* Coding up the saves / achievement systems
It's been helpful to me to build an across-projects library in a unified folder for my flash games (using a global classpath to access it)
Lot's of things will need adapting per-game, but it'll save time anyway.
Stupid things like Turning 3x [0..1] color values to hex 0xRRGGBB can take 10 minutes of "not knowing what's going on"
if you mistake the precedence of bitwise operators or don't clamp correctly the values. Can easily
happen, but that's just an example.Why not do it with a GfxU.rgb(...) call instead?
So I keep all the utility code around (Formations, inverse kinematics, intersections, graphic operations, files, audio, generic but optimized particle system, etc.) and polish it a bit more with each project I use it. And I use my own conventions so I tend to remember where everything is (documentation on parameters and return values won't hurt thou
* Loading and reloading my game to make sure menus and such are placed just right. (Monster Debugger has been a major asset in making this quicker.)
Don't do this. Focus on the gameplay, everything besides it can wait until there's an actual game to play.
I like the saying "premature optimization is the root of all evil" (which I agree), but I also think "premature beautification is the root of excuses for not doing actual work on the game design and gameplay"