’t broke?


iu_1511138_8152063.png

Response to Tell me your terrible game dev tips! 2025-12-23 22:59:10


"The physics for everything should be like a bouncy ball."

Response to Tell me your terrible game dev tips! 2025-12-23 23:43:06


Reading all of this...


Yeah i rather stick with drawing and learning to animate NOT BUILT for coding lmfao-

(Too bad i already have a game in works, oh well, there goes nothing lol)


Cool, sweet and catchy!

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Response to Tell me your terrible game dev tips! 2025-12-24 05:33:07


At 12/23/25 09:45 PM, OviManic wrote:Making games stupidly hard is the easiest method of game design! Why fix that ain’t broke?

Also, difficulty curves are a myth! Gamers love when your first level is the hardest in the game!


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Response to Tell me your terrible game dev tips! 2025-12-24 05:34:12


At 12/23/25 09:27 PM, Edeshye wrote:bros if you could only see my projects from 2020 or so...
i used to put enter_frame functions and not remove them (i thought they got destroyed when the symbol was not on stage).
I had no idea why there were a bunch of error messages every single frame , but it was working so i just ignored them lol.
i managed to get the worst possible performance for a flash game.

Nowadays i'm being very thorough, though (thought it through!)!


I've never used flash, does that function basically later scenes upon scenes all going on at once?


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Response to Tell me your terrible game dev tips! 2025-12-24 05:34:55


At 12/23/25 08:00 PM, JackSlammer wrote:Do not create sub-directories for your assets. You're a Game Developer, not a secretary!


eh, you can get away with it if it's a tiny game made over a weekend.


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Response to Tell me your terrible game dev tips! 2025-12-24 05:37:00


At 12/23/25 06:45 PM, Oddlem wrote:
At 12/23/25 12:38 PM, RosieUV wrote:
Also add a bunch of comments and prints to your code and never remove them. No error handling, let the game fatal crash all the time

...I unironically do that. oops

TO BE FAIR!! It depends on what the comments are LOL

Like if you're adding in a bunch of test code in comments and keeping that in, that's not great and makes everything messy. If you're adding comments to explain some weirder hack-y parts of the code then imo that's fine

Comments are nice tools but I'm just really picky about how other people use them :')


Sometimes I use comments just to write down my thoughts about the code at that current moment so if anyone tried data mining my visual novels then it'll look like a complete mess, like a cypher only I can understand.


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At 12/24/25 05:34 AM, RosieUV wrote:
At 12/23/25 09:27 PM, Edeshye wrote:bros if you could only see my projects from 2020 or so...
i used to put enter_frame functions and not remove them (i thought they got destroyed when the symbol was not on stage).
I had no idea why there were a bunch of error messages every single frame , but it was working so i just ignored them lol.
i managed to get the worst possible performance for a flash game.

Nowadays i'm being very thorough, though (thought it through!)!

I've never used flash, does that function basically later scenes upon scenes all going on at once?


It's a loop, the code executes every frame (meaning 24 times per second if you're on 24 fps). for example if i want a time bar to get shorter and shorter i can set something like this inside the enter_frame function:

if(bar.width > 0){    
  bar.width -= 10; 
}
else{
  //destroy symbol or whatever
  }


But for some reason the function does not destroy itself if you don't tell it to, even if you go to another frame in which the original symbol is not present. This caused the stacking of many enter_frame functions causing a bunch of errors, eventually fucking up the performance and lagging the shit out of the game.


So, if i understand your question right.. yes haha


At 12/24/25 05:34 AM, RosieUV wrote:I've never used flash


You still have time to learn it for Flash Forward 2026 btw c:


Long live human hentai!

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Response to Tell me your terrible game dev tips! 2025-12-24 09:52:32


At 12/24/25 09:46 AM, Edeshye wrote:
At 12/24/25 05:34 AM, RosieUV wrote:
At 12/23/25 09:27 PM, Edeshye wrote:bros if you could only see my projects from 2020 or so...
i used to put enter_frame functions and not remove them (i thought they got destroyed when the symbol was not on stage).
I had no idea why there were a bunch of error messages every single frame , but it was working so i just ignored them lol.
i managed to get the worst possible performance for a flash game.

Nowadays i'm being very thorough, though (thought it through!)!

I've never used flash, does that function basically later scenes upon scenes all going on at once?

It's a loop, the code executes every frame (meaning 24 times per second if you're on 24 fps). for example if i want a time bar to get shorter and shorter i can set something like this inside the enter_frame function:

But for some reason the function does not destroy itself if you don't tell it to, even if you go to another frame in which the original symbol is not present. This caused the stacking of many enter_frame functions causing a bunch of errors, eventually fucking up the performance and lagging the shit out of the game.

So, if i understand your question right.. yes haha
At 12/24/25 05:34 AM, RosieUV wrote:
I've never used flash


You still have time to learn it for Flash Forward 2026 btw c:


nah mate I'm a godot fangirl


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Response to Tell me your terrible game dev tips! 2025-12-24 09:52:58


At 12/22/25 06:09 PM, RosieUV wrote:Here's mine: do all the assets first, coding last. Don't bother with placeholders and just burn yourself out drawing hundreds of visual novel sprites over the course of a few months, and then when your artstyle inevitably improves, do it again!

This is why Roboska LV never got past the first world.

Make your first game a huge game made on impulse. Surely everyone will know who you are and play your game made with no experience and unplanned levels/gameplay!


I love smiley faces :D

Response to Tell me your terrible game dev tips! 2025-12-24 09:56:25


At 12/24/25 09:52 AM, 404foundWawa wrote:
At 12/22/25 06:09 PM, RosieUV wrote:Here's mine: do all the assets first, coding last. Don't bother with placeholders and just burn yourself out drawing hundreds of visual novel sprites over the course of a few months, and then when your artstyle inevitably improves, do it again!

This is why Roboska LV never got past the first world.
Make your first game a huge game made on impulse. Surely everyone will know who you are and play your game made with no experience and unplanned levels/gameplay!


Don't forget to condition yourself into thinking your magnum opus will be your first. That will help with your motivation!


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Response to Tell me your terrible game dev tips! 2025-12-24 11:52:31


I've got two shitty ones:

-Only use scratch and nothing else EVER

-If you find a bug (even if it breaks the game) don't fix it, say its a feature!


Just call me Blake :)

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Response to Tell me your terrible game dev tips! 2025-12-24 12:16:00


Make sure your game is the best it can be on your first try. If it isn’t up to your vision, don’t even bother. It’s not worth making. You know what makes a good game.

Response to Tell me your terrible game dev tips! 2025-12-24 18:51:19


Use HTML


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Response to Tell me your terrible game dev tips! 2025-12-24 20:38:50


At 12/24/25 06:51 PM, winningliam wrote:Use HTML


Please do not say the H word, it's bringing back traumatic memories... /j


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Response to Tell me your terrible game dev tips! 2025-12-25 09:25:14


Don't bother fixing or optimizing your game, any problem can be solved by the user upgrading their hardware.

Response to Tell me your terrible game dev tips! 2025-12-25 10:47:24


dont know how to write a single line of code? that's fine! just run away from it and distract yourself by focusing on making the artwork, the problem will just fix it self eventually! its not like you would be wasting your time making your barely functioning, zero gravity ahh mario rip off game look pretty without ever addressing your core problem first!

Response to Tell me your terrible game dev tips! 2025-12-25 11:34:05


printf debug everything. gdb? Never heard of it.


"I don't want excuses. I want results."

~Skipper


Click here to see my art and animation thread postings. Just a note that some of it might be NSFW.

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