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Rprofiler - Markers Alpha Released!


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#1 raist

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Posted 19 May 2007 - 01:06 AM

rProfiler is a tool in .dll, for REAL gamemaker developers.

EDIT (11/08):
rProfiler Markers alpha RELEASED!
Check it here

EDIT (11/08):
rProfiler Markers announced!
Check it [url="http://gmc.yoyogames.com/index.php?showtopic=298945&view=findpost&p=2931254""]here[/url]

EDIT (05/08):
rProfiler Graphs alpha released!
Unique way to measure speed of your game, and to have visual debug.
More: here

It shows a external windows, where you will be able to see graphical overview
and history, of most important game variables, and game speed changes.
FPS, Video Memory usage, System Memory Usage, Overall CPU Usage,
Number of Instances in GM, Number of Particles,... and of course profiling
window where you can see which objects slows down your game.[/b]

Latest screenshot:
Posted Image

So, it's good for final testing & polishing speed of your game, or for testing your engine, in it's development stage - you can see number of non-destroyed instances, or number of system overloading particles, or your own variables, system usage, etc :whistle:
It have very customizable windows, to save space on your screen.
Including rProfiler into your existing or new projects, will be just with by adding one .gml script or .gex inside your game.

Here you can download a OLD test version (1.4MB,.zip (contains .exe and .dll))
(.gmk & .gm6 example files will be released soon)

Visit rProfiler homepage for newest information.

Edited by raist, 28 November 2008 - 11:14 AM.

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#2 raist

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Posted 19 May 2007 - 08:36 AM

New version, with lots improvements...
Posted Image
...see homepage :(
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#3 h0bbel

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Posted 19 May 2007 - 01:09 PM

Looks nice but you should add an example.
No one can use it now.

EDIT: Sorry, I see that you are planning to add example files.
But still, you should add an example from the beginning.

Edited by h0bbel, 19 May 2007 - 01:11 PM.

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The empty archive bug should be fixed on my site.
Please use the "report bug" button on my site to report bugs, makes things clearer.

#4 Sindarin

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Posted 19 May 2007 - 01:23 PM

Looks good for debugging.
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#5 CHFD_113

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Posted 19 May 2007 - 02:35 PM

Definately good.
I think somethign else, although not directly-related that would really help users with debugging would be a feature that:
- Detects that the game is using too much memory, or too much particles/instances which are lagging the game, and either destroys them, asks the user what to od, or just ends the program?

Because I hate when I'm designing something, and too many particles or instances get created, then it takes me an hour to kill the program without killing the power lol.
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#6 raist

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Posted 19 May 2007 - 08:10 PM

Definately good.
I think somethign else, although not directly-related that would really help users with debugging would be a feature that:
- Detects that the game is using too much memory, or too much particles/instances which are lagging the game, and either destroys them, asks the user what to od, or just ends the program?

Because I hate when I'm designing something, and too many particles or instances get created, then it takes me an hour to kill the program without killing the power lol.

<{POST_SNAPBACK}>


good idea! i make "kill" button :(
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#7 raist

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Posted 19 May 2007 - 11:10 PM

New version :
Added detection of time which GM spent on every object!

So, now, you can directly see which object of your game needs some optimization :wacko:
No, this isn't possible, the values are just product of bad code, sorry.

Posted Image

Edited by raist, 28 November 2008 - 02:02 AM.

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#8 uuf6429

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Posted 19 May 2007 - 11:25 PM

Very professional looking, might get better then GM's "debugger".
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#9 dmitko

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Posted 19 May 2007 - 11:33 PM

This is very cool!
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Posted Image Posted Image Posted Image Posted Image Posted Image

Currently working on Project Funky 3D

#10 raist

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Posted 20 May 2007 - 12:55 AM

thanks guys :wacko:

- Here are sshots(and my first comments) from first,
real test, with real game:
Posted Image
:(
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#11 fogger

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Posted 20 May 2007 - 09:55 AM

Very efficient for debugging, but you should add an function that
copies all the memory during a crash and then save it to be able to
replicate later(much like some emulators, but not the crash). Also
besides screenshots, you could try a log file for reading later.

Very good and useful!!:wacko:

~Pr0n
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#12 raist

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Posted 22 May 2007 - 02:49 AM

fogger : ah, i try to save memory, but it will be hard to save it, in some understandable format :)
-
Here is screenshot of current version :
Posted Image
You can see reworked UI, and few new functions
(videoram / graphic memory usage,...)
Watch profiler homepage for actual news.
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#13 Chaos In a Can

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Posted 23 May 2007 - 08:16 PM

This would be perfect for testing a program I'm writing if you could check how much time a certain piece of code is taking, not just the time spent on an object.
Since my program uses very few objects (currently, just 2), I would only be able to tell that either the controller or the ui of my program is slow, but not what part of it is the problem.

If you could place in your own points to check the time between, that would be even more awesome than this already looks.
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#14 raist

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Posted 24 May 2007 - 02:13 PM

This would be perfect for testing a program I'm writing if you could check how much time a certain piece of code is taking, not just the time spent on an object. 
Since my program uses very few objects (currently, just 2), I would only be able to tell that either the controller or the ui of my program is slow, but not what part of it is the problem.

If you could place in your own points to check the time between, that would be even more awesome than this already looks.

<{POST_SNAPBACK}>


Because of architecture of GM, and available GM functions, this will be hard to do.
There is one way, but it will slow down your game too much :\

But i can provide to you a simple function, which you can add to start of your code, and to end of this code, this function will store time difference (how long takes your script from start to its' end) and i show result in rProfiler as graph, if you want :medieval:
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#15 Chaos In a Can

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Posted 24 May 2007 - 04:29 PM

That's what I meant by placing your own points to check the time difference.

Can't wait till this is finished!
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#16 Zappix

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Posted 24 May 2007 - 11:15 PM

Wow, this looks brilliant! I'll be awaiting the official public release of this ^^


*saves to google notebook*

Edited by Zappix, 24 May 2007 - 11:15 PM.

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#17 Ussyless

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Posted 26 May 2007 - 03:31 PM

it would be nice if you only included dll, gm6, and gmk so we dont have to d/l 1.4 mb or however large it is.
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#18 uuf6429

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Posted 26 May 2007 - 06:53 PM

What programming language are you creating this in? I did a crash reporting feature dll (plus the GUI) in delphi, I could give you some key parts of the code if you want.
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#19 raist

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Posted 27 May 2007 - 07:14 AM

it would be nice if you only included dll, gm6, and gmk so we dont have to d/l 1.4 mb or however large it is.

<{POST_SNAPBACK}>


yes, i want to release it as a .dll (max 400kb, but of course you will not include it in final release of your game) and as a GM extension.

What programming language are you creating this in? I did a crash reporting feature dll (plus the GUI) in delphi, I could give you some key parts of the code if you want.

<{POST_SNAPBACK}>


In delphi! So,it will be nice and useful for users, to improve it with you experience! :D
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#20 uuf6429

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Posted 27 May 2007 - 03:00 PM

Ok I'll help. It's still under test and may need some time to be complete.
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#21 muslim power

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Posted 29 May 2007 - 05:10 AM

Ok I'll help. It's still under test and may need some time to be complete.

<{POST_SNAPBACK}>

I cant uzip it.

Message "FILE haeder dammage"
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#22 BBaller

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Posted 07 June 2007 - 12:25 PM

It's looking very nice, looking forward to it!
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#23 Iam2noob4u

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Posted 07 June 2007 - 07:31 PM

This could be very powerful in combination with the default debug tool.

I'm certainly going to use this once it's done.
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#24 Sindarin

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Posted 09 June 2007 - 10:33 AM

This is how the debugger of Game Maker should look like...
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#25 DefuzionGames

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Posted 16 June 2007 - 07:32 PM

how exactly can it be used for speed optimization?
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#26 maarten

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Posted 16 June 2007 - 07:44 PM

by tracing memory leaks with this tool :(!
great work, great dll, this is definitly better then the built-in debugging tool! perhaps you can make an "execute an expression" function. that would really finish it.
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#27 HaRRiKiRi

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Posted 18 June 2007 - 11:30 AM

This looks VERY interesting. For me the best feature that will help me is to see how many ms did GM use on every object. Now I at least will now WHAT to optimize. Else, I optimize unneeded objects, thus making the game just a little faster.

When will the new version will be released?? Else, you just update it but you don't give it to the users. :) Please, release it as it is now, and then just release new versions.
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#28 raist

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Posted 18 June 2007 - 01:29 PM

by tracing memory leaks with this tool :D!
great work, great dll, this is definitly better then the built-in debugging tool! perhaps you can make an "execute an expression" function. that would really finish it.

<{POST_SNAPBACK}>


aah, good idea, thanks ! :)

This looks VERY interesting. For me the best feature that will help me is to see how many ms did GM use on every object. Now I at least will now WHAT to optimize. Else, I optimize unneeded objects, thus making the game just a little faster.

When will the new version will be released?? Else, you just update it but you don't give it to the users. :D Please, release it as it is now, and then just release new versions.

<{POST_SNAPBACK}>


right now, im rewriting it from scratch (to make it more comfortable for users, and to fix some bugs in time counting)
i try to make first public release (for testing) at end of this month :P

Edited by raist, 18 June 2007 - 01:31 PM.

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#29 GmDude66

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Posted 18 June 2007 - 09:42 PM

Heh, good job :)
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#30 raist

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Posted 18 June 2007 - 11:11 PM

Screenshot from latest version :

- Totaly reworked interface
- And lots of improvements

Posted Image
http://lowfuel.melni...filer_newui.jpg

You guys are giving me a power to continue working on it, so, thanks :)
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#31 Iam2noob4u

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Posted 19 June 2007 - 12:45 PM

looks good :skull:
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#32 BBaller

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Posted 20 June 2007 - 03:53 PM

Looking very nice indeed.
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#33 Marchal_Mig12

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Posted 21 June 2007 - 05:25 AM

Would be awsome, screenshots looks awsome! It's awsome. It's gonna be very helpful if someday it's gonna be released :wacko:.

See ya,
Miguel
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#34 GearGOD

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Posted 21 June 2007 - 02:28 PM

Very nice.
The first serious tool I've ever seen. Won't be very useful to the typical GM user but nuts like me will love it.
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#35 uuf6429

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Posted 22 June 2007 - 07:30 AM

Question:
I suppose all interaction with the dll is passed through gml and the dll, so i can't actually attach it to a running gm exe, right?
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#36 raist

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Posted 22 June 2007 - 08:58 AM

Question:
I suppose all interaction with the dll is passed through gml and the dll, so i can't actually attach it to a running gm exe, right?

<{POST_SNAPBACK}>


No, it isn't possible. I don't do any hacks to GM memory. So only solution will be, if you read and run any external .gml file from exe.
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#37 raist

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Posted 22 June 2007 - 09:05 AM

Very nice.
The first serious tool I've ever seen. Won't be very useful to the typical GM user but nuts like me will love it.

<{POST_SNAPBACK}>


yeah, it is for you! :D
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#38 uuf6429

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Posted 22 June 2007 - 09:47 AM

So I belive the system is completely dependent on window_handle()?
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#39 celebraces

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Posted 22 June 2007 - 11:53 AM

I don't think you understood what raist meant. The game sends the data to the DLL which displays that data, and you cannot attach it to a GM executable.
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#40 raist

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Posted 22 June 2007 - 12:04 PM

uuf6429: parts of rProfiler needs window_handle() to work (and it need to be updated often, because of gm changes it after some actions), but mostly it works as celebraces described.

celebraces: yes, .dll cannot be attached to GM .exe
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#41 Marchal_Mig12

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Posted 23 June 2007 - 03:48 AM

When the GM6 - GM7 files are gonna be available?
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#42 xDanielx

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Posted 27 June 2007 - 11:34 AM

This DLL is a great idea and seems to be progressing very well, but the current release isn't very useful without implementation scripts to go along with it. I really hope you get around to making them.
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#43 muslim power

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Posted 08 July 2007 - 08:37 PM

can you reupload?

It says file header damage and can't extract.

thanks
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#44 stream

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Posted 12 July 2007 - 07:55 PM

nice work :rolleyes:
this dll can celebrate CZ :huh:

2raist: si mohl říct že je to českej výrobek aspon bys nás trošku proslavil :) (vtip ...)
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#45 gmjab

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Posted 17 July 2007 - 11:42 PM

When will this be released? It's looks great.
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#46 raist

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Posted 22 July 2007 - 09:11 AM

nice work
this dll can celebrate CZ

2raist: si mohl říct že je to českej výrobek aspon bys nás trošku proslavil (vtip ...)


heh, thanks :angry:
(vsak sleduj velkyhochytraka :D

  When will this be released? It's looks great.

im right now very busy :P
so, maybe at end of August.
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#47 LamptonWorm

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Posted 06 August 2007 - 04:23 PM

Looking forward to this, it looks great.
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#48 Hockeyflyers

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Posted 01 September 2007 - 03:45 AM

nice work
this dll can celebrate CZ

2raist: si mohl říct že je to českej výrobek aspon bys nás trošku proslavil (vtip ...)


heh, thanks :lol:
(vsak sleduj velkyhochytraka :)

  When will this be released? It's looks great.

im right now very busy ;)
so, maybe at end of August.

<{POST_SNAPBACK}>

It's August 31, is it almost ready?
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#49 THE GAME

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Posted 04 September 2007 - 03:41 PM

cant w8 for gmk file :)
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#50 datagutt666

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Posted 22 September 2007 - 09:23 AM

My antivirus software (CA Etrust and Microsoft Live Onecare) says that the Rprofiler files contains the backdoor/trojan Win32.assasin?
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