Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

dhernan881

3
Posts
1
Topics
A member registered Jan 05, 2021

Recent community posts

Sounds good. Like I said, putting the "Ink/Resume Narrative" command first works fine in many cases. I'm only noticing an issue because I'm setting up my own basic save/load system that uses the story.state.currentPathString and I noticed that it doesn't appear to be updated after an "Ink/Jump To" command, only after the next time you advance the story after jumping.

I'm trying to jump to different knots at the start of the scene based on certain variables. My issue is that if you just use a "Ink/Jump To" command, only the first line of dialog plays and then it stops. It seems like the narrative isn't being resumed, as adding a "Ink/Resume Narrative" command causes the dialog to start flowing.  However, this leads to some issues:

- If you put the "Ink/Resume Narrative" command after the "Ink/Jump To" command, the first line of dialog is skipped.

- If you put the "Ink/Resume Narrative" command before the "Ink/Jump To" command, the narrative appears to work properly but you can see the Writer start writing the first line of the Ink file before switching to the jumped line, and (per the ink messages sent to the flowchart) the Narrative Director thinks that you're at the first line until you click through the first jumped line. Normally this wouldn't seem like a big issue, but it has been giving me some major headaches with some other parts of my script.

Fortunately, I think I've been able to figure out a good enough workaround for what we need. 

Hello,

I'm new to the Ink-Fungus gateway, but I'm trying to use the Jump To command to jump to one knot, then have progress resume from that knot.  I have a "Jump To" command in my Fungus flowchart and it correctly jumps to the right knot, but nothing happens beyond that, even though the knot has a -> in it. When I start my scene off with a "resume" command everything works fine, but I'm trying to jump to a specific knot at the start of the scene.

I think this behavior is intended, but does anyone know how to work around it for what I'm trying to do?