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PowerQuest 0.19.4
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To test your game, you just have to hit Play
button, the game will jump right into the room you're currently editing.
Here's a bunch of tips for testing your game-
You can edit scripts when the game is running! A lot faster than stopping and starting each time when you're making little tweaks. This is one of the really powerful things about PowerQuest. Make the most of it!
Auto-Load
tickbox in the script editor and it will show the last script to be run in game. Handy for tweaks on the go.F5
) and QuickLoad (F7
) are very useful when doing this so you can try a sequence over and over while tweaking the code.~+F9
will restart the current room, also very useful!Sometimes you have a bunch of stuff happen when you first enter a room, you don't want to have to see it every time you test the room.
if ( R.EnteredFromEditor == false )
in your OnEnter
scripts. Eg. When testing, there's a few extra buttons in the editor:
Just hold period/full stop '.' while the game is running to skip real fast.
It skips all text and cutscenes, and speeds the game up while it's held. A real life-saver!
Sometimes you have rooms you revisit a lot, at different times in the game, and you dont want to have to play all that stuff just to test a later section. That's where "Play from functions" come in handy!
Play from...
drop down at the top of your room, type a name (eg. "Defeated Yeti"), and click Add
.OnEnter
checks what room you were in previously, to set where the character should appear. In that case, you can use E.DebugSetPreviousRoom(R.YetiCave);
to set that up in the play-from function.E.Restart(...)
function. Useful for debug menus that skip to various parts of your game.[QuestPlayFromFunction]
attribute.I also often want a quick debug key to skip to an animation or something in a room. For this I just add a line to check the key is down in UpdateBlocking.
E.IsDebugBuild
checks that it's in debug mode, or has DEBUG set in the defines, incase you want to allow debug keys in a non-developer build.Display: Testing blah
so the debug key isn't detected multiple times (since GetKeyDown doesn't work in UpdateBlocking unfortunately)