Sam you are so right, this is how we work as well
Just keep everything consistent throughout the project, keep reviewing and dump any code that's going to be called more than once into a procedure or bas module if ya want to use it in other projects.
In this game everyone has their own style of coding, therefore it's a real grey area as to which is the bast approach. Sam might write something one way, l might take a totally different approach, neither of us would be right or wrong. It would just be our styles.
Paul that depends which side you are on
You're probably not a loser at all, but you will probably lose if you don't care about the possibilities...
Personally I think it's a matter of programming style, you do as you wish to do.
If you want actual difference, do something that actually have some effects as compiled
Gee l'm getting attacked here...so to the defense
Paul
I preferred one method which had shorter code, (remember less chance of introducing bugs), however l don't really have a problem with longer code if it is correct. Therefore it comes down to style. Personnally l feel that if you can achieve something with a minimum number of lines you are writing eloquent code.
Mark
Once again this is style. We always force the use of the CALL keyword because it makes the code easier to read. Have you ever had to support another guy's code? Probably not, else you would understand that even though the keyword is not needed it makes it simplier to track bugs/mods through complex projects.
Megatron
Give a guy "guru" status and look what happens:):):) Only kidding, you are right with what you say regarding shorter code but disorganised. It's a dangerous sign when names like Text1.Text appear in code blocks.
Its the big stick option Sam
Basically we have set coding standards that everyone complies with, (at this stage all three of us). Using the "Call" keyword is just one of them, but it makes the code easier to read over multiple projects.