Question - Can the events be printed?

Hello -

Is it possible to print out the contents of the “Events” tab? I’ve looked through each menu, but have yet to find a Print function. Searching the forum for +print +events doesn’t find anything either…


If you need to print a fast message, for test and development, you can use (in “Scene” actions) “Display a text”, this action lets you print a text, display a string variable or display any numeric value converted to a string, with a size, color and position (optional font) :wink:

This helps, or really do you need to print the “entire event”?..

Thanks for the reply. Since I new to GameDevelop, I’m in the middle of trying to correlate what’s happening in the examples vs. the events (code) that’s driving them. So I’m wondering if there is a way to print out the whole events sheet like the example below:

If all else fails, I can do screen prints, but thought I at least ask …

As “real” programming, is hard to see the real time game and real time events, the game works (i.e.) at 60 fps, you can’t see 20 events working 60 times per second (20 events executed in 0.01666 seconds :astonished: , 0.0008333 seconds to see each event), so you have to be logical :imp: :
The first event set the position of the bar at mouse position x (SourisX("",0) == MouseX("",0), “souris” means “mouse” in French)
The second event add a force with random settings to move the ball the first time (if ball is stopped, add a force to the ball)
The third event will be executed every time the ball collide with bricks:
…Check if the ball is at right, left top or down of the brick, to know the new direction of the ball (bouncing)
…Delete the collided brick
The next events will be executed every time the ball “collide” with walls (only check positions):
…Check if the ball is far at right, left or top, to know the new direction of the ball (again bouncing)
Event 12 will run every time the ball collide with the bar, and bounce
The last event will be executed if the ball is at down (you lose), go to scene “Pong”, the same scene, restart your scene.
I you need help please ask for :wink:

Maybe there is a way to run an event at a time, and see the results (I don’t know, I’m relatively new to programming), but I’m sure it would be very difficult or impossible :neutral_face:

There is not a “step by step” debugger for events in GD, i.e. a feature that allow to do event step by step when the game is running. ( Even if there was a such feature, the events won’t be modified, they are like code in a programming language. There would be only a cursor pointing to the current event ).
But there is a “normal” debugger showing the variables, the objects properties and others things: … view_debug. You can in particular pause the game and then click on the “Step by step” button which allows to execute only one frame. It’s useful to check if variables/objects are modified as planned.

Thanks for all the reply’s. I agree with all your observations. But this really was a simpler question…

I wasn’t trying to piece together debugger level detail of the program execution. Using the “breakout” example, I know how I would move the ball, constrain the ball to borders, and so on in BASIC, C++, Python, Processing, etc. but I had no clue how GameDevelop was doing it. Glancing down the event sheet, I was able to easily find the use of “Add to Ball a force, Angle”. The challenge with the different “Drag and drop” type programs is figuring out how each of them accomplish different tasks. GameDevelop appears to have a great selection of events/actions to choose from, and I’m just figuring out how they’re being used.

I guess that begs a related question - Aside from drilling down in the “Edit Action” pop up window, is there a list of all the available actions? I didn’t see one in the wiki.

Right now, I run one of the examples, I see some behavior, go look at the events tab to see how it was done, go back to the scene tab and hit the play button to keep going. Just thought it’d be handy to print it out so I could glance down a printed list the events, instead of going back and forth. In absence of a print function, I’ll just do screen prints :slight_smile: .