- #GAME MAKER STUDIO PRO INSTALLATION INSTRUCTIONS ACTIVATION CODE#
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- #GAME MAKER STUDIO PRO INSTALLATION INSTRUCTIONS CODE#
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#GAME MAKER STUDIO PRO INSTALLATION INSTRUCTIONS CODE#
The cool feature is that you can double-click on any entry in the stack and it will take you to the part of the code where this specific script was called from. Previously I talked about the call stack, and this is a visual representation of it. I’ve covered most of the tools provided by the debugger, but a few don’t fall into any previous category, so I will quickly mention them now. With this tool, you can easily check that the surfaces created have the correct size and information drawn on it, and even debug it when you are composing multiple surfaces and shaders together to create an effect, like I did with HackyZack’s book menu.īelow you can see an example of all the different surfaces that had to be created to draw the book and all the stickers, player, cursor, etc. The refresh button is a lot more important in this section, as surfaces can change between frames, so always to remember to refresh so you know for sure you are looking at the latest version of each surface.īecause surfaces are created at run-time, sometimes it’s hard to know if what you think should be drawn is actually what’s being drawn. It works the same way as the Texture section, but instead it shows all the current surfaces, including the application surface (where everything is drawn to). The second part to this window is the Surface one. Then, you can hover over any of the images to see an enlarged version and check that the sprites you want grouped together are in the same page. If they are not showing up, just click on the refresh icon and they should appear. If you are in the Textures tab, you can see all your texture pages. It also created huge loading times for me, as GameMaker has to create all texture pages in the texture group when you change as single sprite in it, which was default in my case for every single one. In my example below, I didn’t do this, which is why you can see a mess of sprites that don’t belong together in each page. When you do this, GameMaker will do its best to group those sprites together into the same texture page, which makes it so we don’t have to send too many textures to the GPU and the game runs faster. What I mean is that it is in your best interest to get into the habit of grouping sprites you know will appear together (such as enemies and tilesets from a specific level or world) into their own texture group. This makes the process a lot faster if used correctly. Instead, GM sends the GPU a big texture page and the coordinates of each sprite you want to draw. The reason why GameMaker does this is to avoid sending hundreds of images to the GPU, one for each sprite, or even one for each frame of each animation of the sprite. When you have a GameMaker project, your sprites are merged and put into what is called Texture Pages. We then have the Surfaces & Textures window, which is divided in two sections, one for each. Each of these variables has a function associated with it to change their values, so I will not cover those, but it’s good to know you can check the current state of all of them if you need to. In render states, you have all the different variables that determine how each object is changed before being drawn. I’m talking specifically about the Render States and Surfaces & Textures windows. These are probably my favorite set of tools, since I work with surfaces and draw code a lot. In this post, I'll cover some more advanced debugging techniques and also talk about profiling your game. org browsing and import functions.In my last post, I explained my process when debugging games and some tips to find bugs quickly and identify bottlenecks in your game.
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