Lastly, I got a variable error going on: I have implemented a system with 5 logic scenes and after doing it the dialogue/text boxes disappear after I successfully get each variable. I had to do multiple variables because for some reason I cannot make a limiter for how many of a variable I want to be collected, because when I implemented it simply with one variable, it escalated to where the same variable could be increased by clicking the same hotspot on repeat, and I either need a clear explanation of how to fix that, or that needs to be critically updated in the next release.
Viewing post in Capsule VN Engine - a visual novel engine comments
So a bug I've discovered, mainly because every time it just partially crashes the software (like I cannot delete the scene and makes other scenes disappear), the text input/prompt feature doesnt work. I have tried for over 30min for something to happen, but the only major thing it did was slow Edge so much that it would take forever to load a webpage (luckily Opera was unaffected). All I'm trying to do is make an "insert player name here" prompt and it won't do anything. Is anyone else having this issue?
Thank you for reporting this. What you are describing (the browser slowing down heavily and freezing the interface) is a textbook sign of an unintentional infinite loop being triggered in your event sequence.
If the engine falls into a loop while waiting for the text input, it will freeze Microsoft Edge's script handler instantly, which explains why you can't delete the scene or why other elements seem to disappear.
How to fix it right now in version 1.9: Check the triggers around your text input action. Make sure the action that prompts the player for their name is triggered only once (for example, at the very start of a scene via a single "On Scene Start" event). If it's placed inside an event that continuously fires or loops, it will crash the tab.
For Version 2.0: The great news is that the upcoming version 2.0 completely rewrites how inputs and actions are queued. It includes built-in safe-guards that asynchronously pause the engine execution until the player explicitly submits their text, making it physically impossible for an input prompt to trigger an infinite loop or freeze your browser ever again!
Double-check your event triggers for that scene, and let me know if moving the text input to a single-fire action fixes the freeze for you!
Thanks for the details. What you are experiencing with the text box is a known sequence layout quirk in version 1.9 when chaining multiple direct variable actions onto hotspots.
The great news is that version 2.0 will completely rewrites the action execution pipeline under the hood, which natively fixes this rendering issue. In the upcoming release, variables and UI states are completely decoupled, meaning modifying a variable will never accidentally close or cut off your dialogue boxes again!
In the meantime, to fix your variable escalation issue right now in 1.9 without needing 5 different logic scenes, you can use a single variable as a "gatekeeper" switch:
- Create a variable called
{hasCheckedSpot}(default:false). - On your hotspot, add a Conditional Check (If/Else):
- IF
{hasCheckedSpot}isfalse: Increase your main variable, show your text, and then set{hasCheckedSpot}totrue. - ELSE: Show a text saying "There is nothing left here."
- IF
This will instantly lock the hotspot after the first click and stop the spamming. Hang tight for version 2.0, it’s going to make all of this incredibly smooth!