Page 4 of 11
Re: Debug - A whole new way of debugging your game
Posted: Sat Jul 23, 2011 4:50 pm
by Trappingnoobs
Thanks, SO usefull. I no longer need to type
error("VarName = ".. VarName)
To find out the value of something. So much easier, and I'll definitly be using in most of my future projects.
Re: Debug - A whole new way of debugging your game
Posted: Sun Jul 24, 2011 6:39 pm
by schael
This is very good : It's simple to install, easy to use and very useful. The perfect tool for the newbie I am. Thank you.
Re: Debug - A whole new way of debugging your game
Posted: Sun Jul 24, 2011 8:34 pm
by Trappingnoobs
Kalle, is it ok for me to ship it with things I release? Even non-games, such as utilities?
I'll obviously give credit, but if you'd preffer me not to that's fine.
Re: Debug - A whole new way of debugging your game
Posted: Wed Jul 27, 2011 6:43 pm
by chrism
So no one else has had this problem? Why doesn't debug pass events along to the normal handlers when the debug console is hidden?
chrism wrote:When I include this in my project, I get the debug console but I seem to lose all the behavior in my love.keypressed() function. What's the proper way to integrate this into a project that already has keypressed/mouse behaviors?
Re: Debug - A whole new way of debugging your game
Posted: Wed Jul 27, 2011 6:53 pm
by slime
Yeah I get the same problem.
Re: Debug - A whole new way of debugging your game
Posted: Sun Oct 02, 2011 7:18 am
by humpaly
How do you launch the sims2 in debug mode? i KNOW there is a way to do it by doing somethings with global props or something but i want to make sure i know all the steps.
Re: Debug - A whole new way of debugging your game
Posted: Sun Oct 02, 2011 3:53 pm
by TechnoCat
humpaly wrote:How do you launch the sims2 in debug mode? i KNOW there is a way to do it by doing somethings with global props or something but i want to make sure i know all the steps.
rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;
rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;
rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;
rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;
rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;
rosebud;rosebud;rosebud;rosebud;rosebud;rosebud;
Re: Debug - A whole new way of debugging your game
Posted: Sun Oct 02, 2011 5:07 pm
by Lap
To go through the effort of registering and posting on a forum without even looking to see what the forum is about...I don't even...
Re: Debug - A whole new way of debugging your game
Posted: Wed Nov 16, 2011 7:20 pm
by qrux
Does anyone know if there's a way to use Debug with LICK? (see
https://github.com/headchant/LICK)
When i try, only one seem to work depending on which i load first.
Re: Debug - A whole new way of debugging your game
Posted: Wed Nov 16, 2011 8:22 pm
by Jasoco
Lap wrote:To go through the effort of registering and posting on a forum without even looking to see what the forum is about...I don't even...
Well, it is a spam account. If you couldn't tell by the signature. It just came before we implemented the approval process. Else we would have/should have deleted it. But since it got an awesome reply, it's too late to delete.