thank you so much!! 💚
zorkie
Creator of
Recent community posts
You were right, setting loading to false worked! Thank you so so so much!!!
In my code, I collect/concatenate all the text in a string (allText) and then call sayDialogToUse.doSay when the story reaches a choice (it’s outside of the loop). So far, I’ve been operating under an “if it works, it’s good enough” mentality haha – but I’m very open to suggestions for improvement if you’d advise any!
Thank you again for your help!! I really appreciate your support!
No worries at all!! I really appreciate the help!
The Unity editor just crashes. It happens immediately after the load command is reached. Nothing is logged to the console.
I do have a few variables that are saved in Fungus parallel to the ink saves, but it’s limited. I’m using checkpoint saves, and at the beginning of each knot, I send a message to Fungus flowcharts that should set the background/sprites/etc. I’ve used the gateway’s saving in a previous game (with Unity 2022.3) and loading all the visuals via Fungus saves and that worked fine.
In testing I’ve done since my initial message, I’ve realized that the issue may be caused by a change I made to the Narrate function in the Narrative Director. (I did not have these changes in my last project.)
I changed the first if condition in the Narrate function to a while loop that gathers all the lines so that they’re printed together.
string allText = "";
SayDialog sayDialogTemp = sayDialog;
while (story.canContinue || loading)
{
foreach (Flag flag in flags.Values)
{
flag.Reset();
}
if (!loading)
{
story.Continue();
if (beforeFirstSync)
{
SyncAllVariablesToFungus();
beforeFirstSync = false;
}
}
string line = story.currentText;
if (line != "" && line != "\n")
{
allText += line.TrimStart();
allText += "\n";
}
Log(LogLevel.Narrative, "»" + line);
ProcessTags(story.currentTags);
}
I then send allText to the sayDialogToUse. (I’m not using characters, only narration.)
Would you have any ideas about why this might be messing up the loading or whether there’s just no way to get the loading to work with Narrate set up this way?
No rush in replying! Thank you so much for your help!!
Whenever I try to use the load command in the flowchart, Unity crashes (as does the game build when tested). The issue appears when trying to load either checkpoint or snapshot saves. I’m pretty sure the problem is with the loading and not the saving (the save files seem fine?), but I’m not sure what’s causing the crash.
I’m using Unity 6.3 and haven’t had any other problems with ink, Fungus, or the Gateway. Any advice or suggestions would be greatly appreciated! I’ve tried all the troubleshooting I can think of and feel like I’m running into a wall.
this was really really exceptional. i love the rage and fighting spirit that permeates the game
i was a bit scared that game would be really hard and was surprised at how approachable it was! i don’t have a lot of experience with bullet hells, but the way the bullet catcher worked was fun and interesting
i loved this. accepting the status quo is always so detestable to me, especially when it’s being set by huge systems that you have barely any influence over. we need a united effort if we’re going to make change, and barring that, at least let me mad about how things are!!
the little ‘be nice to ur cousin’ in the bottom was an aggravating and excellent reminder throughout the game. especially when facing the depth of your feelings. i’m sorry you had to deal with such an incredibly frustrating situation.
on a slightly different note, i’m not sure if it’s intentional, but I couldn’t scroll on the “you’re getting pretty picky” page & i couldn’t zoom it out enough to see the options after “nice opinion, nerd.” (i wonder if the itch.io page option to add scroll bars would fix it or if it would break your theme?)
for my own curiosity, is more to the game after that page or are you just forced into the same ending?
Thank you so much for saying so!!
The section that has the fallback is quite long (it has 16 choices, most of them with nested choices beneath them and most of them gated by conditionals), but here are a few that are above the fallback (with the nested sections removed because I would likely max the character count otherwise):
* {CHOICE_COUNT()<3 and f_stress} [worries]
Jin "You're worried about { beauty:losing your beauty{ fears: and letting others down}|letting others down}? # jin sympathetic # clinic quiet
Florence nods. # flo downcast
Florence "That's about right.
* (party) {CHOICE_COUNT()<3 and ellis} [Ellis]
Jin "How did you meet Ellis? # jin neutral # clinic quiet
Florence smiles and her gaze wanders, seeing a time gone by. # flo shy
Florence "We were at Dancing Arcs, a semi-annual evening party. The sun was setting and they had arranged prisms around the room to catch the light.
Florence "A friend introduced us, and we hit it off.
She laughs softly. # flo laugh
Florence "He's awfully charming, and he did small things that exhibited a considerate heart. We started meeting up after that and he grew fond of me.
Florence "My parents were so pleased. Ellis's father is well respected and Ellis himself is a perfect gentleman. # flo smile
~ f_clues++
* {CHOICE_COUNT()<3 and fears2} [addressed worries?]
Jin "Have you spoken to anyone about your worries? # jin concerned
Florence drops her gaze but I catch the forlornness in her expression. # flo downcast
{
- f_trust>5:
Florence "I did once. It was a mistake. # flo neutral
- else:
Florence "They're only simple concerns, not worth worrying others. # flo smile
}
* {CHOICE_COUNT()<3 and CHOICE_COUNT()>0} [next phase] <> -> recommendation
* {save_choice_count()}-> recommendation
Oh so the fallback choice always returns true. It’s there so I can check how many choices are left in the conversation when I move to a different section (if there’s enough left, you come back to these questions; otherwise, you move on).
Here’s the function that’s being called,
=== function save_choice_count() ===
~ choice_count = CHOICE_COUNT()
~ return true
But the issue with the blank choice on loading happens even with normal fallbacks that don’t have any conditionals on them. (I just don’t have a save file currently that recreates the bug, unlike for this fallback with the conditional.)
Thank you for your reply!!
On one of the saves where I can consistently see the issue, the fallback choice looks like this:
* {save_choice_count()}-> recommendation
where {save_choice_count()} always returns true. (To clarify, the issue also happens on other fallback choices that do not have a conditional in front of them, this is just one that I have a save file for.)
I thought the issue might have been space related, which is why there’s no space between } and -> (I usually have one). I also tried removing the spaces before {save_choice_count()}, but that didn’t work either.
Another thing I tried was adding in a CHOICE_COUNT()==0 check, and this did not work either.
My project can be found here, https://zorkie.itch.io/qdrp – and I’d be happy to share more code if it’s of help?
I hope you have a great day too :)
Hi! Thank you so much for making this Gateway--I've been using it for a little more than a year, and I really love it!!
I was wondering if I could please get some help with a bug I found? Sometimes when loading the game at a spot with choices that include a fallback choice (* ->), a blank choice will be included that when clicked behaves like the fallback choice. It doesn't consistently happen, and I'm not sure why it happens sometimes but not other times.
Do you have any idea why it might be happening/how I might prevent the fallback option from showing?
If not, no worries! I think I figured out a workaround to not use the fallbacks, but I thought I'd check before going through the effort of adjusting everything.





























