New Debugger

Discussion and feedback on Construct 2

Post » Thu Aug 08, 2013 6:54 pm

Loving the new debugger. I'm curious if there is a way to see all the current values of global variables with the debugger? I feel like I am just missing that section somewhere.

Thanks.
EdArcadEd2013-08-08 18:54:27
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Post » Fri Aug 09, 2013 4:50 am

As far as I can tell, it appears this is not in yet.
Probably something that will come in the next versions.
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Post » Fri Aug 09, 2013 5:00 am

Thanks @Kyatric

The debugger has already saved me a ton of time when trying to find a bug in my current project. I didn't think it was a big deal that it was missing, but now, not so much :).
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Post » Fri Aug 09, 2013 6:57 am

Hey, I have few questions: is it normal that my game on PC show CPU from 2 - 7 %, and same result on notebook. Fps 50-60 on PC and only 35 on notebook?
I just want to know it.

And what mean the "Poly check/sec" ?

And I was realy wander when I saw that my game check for colizion 7000 times (20 objects with 8 colizion points in every object).

EDIT - and 60-90 % CPU on IpadKurz2013-08-09 08:17:54
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Post » Fri Aug 09, 2013 8:40 am

@Kurz: For the performances you have to make sure your graphic card drivers/browser/OS are up to date. There were a lot of reports in the past of laptops which had their graphic card blacklisted/not handling webGL.

Ipad doesn't handle webGL at all, so a lot of the rendering/calculation falls back to the CPU.
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Post » Fri Aug 09, 2013 9:15 am

Guys, looking for the new debugger, where can I get it/how does one use it?
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Post » Fri Aug 09, 2013 9:22 am

@nutmix

There is an icon called 'Debug Layout' next to run layout.
If your vision so exceeds your ability, then look to something closer.
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Post » Fri Aug 09, 2013 9:35 am

Nutmix, the new beta is up with the first part of the debugger included.
http://www.scirra.com/construct2/releases/r140

That icon runs the current/last active layout, and you can run your project from the beginning by pressing Control-F5
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Post » Fri Aug 09, 2013 3:15 pm

Awsome debugger tool thanks to the devs :)
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Post » Fri Aug 09, 2013 11:23 pm

Global variables aren't shown because I forgot about them! Oops, will try to add in the next beta :)

@Kurz - the "poly check/sec" is the number of actual collision polygon intersection tests that have been done. Usually the vast majority of collision checks can be immediately determined to be not overlapping since the object's bounding boxes do not overlap. This simple rectangle check involves a tiny amount of simple code, and is incredibly fast - you can easily have hundreds of them per tick and still get good performance. However if the object bounding boxes are overlapping, the engine then has to actually inspect the collision polygon lines, which is a bit slower (it currently has to check each line in the polygon, so slows down with more poly points). So basically it tells you how many collision checks are the full and slower check. Usually it's considerably less. For example the Ghost Shooter rain demo does about 140 collision checks per tick, but only 3-5 poly checks per tick - again a small enough number to barely impact performance at all. If poly checks read 100/tick, that might be cause for concern.
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