

Now, you can check a lot of these things yourself by adding in so-called "debug code" to your games to display on the screen the information you require, or you can have it that it shows messages when there is an error, but this is often a lot of work and if you aren't sure where the problem is in the first place then it can be a time consuming case of trial and error to track down your bug. It can therefore be of vital importance to know how your game is performing on the chosen device, as well as see what instances are in the room, what global variables have been created and a whole host of other details.

That means that these mistakes will only become apparent when you actually run or compile your game, and even then it can sometimes be difficult to know exactly what is going wrong.

When programming your game, whether using code or Drag and Drop, it can be very easy to make mistakes - using the wrong variables, passing the wrong arguments, or using the wrong functions are just some of the most common errors we all make - and these mistakes are not always detected by the syntax checker that is included with the script/action editor.
