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[OTHER] Is Debug drawing implemented?
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1
[OTHER] Is Debug drawing implemented?
Innes
Posts: 1960
September 21, 2012, 08:18:39 pm
Has debug drawing been implemented in the beta? It's not working for me.
« Last Edit: December 16, 2012, 03:42:05 pm by Jon »
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Jon
Posts: 17524
September 22, 2012, 12:47:04 am
It was implemented and working at some point, and apparently, also broke at an unknown time.
Innes
Posts: 1960
September 22, 2012, 06:30:22 am
Thanks for confirming.
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Legendary Hoamaru
Posts: 1088
September 29, 2012, 03:33:59 am
Fixed for Box2D. Pointing to wrong variable. Note that debug drawing hasn't been implemented for Simple Physics yet. I can start a new topic or move this back if necessary.
Mike
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Jon
Posts: 17524
September 29, 2012, 10:23:45 am
Start a separate topic for that. I'll check this now. Thanks!
Jon
Posts: 17524
September 29, 2012, 11:21:54 am
Looking good here. Awaiting Luyren for final confirmation.
I'm also going to nix the ability to set the color (currently ignored and unused) and re-merge it into a single block. [DONE]
« Last Edit: September 29, 2012, 11:29:12 am by Jon »
Innes
Posts: 1960
September 30, 2012, 03:09:19 am
Would it be too much to ask to have a toggle (like the 'Enable FPS Monitor' toggle in the Run menu) to switch debug drawing on and off?
It's not terribly difficult to implement the debug drawing block, but it would be great to be able to toggle without having to go into the specific behavior / event in which it has been implemented.
I'm also thinking that it would be beneficial for beginners, to help them understand and be able to modify collision boxes, without having to understand any coding blocks.
Furthermore, there'd be no clearing out of unused debug blogs when publishing. On that note (but probably a different topic!), it would be great to have a switch which removed all the 'print' blocks.
I know you're not particularly busy at the moment Jon, so if you could just pop in those features in a spare moment, I'd be most grateful!
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Jon
Posts: 17524
September 30, 2012, 10:44:53 am
Yeah, I can start with that today.
Publishing auto-disables printing, though there was a problem on Android (a bug with NME). Right now, printing is only disabled for published web targets because of that bug.
« Last Edit: September 30, 2012, 01:31:13 pm by Jon »
Jon
Posts: 17524
September 30, 2012, 01:30:32 pm
OK, it's now in.
http://community.stencyl.com/index.php/topic,14949.0.html
Luyren
Posts: 2807
October 02, 2012, 06:41:13 am
In Flash (Player and Browser) the block works fine (enabling and disabling at runtime), and the menu option on also works fine. Actors had a pink outline, while tiles had a green outline.
In HTML5, the enable drawing works, but
disable is not working. (it does nothing)
In Windows it works fine.
My Stencyl resources are available here:
https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Jon
Posts: 17524
October 02, 2012, 11:06:33 am
Can't reproduce any issues with HTML5 whether through the menu or by enabling via menu and then disabling through a block.
Luyren
Posts: 2807
October 02, 2012, 12:07:31 pm
Just rechecked: the debug drawing gets stuck on screen when you disable. Renabling it makes the drawing back where it should be.
My Stencyl resources are available here:
https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Jon
Posts: 17524
October 17, 2012, 11:49:52 pm
Really bad streak tonight - can't repro that. :/
Luyren
Posts: 2807
October 19, 2012, 05:41:19 pm
Happens only in HTML5 at x1 and x2 scale. Test game attached: arrows to move the actor, hit enter to enable debug drawing, space to disable it. Enable, then disable the drawing, then move the actor until the camera moves. The drawing won't be disable, and it will draw like a drawing in screen space.
My Stencyl resources are available here:
https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.
Legendary Hoamaru
Posts: 1088
October 20, 2012, 04:44:50 am
I think I know why it would happen, HTML5 only redraws if something changes with the Display Object.
Mike
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