A downloadable asset pack for Windows

DEB_HUG is a super simple library to manage your debuging features / tweaking features / gameplay variations They are created in just one line of code and will then be be available in a console while your project is running.

Functionalities

There are two kind of features:

 - 'Buttons' are for instructions to run once when you click the associated button.

 - 'Toogles' are for instructions to run as long as the associated checkbox is checked. They can be associated to any of the step or draw events.

How to use

Debuging features are created by code with one call.

  • Ex: deb_hug_add_toggle("enemies origin", , function() { with (enemies_parent) { draw_sprite(sprite_cross, 0, x, y); }, ev_draw_end);  will allow to display (or not) a cross sprite on all enemies.
  • Ex: deb_hug_add_button("destroy"+string(id), , function() { instance_destroy(); }); in the create event of an object will display one button for each instance to trigger its destruction.

While you project is running, display/hide the conssole with CTRL + F10 (this can be changed through DEB_HUG_OPEN_KEY). You should see all your Toogles and Buttons.... just click them.

The demo project is just the great asset from ZBG :  platformer-engine where I included DEB_HUG library and added some examples from my InspectLib.

Download

Download
DEB_HUG_01_DEMO.yyz 3 MB

Install instructions

For now I haven't made the package yet... but everything is in the demo project... and you can build it by yourself.

1-Download the package.

2-Include the IMGUIGML folder and the DEB_HUG folder (containing the library with the code,  the oDEB_HUG_Console to display in your game,  the oDEB_HUG_Controler to process your custom debugging). Don't forget the 04b24.TTF from imguigml as an included file.

3-Once, the package included into your project, drop an instance of the oDEB_HUG_Console object in a room. It is made persistant.

That's it.

Note: If you already have IMGUIGML, you don't need to include the IMGUIGML folder and you can also decide to call the deb_hug_imguigml_step() yourself within your imguiggml instructions.

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