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A little help with "playState"

A topic by takusama created Feb 04, 2019 Views: 301 Replies: 4
Viewing posts 1 to 2

Hi David,
I purchased your template (and I review it on YoYo Marketplace).
As I written to you through YoYo Games, I'm pretty new to programming.
I need to understand how you have conceived the evolution of a story: I have the Intro of the Chapter 1 with 2 questions (so if 1 msg.... / if 2 msg....) then if I answered 1 I have again 2 questions (1 and 2) and the same if I have answered 2 previously, but when I press 1 (or 2) to answer to the first question in Intro, I'm transported to the last brach. So I decided to insert evolution001, evolution002 etc into enum Chap1 but I failed miserably. I think is a case or if statement issue (together the playState) but I dunno what I wrong.

I'm not so able to explain it so I add here an explicative image of what I want to recreate inside your great template. Hope you can show me up what I wrong with it.



Developer

From what I gather, you're getting stuck AFTER you've played through the game once.

If that is the case, it sounds like your issue is that you've got a variable set, and not resetting it to default  after the game has reset. I recommend checking over all of your variables, then go through and make sure your case statements are all written properly as well. 

If this still doesn't fix it, or if I am misunderstanding your issue, please send me your code so that I can get a better grasp of your situation! 
Thank you!

(+1)

Thanks for the reply! I solved at the moment... I think the issue was about "case" and "break" instructions; now everything seems to run smoothly.
Any suggestions  to recreate a storylog ? I want to set a key (as "J" for Journal) that when is pressed it load an appropriate script that keeps track of the answers and therefore of the story's path. I think this can be good even when you load a game, the script resume all the previous story.
Anyway again, nice work!

PS: i don't want to change the default font 'cos is very readable, but do you know how to draw special characters as "è é à ò ù" etc...?
I saw that we can add a new range (32 to 255) for ascii, but not for a default font :/
Developer

Glad to help!

Honestly, I'm not as familiar with working with the fonts in GMS2 as I was in GM:S, so I'd have to look into and get back to you.  As for the journal, you could set up an array (like the inventory) and have it update with notes at points in the story. Just have it draw and delete itself (Black rectangle over the screen, disable player input except for J, and then draw the array on top) whenever the player presses "J". At least, that's what I would do  to keep with the simplicity of the tutorial. 

Wasnt sure how to directly message you but I was hoping you had some insight on my questions since I cant get David to reply!