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Oh, thanks for the feedback! I didn't use any booleans, everything is just "if" statements. That was the glitchy shit I was talking about, but I have no idea how to fix it atm. If you have any suggestions I am all ears. ^^

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Oh, ok. Bear in mind I'm fairly new to programming, but my understanding is that generally when there's a more permanent change to game state (i.e. across multiple scenes and not just the next scene) the programmer will set a variable that defaults to False and cause the game to change it to True when an event triggers it. For example, you can create a boolean variable called "talked_to_Alex", with default value of False, and part of the code for when you click on the appropriate choice is "talked_to_Alex = True". Then later any code that needs to reference that event can use "if talked_to_Alex:".

I did something similar, but instead of using True/False statements I made it so certain events would trigger if values of certain variables were equal to or higher than a given number... Guess it didn't work super well.