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- Jan 20, 2014
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So far I've just been messing around and learning RM, but I'm about to start a real project. I like to keep things organized -- how do you do it? Is it okay to leave a lot of blank variables? For instance:
1 - 20: dedicate to my farm system, even if I only use 5 of them.
21 - 40: dedicate to the bank system, even if I only use 8.
etc.
I figure an empty variable is simply ignored, and won't use up much (if any) space, so it should be fine. Is that true? Is there any other reason this might be a bad idea? Same question goes for items, common events, etc. I might make a fake item named "*** CATEGORY ***" every 20 items or so.
Is there no other way to access your variables/switches (to rename them, etc.) other than opening an event, and clicking all the way through (4 windows)? I know you can view them while playtesting, but I just mean while editing. It seems odd there's no variables tab in the database.
Any other tips for workflow or organization? If I make a full game, it's going to get pretty complex, so I want to start it the right way.
1 - 20: dedicate to my farm system, even if I only use 5 of them.
21 - 40: dedicate to the bank system, even if I only use 8.
etc.
I figure an empty variable is simply ignored, and won't use up much (if any) space, so it should be fine. Is that true? Is there any other reason this might be a bad idea? Same question goes for items, common events, etc. I might make a fake item named "*** CATEGORY ***" every 20 items or so.
Is there no other way to access your variables/switches (to rename them, etc.) other than opening an event, and clicking all the way through (4 windows)? I know you can view them while playtesting, but I just mean while editing. It seems odd there's no variables tab in the database.
Any other tips for workflow or organization? If I make a full game, it's going to get pretty complex, so I want to start it the right way.
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