New version and premium template announcements for 001.
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The release date of the next version is completely unknown. Predictions are sometimes mentioned around the site, but they're always inaccurate. We're doing this for fun, so we enjoy not having deadlines.

Due to lack of time, feature requests and suggestions are currently not being taken by non-subscribers at this time.

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001 Co-Founder
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Postby Mike » Wed Jul 04, 2012 4:56 pm

We've been working on this feature for quite some time. It's been a feature that a few of the primary beta testers used, but it was mainly developed for me to deal with bugs in games. Now with a bit more resources, we've been able to make it far more polished and have all the features I wanted.

This feature will allow you to debug your games. That is, while playing your game, you'll be able to enable some cheats, work with maps/interfaces/actors/fields, access variables/switches/collections/tables, deal with players and party members, view active screens, enable/disable input sets, monitor scripting logs and statistics, be notified of triggers, and watch any variable/use value and break when it's a certain value.

Most of this is now available to subscribers to try out today :) ! More will be finished and more will be added over time.

This is pretty self-explanatory once you see the following picture:
cheats.png (5.2 KiB) Viewed 90730 times

The following screenshots shows a bit of what you're able to view and edit right when you need to:
objects-field.png (9.1 KiB) Viewed 90730 times
objects-map.png (7.66 KiB) Viewed 90730 times

You're also able to reset maps/interfaces and/or display them at will.

This is probably one of the more common features found in a debugger (and in other makers' debuggers). This allows you to change switches and variables. This also allows you to edit the contents of collections and tables while playing a game:
variables.png (5.42 KiB) Viewed 90730 times
table.png (4.75 KiB) Viewed 90730 times

Here you can add/remove party members and access their level, experience, money and points:
player.png (4.75 KiB) Viewed 90730 times

It also works with (local) multi-player.

When you're doing more advanced screen features, like using camera view fields, this becomes very useful for narrowing down issues. You're also able to change views and camera stuff of the main screen as well, of course:

Simple, boring:
input.png (2.01 KiB) Viewed 90730 times

Log and Triggers
The log window will show everything that showed up at the bottom (including scripting errors). The trigger window will show everything that was last triggered in terms of actor triggers and system triggers.

Delayed Events
This window will list all the current events that are being delayed. For example, when you use "Delay" or "Wait for Camera", it will show up in this list. You're able to delete them if so desired.

This will show you all sorts of stats. Will be adding more as time goes on:
stats.png (7.25 KiB) Viewed 90730 times

This window is quite powerful. You'll be able to monitor any variable, switch, collection, table, use value, map/interface variables, etc... anything that can be accessed through scripting. You'll also be able to tell the engine to break when a condition is met.
watch.png (5.4 KiB) Viewed 90730 times
break.png (4.15 KiB) Viewed 90730 times

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001 Forum Master
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Re: Debugger

Postby serrafina » Wed Jul 04, 2012 5:28 pm

Sweet! This would definately help people beat games and activate codes or cheats along gameplay or series for different versions.

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Re: Debugger

Postby Dunce » Wed Jul 04, 2012 5:34 pm

Not quite sure, but I think the Debugger is only available for when you test your game through the editor. Don't think it'll be useable from within a compiled game.

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Re: Debugger

Postby Mr.Numbers » Wed Jul 04, 2012 5:46 pm

Your right dunce, the debugger can only be used while editing your game.
Please do not PM me with Engine 001 related questions, rather post on the forums. ;)

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Re: Debugger

Postby EndoSkull » Wed Jul 04, 2012 8:30 pm

Available Today? - Today Today?

Is this available in the May download? I Only see that as available for download

Or do you mean later today? Or am I missing how to access these features?

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Re: Debugger

Postby Mike » Wed Jul 04, 2012 8:51 pm

It means it's coming today and give it a few hours still, just finalizing.

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Re: Debugger

Postby haraldx » Thu Jul 05, 2012 6:00 am

Hooray, no more full maps with invisible places that execute a script just to test something!

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Re: Debugger

Postby Lucifiend » Thu Jul 05, 2012 5:24 pm

This would definitely eliminate my debug interface. As useful as it is, its a pain to constantly setup.

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Re: Debugger

Postby Not Me » Fri Jul 06, 2012 12:28 am

That looks quite useful. I like it! :D
The above image is totally not a link to my website.

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Re: Debugger

Postby K-Pone » Fri Jul 06, 2012 11:36 am

Yay, Whitebox testing. Finally
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