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Here I will be showing you how to make your game show an error message and crash on purpose.
So first, we need our message. So in a script call, say
msg = "Text."
That'll set what text is going to come up.
Next, we need to actually insert it into the message. So in the same script call, right underneath that, put,
msgbox(sprintf(msg))
Where msgbox is the error window. After you're done that, set your event trigger (I'd recommend player touch). And maybe set a graphic.
Now it should look something like this:
But, you'll also notice that the game keeps going after that, but in windowed form. If you would like the game to close directly after, go into your script call, and right below the last line, put "exit" which is the equivalent of saying "SceneManager.exit", which closes the game. Any script calls involving the SceneManager usually don't need a definition, so we don't need to define "exit" either. Now, save your event, and start your game. It should spawn the error message upon touching the event.
For most, you may not need this in your game (though you never know), but I find this to be a rather good scripting exercise because you can play around with it and take it apart to see what does what. Hope you enjoyed this!
So first, we need our message. So in a script call, say
msg = "Text."
That'll set what text is going to come up.
Next, we need to actually insert it into the message. So in the same script call, right underneath that, put,
msgbox(sprintf(msg))
Where msgbox is the error window. After you're done that, set your event trigger (I'd recommend player touch). And maybe set a graphic.
Now it should look something like this:
But, you'll also notice that the game keeps going after that, but in windowed form. If you would like the game to close directly after, go into your script call, and right below the last line, put "exit" which is the equivalent of saying "SceneManager.exit", which closes the game. Any script calls involving the SceneManager usually don't need a definition, so we don't need to define "exit" either. Now, save your event, and start your game. It should spawn the error message upon touching the event.
For most, you may not need this in your game (though you never know), but I find this to be a rather good scripting exercise because you can play around with it and take it apart to see what does what. Hope you enjoyed this!