Debugging feature for checking variables and running states.

This is content I previously posted in the “Opinions & Requests” thread, but it hasn’t been brought up by the management team, so…

Will features such as checking variable contents during game execution and verifying the current actions (states) of each object in the VS be implemented as debugging functions in the future?
These were features available in Action Maker MV, and I consider them so essential that game development would be nearly impossible without them.
When an object doesn’t behave as expected, I first check its behavior using these features.
Honestly, I feel I cannot migrate from Action Maker MV unless these features are implemented. I strongly request their implementation.

While external plugins are excellent, I believe some users are concerned about security and long-term stability compared to officially implemented features.
Please implement absolutely essential critical features as default functions of the core engine rather than leaving them to external plugins.
(We truly appreciate plugins that provide specialized functions.)

One reason I proposed completing a game on the management side is precisely for this reason.
Anyone involved in game development understands that debugging functions like the ones mentioned above are necessary.
If AGM is marketed as enabling action game development without coding, yet the management team hasn’t completed a single game themselves, isn’t that like selling guidebooks and equipment for a mountain they themselves have never successfully climbed?
By actually attempting the climb, one would understand the dangerous areas, complex problems, and absolutely essential items or equipment.

Additionally, I would also like to request the implementation of a simple “Memo Action (State)” that only displays text, which I asked for in that thread.

I understand that improving the VS structure itself is currently a major challenge, but I look forward to the implementation of the aforementioned features in the future.

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Regarding Memo State,

Currently, as VS grows in scale, adding states or links causes performance issues.

Even renaming a state can lead to slowdowns.

Therefore, we need something that does not impact performance.

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Indeed, it has no state functionality whatsoever; it’s simply a note that can be pasted onto the VS board, with absolutely no impact on weight.

However, we still haven’t received any response from the developers…

Will there ever be official implementation of debugging features like those in Access MV, such as checking the contents of variables in running projects or verifying the state of active processes? This is a significant factor in determining whether migration from Access MV is feasible, which is why I’m asking.

This is currently the roadmap for AGMaker:

Of this roadmap, these are completed:

  • Update to Godot 4.4
  • New Export Platform: Android

An official debug has been requested and is understood as a desire. Godot does provide some base debugging such as:

  • Collision shape previewing
  • Remote data viewing (including variable and switches)

This was one reason I made the 3rd party plugin for debugging, to bridge the gap between now an any plans for an official one. If you have anything that you would like this debugger to do, please feel free to reach on the post and make requests. I will validate whether it is possible or makes sense to add:

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Dear BAZ, thank you for your post.
I have read it after translation, so please understand that I may not have captured everything accurately.

This is the first post I made on this topic:
The debug function that allows you to check the contents of variables and the current state of actions (states) during gameplay, as seen in ACTZK MV, is an extremely important feature without which game development would be very difficult.
Therefore, I am requesting that this feature be implemented not as a third-party plugin, but as an official AGM feature.

As others have also mentioned, many people who purchase ACTZK MV or AGM to create games tend to avoid professional game engines such as Unreal Engine or Unity.

As someone who was very fond of ACTZK MV and immediately purchased its sequel, AGM, I hope that this crucial feature, which was present in ACTZK MV, will be integrated into AGM as an official function rather than relying on external plugins.

I always read the AGM Producer Letter, but I wonder if there was any mention of the debug function described above… If I missed it, I apologize. I would greatly appreciate knowing if there are any plans to implement it in the future.

I just learned how to track states and am considering adding it to my debugger. While it won’t be a graph I think I will do it in this format as a list of state history and the amount of time in the state. For example:

FORMAT A:
[14:32:15] Player entered Idle
[14:32:18] Player entered Walk
[14:32:18] Enemy entered Chase
[14:32:25] Player entered Attack
[14:32:26] Enemy entered Attack

I can bring it to my F1 debugger and I could also keep it separate from the F1 so that it shows up in the console log as well. Would this be acceptable? Any other additions you can think of?

If I use this in the console it will help while Printing Debug Messages from states also, you can see where things are in real time.

Other possible formats:
FORMAT B:
[State Change] Player transitioned from ‘Walk’ to ‘Idle’, after spending 15s in the previous state.
[State Change] Player transitioned from ‘Idle’ to ‘Walk’, after spending 3s in the previous state. [State Change] Enemy transitioned from ‘RandomMove’ to ‘Chase’, after spending 160s in the previous state.
[State Change] Player transitioned from ‘Walk’ to ‘Attack’, after spending 7s in the previous state.
[State Change] Enemy transitioned from ‘Chase’ to ‘Attack’, after spending 3s in the previous state.

FORMAT C:
[14:32:15] Player - exited -Walk- (spent 15sec), entered -Idle-
[14:32:18] Player - exited -Idle- (spent 3sec), entered -Walk-
[14:32:18] Enemy - exited -RandomMove- (spent 160sec), entered -Chase-
[14:32:25] Player - exited -Walk- (spent 7sec), entered -Attack-
[14:32:26] Enemy - exited -Chase- (spent 3sec), entered -Attack-

You would choose which GameObjects track by adding a node to it:

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Dear BAZ-san, thank you for your reply.

We greatly respect the fact that you are developing such an excellent plugin.

I apologize. The previous statement, “We would like to know if there are plans to implement it in the future,” was a question to the operators regarding whether it will be officially implemented.

The discussion I have been posting in this topic has always been a question directed to the operators, and I am expecting a response from them.

As I wrote at the very beginning of this topic, I consider not only functional aspects but also security to be important. I believe the only issue is whether it is “officially operated” or “not officially operated.”

This is because if any issues arise with an officially operated plugin, the operators—that is, Gotcha Gotcha Games Co., Ltd. and KADOKAWA Corporation—will be in a position to take responsibility.

In recent times, with unauthorized logins, viruses, malware, and other issues becoming major concerns, I feel uneasy about downloading tools or plugins from sources other than the official operators. This is especially true for creators like me, who are low to intermediate level users seeking easier-to-use tools like ACTS MV or AGM rather than full-fledged game engines such as Unreal Engine or Unity. If you are not concerned, please do pay attention.

Currently, if any problems occur on your PC after downloading a plugin from a non-official source, the operators will not take any responsibility, and it will be your own responsibility, correct? Even if malicious code is hidden within, we would have no way of detecting it. Of course, this is assuming that you have antivirus software installed on your PC as a basic premise.

Therefore, at the very least, I hope that important features such as debugging functions, which were included in the previous work ACTS MV, are officially implemented in AGM itself. Even if it is a third-party plugin, I think it would be acceptable if the “operators” first thoroughly review it, verify its safety, and then allow it to be downloaded from within AGM under the operators’ responsibility.

I am not asking for extremely special features to be added to AGM itself. These are features that existed in the previous work, and users who liked the previous work have purchased the sequel in anticipation of their return.

Am I saying something strange? I am waiting for a response from the operators.

Since I have spent a considerable amount of time on this question, I will end my inquiry here.

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I understand now, I haven’t seen anything talked about towards an official method for this behavior.

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