Request For A New Behavior

I would LOVE it if there where a way to show the debugging menu ingame. That way you could see what is happening on your iOS / Android device. Also it would be great if it was generated to a log file! That way you could take it and have log files that you could compare! It would make debugging on iOS easier for me, thats for sure! :D

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited May 2013

    Hi @Utveckla_Games I guess that would be useful; just to remind you tho' because I'm sure you know: just park a row of temporary actors on the level with a Display Text behaviour in each, showing your attributes, and one showing the level time attribute so you can get an idea of when certain attributes are changed/initiated/triggered.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    *Stares*....I've never ever used the debug thing...Ever....

    I always use Display Text....

    Alright, I'm going to get a head start before y'all get your pitchforks out...
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    *Stares*....I've never ever used the debug thing...Ever....

    I always use Display Text....
    Ditto, Bray.... but don't tell anyone.... :D
  • ShmirlyWhirlShmirlyWhirl Member Posts: 189
    Haha will all the talk about debugging statements I was worried I was doing something wrong with Display Texts.

    Its reassuring that some of the long-timers use this method.
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    Haha am I SERIOUSLY the only one that loves that debugger? I can't live without it! I use it for EVERYTHING! :)) I guess I'm just the oddball. ;)
  • VoidedSkyVoidedSky Member Posts: 1,095
    Haha, I use the debugger, but I use display text also. It would be nice if we had a list of all the attributes, and their states while we are testing our game.
  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    i've never used it either, i'm a display text guy here... :)
  • ChakkuChakku Member Posts: 1,513
    Yeah, I've always used Display Text...didn't even now it was an established method used by others until I saw someone recommend it to someone else a while back :P

    Chakku
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    For crying out loud! I guess my idea is a fail! Oh well. :)
  • ShmirlyWhirlShmirlyWhirl Member Posts: 189
    If it ain't broke, don't fix it.
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @ShmirlyWhirl But then nothing new would ever be invinted. ;)
  • ShmirlyWhirlShmirlyWhirl Member Posts: 189
    Haha true, but in GameSalad's case I would hope they fix the broken things first.
  • WbokoWboko Tennessee, USAMember, PRO Posts: 621
    *Stares*....I've never ever used the debug thing...Ever....

    I always use Display Text....

    Alright, I'm going to get a head start before y'all get your pitchforks out...
    Same Here!!!
  • mounted88mounted88 Member Posts: 1,113
    Display text here also......sorry >:D<
  • SparkyidrSparkyidr Member, PRO Posts: 2,033
    Yeah, I find display text a much more useful way of debugging than using the "real" debugger.
  • RoksaltRoksalt Member Posts: 87
    edited May 2013
    I love using the [ "attribute-name"..Attribute ] syntax in my display text expression editor so I can tell what is what when I have multiples on screen at once.
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    Haha well, I guess I'll have to get out of the dark ages and work my way up to using the "Display Text" behavior. :) So much for that idea. :P
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