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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:

  1. Create a variable called {hasCheckedSpot} (default: false).
  2. On your hotspot, add a Conditional Check (If/Else):
    • IF {hasCheckedSpot} is false: Increase your main variable, show your text, and then set {hasCheckedSpot} to true.
    • ELSE: Show a text saying "There is nothing left here."

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!