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Real-World Flash Game Development by Chris Simpson, Christopher Griffith

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13WE’VE ALL BEEN THERE

Now that we’ve just completed a chapter on best practices and ideal scenarios, it’s only fair to cover some “worst practices” and basic pitfalls you should avoid. One of the most common phrases I hear developers (including myself from time to time) use to justify lackluster coding is “Well, this project just didn’t afford me the time.” The implication here is that if the developer had had more time to do the work it would have been done better. I certainly don’t disagree with that premise. Before I worked at a game company, I was employed by an interactive ad agency. Anyone who has ever worked at an ad agency knows that there is never enough time on any project, ever. Forget formalized design patterns and wireframes; we’re ...

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