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View Full Version : Debugging in RPGM3


Rodak
07-03-2005, 06:26 AM
I've been debuggerring my game lately and came up with a feature I'd love to see in a future RPGMaker (Hopefully 3, nobody's asked this one yet...).

When I got RPGM2, I just picked it up and started scripting. This process grew into my current game and therefore it is plagued with beginners errors. One of the worst of these errors is reusing flags. It took me months to realize that they could be renamed and I did not always have my notes with me while scripting.

So my question/suggetsion is this: Is there any way to trace what scripts are using which flags in 3? This would be similar to the Trash system in RPGM2. It tells you what bits of the system are using which scripts/events/etc you are trying to delete.

The ability to trace flags (and even variables) in this manner would cut WEEKS (not just hours) off debugging time.

If it is too early to know, I'll wait. But with all the well-connected folks here, I thought it was worth asking.

If this is not in RPGM3 (which I think is the case), then let's all remember to put it on our "wish list" for "RPGMNext" or whatever.

Well... I like the idea anyhow. I only wish I thought to ask Intro1 while he was at E3 and could have checked. Better late than never (usually).

Peace.

RPGD
07-03-2005, 12:46 PM
Well, the thing is that RPGM3 dosen't even have flags. It just has variables.

Rodak
07-03-2005, 01:31 PM
Oops. OK, Variables then. I just somehow forgot that there were no flags when I asked that particular inanity. And I read that there were no flags in one of the "3" threads too! Oy... My brain is getting old... Sorry. And thanks for reminding me.

I was just trying to think of ways to make debugging easier in general and wound up phrasing it specifically for RPGM3 out of pure Blind Optimism.

I still think it would be a great feature for any future RPGMakers and hope it will be available for Variables in RPGM3... although I have no reason to believe it would be so.

Draygone
07-04-2005, 12:37 AM
Well, as long as you remember to take notes and know that variables (most likely) can be named, there shouldn't be too much trouble. You don't really have to go into super-specifics, just give the variable a specific-enough name to give you a good idea where it's being used. If you call the variable something like "minigame", it could easily be in any or all of your game's minigames. Nothing wrong with using it for all minigames, but it still would need a bit more specific name.

Rodak
07-04-2005, 08:47 AM
Well, as long as you remember to take notes and know that variables (most likely) can be named, there shouldn't be too much trouble. Well, I know that now... This started because it took me far too long to realize that these things can be renamed, and I was trying to debug my current game (my first) in which I did not always have my notes handy while scripting. I appear to have reused many flags/variables and am having an overly hard time debugging as a result.

It was just a suggestion and a (water) pipe dream...

Besides, think of how much easier it would be to understand what the default scripts are doing if such things could be easily traced. I think a feature like this would be far more useful than merely as a debugging tool for idiots (like me!).

Anyhow, it is way too early to be thinking ahead to RPGMNext regardless. I just wanted to throw the idea out on the information superhighway and see if anybody runs it over.

Peace.

tjoris9
07-04-2005, 01:15 PM
Actually, if RPGM3 is as simple in terms of scripting as RPGM1 was, debugging will be a cinch, even if you realized suddenly that ALL of your initial work was a chaotic jumble of what appears to be a flashback to the first time you tried [Insert mind-altering substance of choice here].

RPGM2, well, without a better term, is a b'otch. You will be able to do 10x more with RPGM2 than you will probably ever be able to do with any other RPGM, but you have to make sure you follow the programmer's #1 rule. Always have a plan on paper before you even turn on the computer.

Crimson Knight
07-04-2005, 02:25 PM
As simple as RPG Maker 3 seems to be, debugging would be non-existant. RPG Maker 2 has the note command, which is very useful for preventing stupid mistakes like using one variable for 2 different functions.

Draygone
07-05-2005, 12:27 AM
Nah, there will always be a need for debugging. There was a need in RPGM1, and this one's slightly more complex than it.

Crimson Knight
07-05-2005, 12:29 AM
RPG Maker had some needlessly confusing script structures though. Otherwise, I never got confused using the event editor.

RPG Learner
07-12-2005, 07:08 PM
Variables?!!! Well even someone like me who failed in Algebra shoul hand moderate problems with it.

ChaosKnightXD
07-13-2005, 12:11 AM
if they're arent any flags in RPGM3 how r u supposed to turn events off

Crimson Knight
07-13-2005, 12:17 AM
With a variable! They're the same as flags, only those had 2 values.

Variables?!!! Well even someone like me who failed in Algebra shoul hand moderate problems with it.
I never knew what algebra was when I was learning how to use RPG Maker 2, and I got variables very quickly.

ChaosKnightXD
07-13-2005, 12:23 AM
how the hell do u turn an event off using a variable... sry but i never learned how to use them

Crimson Knight
07-13-2005, 12:27 AM
Events only check to see if a flag had a certain value, on or off(or 0 and 1 for later reference). If the value was true, the event would execute and if not, it wouldn't. Variables are used the same way, except variables can be much bigger values. The same applies, no matter what you use.

ChaosKnightXD
07-13-2005, 12:30 AM
well i hope they at least have scriptbranch condition in RPGM3 cause i know how to work that if u want to use it to turn events on or off

i made a nice time change script in RPGM2 with scriptbranch condition its almost perfect