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THE IMPORTANCE OF TESTING.

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post=154654
However, there has been some later changes which still has forced me more or less to replace or edit a certain event that exists on almost all of my 400+ maps. This has occurred several times...


Yeah, that is bound to happen.

Another thing I learned is to keep as much coding in common events as possible, so if those parts need to be changed it only has to be changed in 1 event as opposed to 100's.

Still, no matter how carefully you plan there will always be a need for testing :3
post=154641
Wrong. I actually call this the interest regression test, if the novelty of the game has worn off yet you don't mind the task of play testing and trying to break your own stuff, you're doing good. Especially if you're also writing the engine and everything, I think my replay count has gone into the hundreds/thousands. Mind you I also have to press every little button, use every item, switch around every party member, and so much more. If I feel as excited as I do programming the thing, I'm doing good.
I think once you reach the hundreds of thousands of hours mark, which I've been at for years, that's no longer even possible.

8-9 years? You have to understand why all of this is my idea of "fun".

You don't NEED to test your game. You can just do the Action 52 approach.

YES!

Max McGee
with sorrow down past the fence
9159
holy fucking god what an awful game.
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