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i just checked the create event and alarm 1 of the player. I have no idea how to fix.  

What I was thinking was, you'd enable DEBUG_MODE (line 5 of init_constants is "#macro DEBUG_MODE false", change it to "#macro DEBUG_MODE true") and then you'll get messages telling you what happens. E.g. if a door transition takes priority, the game will print "Came through a door, jump to LABEL" (so if you're not where you think you are, you can check that the label is correct) and it'll tell you "Player loaded! (room=NAME OF ROOM)" as well so you can tell where you ended up.

You could try adding additional show_debug_message's to e.g. print the player's position after loading, that should make it easier to find in the room editor:

show_debug_message(tsprintf("Player location: %, %",x,y))


As I said before, going through a door will place you at the door with the same name in the other room. So a drawback of this approach is that you can't link two doors in the same room together (because when looping over the door objects it'll find whichever of the two doors with that label is first in the instance list and always pick that). If you want to warp between places in the same room I'd probably create two new objects, "obj_teleport_entrance" and "obj_teleport_exit", which has a label the same way the doors have. Then in player's collision with teleport_entrance, run this code:

var target_label = other.label;
with(obj_teleport_exit){
  if(label == target_label){
     other.x = x;
     other.y = y;
     break;
  }
}

Now each teleport pair would use one entrance and one exit. If you want a teleport to be in both directions you'd have entrance A and exit B on one side and entrance B and exit A on the other side; make sure to place the exit some distance away from the entrance (otherwise the player gets stuck in an infinite loop of warping between them).

output window says this: 

Player loaded! (room=rm_driftwoodforest)

Interactible set up with script 100525

Read autoflag rm_driftwoodforest:2208:1088, has value undefined

Interactible set up with script 100525

I never made a code saying to go there so i don't know whats going on or how to fix.

Is this from loading a previously saved file or when creating a new file?

mev_title_continue_fileselected has some fallback code if the load fails which warps you to a specific spot (indoors area with coordinates set to the center of the lab), cc_intro_startgame is what sets your initial position from a new savefile - this is the same coordinates as the fallback when loading though.

To capture all room transitions in the debug messages you could open room_goto_fade and room_goto_fade_dontdestroy and add a line at the start (before the room is changed), this should point out if there's any room transitions happening so fast you don't get a chance to react:

show_debug_message(tsprintf("Room change % --> %",room_get_name(room),room_get_name(argument0)))

Did you add the debug message that prints the player's position after loading I suggested last time?

(+1)

Yes i did that after your last comment. I ended up just putting the overworld in the code and it spawned me correctly.  Now i got into the lab and everything works.  I may try to re input

the code of the indoors to see what happens.

Great, hopefully things go better this time! And as a rule of thumb, whenever you need to figure out what goes wrong, add more show_debug_message's in the code so you get all the info about what the game's trying to do.

(+1)

THANK YOU SO MUCH!