[Make sure you use a different object for everything!] Got 10 different weapons? Make 10 different objects for it! Making a dungeon crawler with 20 different heroes? One differently-named object for each hero please! This will mean that you'll probably be copying/pasting code a lot and maybe making small changes to each object - yay! Don't bother making a script that can be used in each of your 75 hero objects either as it's much more fun to make copy/paste errors that will cost you a few dozen hours down the road. You can also look forward to making as many changes to the SAME code as you have objects, with the definite possibility of making more copy/paste errors. Why update code once when you can do it 20 times! [If you're making a game that includes stats absolutely DO NOT use arrays or data structures] Only use variables that are different for each of your 20 heroes and absolutely DO NOT try to think of any way in which these objects can in fact, be the same object. The extra functions that are made for data structures will prevent you from being able to spend hours and hours working on features that could be done with a couple of well-placed data structure functions Make sure you copy code directly from tutorials but don't worry about understanding it. If it works now, you can completely forget about it as you won't be scratching your head in 3 months time wondering wtf the code actually does. [ABSOLUTELY DO NOT bother to put comments in your code - ESPECIALLY if you didn't understand it in the first place] In no way should you waste your time learning new things. It will only take time away from the 2000 lines of code that you need to update line by line in your epic RPG because that's a far better method than using a for loop and array [Under NO CIRCUMSTANCES should you use the manual..] Have you seen the size of it? Who the hell would read all that? It doesn't make any sense anyway so why bother? If you're having problems with a certain function just blame your logic and try random things until everything works properly. [DO NOT DEBUG!] Why bother taking the time to check the values of variables when it's obviously this other thing that you just did? It's not like you need to make sure there are no logic errors. As long as you fix the current issue, things definitely WILL NOT bite you in the bum down the road. What even is debugging anyway? [If you get an error, don't bother to read the error message!] It's all gobbledygook anyway. It must be a logic problem because you didn't understand what you were doing anyway, right? It's definitely not, 9 times out of 10, a typo or copy/paste fail - especially if you got that code from a tutorial (the code in videos never works properly!) [When you inevitably get stuck and ask for help, make sure to spend ZERO time thinking about your question] As long as you say things like "It doesn't work", that's enough. These other guys will instantly know what you're asking because they're stupid enough to know more about GML. If you don't understand something, don't bother asking for an explanation. They might be trying to teach you something and you DEFINITELY don't have time for that. It will just take time away from your project. If they say something you don't understand or ask you a question that's nothing to do with what you asked, just ignore them, they're obviously wasting your time! Don't bother to take any initiative at all - blindly copy/pasting into different events will eventually get you the desired result. If you copy/pasted code and it didn't work IT'S DEFINITELY NOT YOU that is the issue. Blame the helper. Be safe in the knowledge that all those hours you spend changing the dozens/hundreds of global variables every time you want to change the game is DEFINITELY worth all the hours you're putting into it and this is QUALITY dev time. I had to get that off my chest in a hopefully-humorous way... no offence intended and I hope I don't scare anyone off asking for help - this community is how I got started and has helped me a bunch and I like to return the favour!