SNODGRASS'S PROFILE

Search

Filter

How does debugging actually work?

Not sure if serious so I didn't answer but since this looks like it's going to be troll gangbang, obviously not.

In what planet does it even make sense for a troll to bring up something vague like debugging mode that the actual person explaining would even go so far as renaming it into test mode just to be done away with it's intricacies considered trolling?

In what planet does it not make sense that one of the key things a newbie game dev would focus on is how to spot bugs and fix them? It's already obvious that one bug can potentially be game breaking but imagine the amount of plot reworking needed to bypass a game breaking bug?

Have some of you guys gone full retard? You have a mod/admin who's version of helping is copy pasta and joining in on the trolling instead of modding it. You have a person who thinks someone asking a question about debugging mode isn't in the works of making a game. You have someone who participated in half the trolling that occured in this thread and be blind to whether someone is being a troll or not?!

Seriously? It's one thing to be trolls. It's one thing to be stupid people that end up trolling. It's another to be smarter people that actually understands debugging (or at least that's why I assume you are even lingering in this thread) going about trolling in such a retarded manner that I have to write this reply and feel sorry rather than butthurt for the trolls.

How does debugging actually work?

So...just to make sure I understand you correctly, debug mode = test play mode and test play mode here would be something like game dev speed running towards each event to verify they all work correctly without actually playing the game. Would that be correct?

That is to say you're only technically considered as finding bugs not because you are searching for them but you just want to make a quick scan that every event is doing a process that you intended it to.

Mind you I'm making this definition of test play longer than it needs to be because I don't really understand how tweaking the requirements would mean knowing what the door is meant to do. My idea of actually quickly scanning for bugs is to play the game and I was hoping I would eventually stumble on a tutorial that explains how to skip to an event but as of this writing, I had assumed you need to play the game exactly as it was made as to even verify the stability of the game (and you had to play over and over from the beginning). I have even encountered some other games where it's generally not advised to enable debug mode because it might be the one causing the actual bugs.

Edit: I nearly forgot: if this is actually the case then what term/process/keyword represents actual bug finding/bug fixing if not for debugging? Especially in an easier interface that would help a newbie like some form of "mode"? Nothing?

How does debugging actually work?

Yes but under that scenario I'd assume there would be no major need to change a variable or switch if it's working currently. That and you can also do it the long way via the actual project file.

Edit: ...or am I missing something here?

I would assume the phrasing debug involves either finding or removing/fixing/disabling bugs.

I don't see how I could understand much less fix a bug simply because I know which event/switch/variable toggles it. I could disable it but then that would be no different from deleting an event. Especially if it's a bug that comes not from something advanced but just basic event gui creation.

How does debugging actually work?

Well that creates a dilemma then.

How would one who doesn't know what they are doing go about fixing a bug in a game they make in Rpg Maker?

Make bug fix request threads? I find it hard to imagine that many coders would offer to help. From the few instances where I encountered the term debugging, it's often represented as one of the most tedious process in coding. (Well bug fixing in general)

It also begs the question, how stable is a RM Maker game? Both using the default sets as well as when copy pasting the scripts. Seems like a catch 22. A game maker is supposed to allow people who don't know how to code to make a game but you don't know if the actual game maker has any lingering bugs or which common settings have a tendency to induce bugs except for the most stated issues like lags.

I know if the engine was really this buggy, of course no one would use it but I also don't know how many of the newbie rpg maker game devs have support especially in the beginning and how many of those people made the type of rpgs that needed that type of support.

How does debugging actually work?

Yeah that definition doesn't really help. It sounds like the antithesis of using a RPG Maker.

How can someone who doesn't know how to script know how the game's code is supposed to be intended?

...or is debugging mode purely from someone who knows how to look at Rpg Maker's code as code and isn't meant to be used by users who just copy paste scripts?

How does debugging actually work?

author=NewBlack
As far as I know...

In RM terms at least.. A variable is a function that determines the behavior of something in the game based on the value it holds.

In debug mode you can manually choose to assign the value held in the variable while the game is running rather than having to execute the in-game actions that would usually be responsible for altering the value held in the variable.

Same goes for switches, but they're either "on" or "off" rather than value-based. In "debug mode" you can turn switches on and off without having to perform the in-game actions that would usually be responsible for making a switch turn on or off.

Does that help at all?

Yep. That actually makes sense but from the sound of it, it seems like it would demand some manual in itself to debug the code and some knowledge of how turning an on or off switch would actually matter. (i.e. narrowing down a particular event as being the one causing the bug in real time)

Since I don't have a full made game yet, I can't even tell what I would get from RM's debug mode.

Any thread that has this list of commonly used commands as well as common bug fixes for RM's debug mode? (I haven't done a web search yet. I'm also worried that from the way the help file phrases it, it sounds like I have to learn almost everything about Ruby before I would even get somewhere but I haven't read anything about RGSS yet either.)

Edit: Maybe turning switches on and off isn't the best example either. From the way variables sound, it sounds like I have to have some idea why changing the range in the variables would actually matter and what common ranges to replace a current variable with.

How does debugging actually work?

Ok, for those who don't know me: total newb, no knowledge of scripting, haven't figured out how to make a game yet.

Right now I'm just lurking and scouring info about game making while creating the maps for my first game using the default tiles and I saw this thread:

http://rpg-palace.com/categories/game-maker-s-guild/game-making-support/tutorialxpvx-debug-mode

...and it reminded me how I don't know how to debug so...um... how exactly do you debug?

Obviously I have to remove the bugs and I have to actually have bugs but how does a debugging mode help in detecting those bugs other than making a cheat mode that makes it faster to play through the game...or is that the point? You're still bug checking but the mode just makes it faster to reach a problem point?

I know the thread elaborated on it but having no actual idea about elements like variables, I really have zero idea with regards to why seeing those variables would be important while playing the game.

Playing/enabling the debug mode in other games, my impression is that they sometimes vomit out codes that read like jargon to my eyes at a rapid rate.

A time travel system - To the past and present.

I should have clarified.

I referenced the ultimate items because those are the most common designs I've encountered but trademark items can be just as bad. (Plot-wise not gameplay-wise)

For example in your scenario, you explained the justification of gaining the item but you didn't explain the justification of switching from that item.

Let's say a player does get that exclusive item but then later in the game, the item's power just loses out against a generic item (this is why people tend to make ultimate weapons as the rewards) then the question for someone who's immersion is just as important as gameplay is whether they can make the bard keep using this item or they will be forced to grind like crazy just to maintain some semblance that the soothing memory is still valuable to that bard.

This isn't always logical or rational either. Sometimes players may even want a modified ending for keeping those items and, design-wise, now you have a lot of extra conditional events to add on top of the time travel.

Again this is only if you really want to deliver the design. Not many players would demand or overthink these things through. It's just as far as ideas and narratives, that's one of the pitfalls that lead to a poorer story. Doesn't mean bad, just poorer or executed greatly...the more apt term would be less memorable. You really have to have experienced comparable great scenes though to even get to this type of criticism and many players simply don't have that expectation or standard but still, it is a notable enough warning methinks.

Those aspects in gaming you've always wondered about?

Oh man...can't believe this wasn't under Game Design. Nearly missed the awesome answers.

Anyways:

Why aren't there more JRPGs that look like CRPGs and vice versa?

Why are spells (esp. the big ones) rarely treated as resources?

I can count three on my finger that even attempted to weave this into the narrative/gameplay.

Brigandine's summon too many monsters and the mana count will go down even eventually to not getting any despite having lots of territories

Kartia's plot

...and Tales of Phantasia's plot.

All three did this in awesome original ways too but they just didn't pursue these premises further to actually count)

Of course there's FF7's ending but you don't even find out anything about that one and of course the movie Final Fantasy The Spirits Within just had to make it an overnight event.

Why do people rarely steal the contents of the chest?

Don't say it's just for plot necessity. The few JRPGs with scenes that did this all made the villains...well...more villainous.

Why do games love giving you flying ships instead of giant robots?

-Two games that give you giant robots: Xenogears and Live-a-Live. Both were awesome.

-Games that give you flying ships...yay more time to see how limited and abandoned the map is in a JRPG plus pixel hunting for secret cities/monsters.


Why do JRPGs not give you a charisma stat for recruiting?

Considering the design, CRPGs are the ones that need more teammates but they make it so easy to have those die even if it's just dialogues. JRPGs on the other hand have full of companions joining you even if they can/started out soloing before they met you.

Why do games love giving enemies limited allies?

Again, don't give me that thing about plot necessity. It was awesome when they did that in FF2 on one of the towns and it didn't make the game that much more difficult nor did FF2 stepped away from the formulaic "teens off to kill the boss".


Why do INNS protect you?

It's bad enough that CRPGs have rest systems where you get attacked outside more often than in Inns (have they not heard of scouts) but many Inn assassination plots are more awesome than the main game itself especially if you take into account the damage your teams might have. Would change the whole strategy of how the game is played.

P.S. Live-a-Live had a bathroom.

A time travel system - To the past and present.

I think the first paragraph is definitely interesting. I haven't encountered anything exactly like it. Would definitely be curious how you pull it off especially with time travel.

I think for the second paragraph, it's still rare but not as original, so for the 2nd paragraph I think my idea would be to just be careful into turning the side quests into necessities.

Sometimes sidequests harbor too powerful of items (like the most powerful item a class can get) that it destroys the logic of things especially time travel where instead of players taking that optional route for 1 or 2 characters, they totally forego the plot just so they can complete the scenes. You may even have to shift the path from the plot into those items if you really want them to be seriously treated as sidequests like if you want them to gain an item in the end, instead of choosing a branch, the item is the branch and upon gaining the item...only then do they need to complete the quest to keep the item. That way the player has a more plot justified reason from breaking off on the path.

This isn't to say you can't do it in a more traditional side quest - reward manner (it certainly hasn't stopped time travel concepts from being ranked lower in popularity) but many time travel plots tend to destroy/devalue the actual time travel because of delays mainly because the hook is that, even without an actual timer, time travel rely on the suspense that you have to keep doing the next thing so if a flashback is too long or if a time travel is delayed simply because a powerful character chooses to get his favorite items...many of the immersion gets broken.

I do emphasize that this is only important if you actually insist on valuing the time travel aspect. This is one of those designs that many gamers especially JRPG gamers tend to excuse even praise because it means lengthier games. At the same time, this is also why many JRPG flashbacks can't execute the smoothness of flashbacks like those done in Kensai: Ronin of Kyoto and Max Payne or the suspense found in shows like the early seasons of Sliders (alternate dimension show but it did include a time travel/alternate dimension episode).