Opinions on MMF2's Debugger

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  • I was just wondering how people felt about MMF2's Debugger. Do most people find it useful? Would you like more extensions to make use of it? Or anything you'd like to say about it.

    I ask because I've begun toying around with my extensions again and was wondering if it's worth the effort to implement the debugger.

    Thanks,
    -Matt

  • The debugger has saved me a lot of time that would otherwise have been spent setting up counters and strings to keep track of values - however, I would like more use to be made of it. At the moment a lot of extensions don't use it (the INI object, for example, only allows you to retrieve the object's X and Y position, which isn't terribly helpful). If you're making extensions that store values, do take the time to allow the debugger to retrieve them!

    Being able to watch specific values and "break" when they're changed would be fantastic. I would actually rather like to see a finer-grained way of pausing the game through the debugger, i.e. being able to stop partway through the event list and run through it line by line watching the effects on the chosen variables before the next frame is actually drawn.

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  • Quote from DavidN

    i.e. being able to stop partway through the event list and run through it line by line watching the effects on the chosen variables


    I'm sure you'd like that..
    that'd actually be the point where the debugger becomes a real debugger and.. somewhat useful ;)

    <span style="font-style: italic">&quot;I'm not saying you don't know what you are talking about, but I don't know what you're talking about.&quot;</span>

  • Very useful IMO, Yet some extensions (even Clickteam ones) doesn't fully implement it (or at all). :(
    Also every debug value should be editable if possible, that'd be VERY helpful. :)

    Lior Halphon

  • I've uploaded a version of the Associative Array object that supports the debugger. Can you guys play with it a bit and give me some feedback?

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    Thanks,
    -Matt

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