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(1 edit)

found another bug i think?
GOTOs weren't working so i switched the order of the "drawDialogue(...)" and "if(goto!=null){...}" (to make drawDialogue after the goto check) blocks in the updateDialogue function, and now they work again.

idk the code so this miight have introduced a new bug or something? unsure! but now they work again and i'm happy

alright that looks like a new one i can't replicate, if you're able to throw me over the project when you're able to i can check out what situation causes that to happen

replicated it with a fresh copy by doing the following:

story.txt is

START
uhh
GOTO:CHAP12345 - asdf
###
CHAP12345
this will never print
###

delete all assets except blank, bg_title, bg_texture1.  Deleted all audio files and video files from the folders as well.

assets.js is:

const IMGs = {
    BG_TITLE:"images/BG_TITLE.png",
};
const VIDs = {
};
const MUSIC = {
};
const SPEAKERS = {    
  M: {name: "machine", colour: "#696969"},   E: {name: "engineer", colour: "#8b66ba"},   P: {name: "pilot", colour: "#e3a239"} };

I couldn't replicate it until i got rid of most of the assets, so I'm thinking that's the issue (and the debugger in firefox gave the consoler error

"Uncaught TypeError: track is null    sfxPlayer http://localhost:8000/code/tags.js:697"

so i think maybe that's messing stuff up a bit? and it's bailing on the rest of the function??? idk)

(1 edit)

ah, that's not a bug. VT:S requires you to keep the SFX_TEXT file since it's always used for progression. i'll probably include a note on that in the guide in the next update and break the name out into the config

oh!  makes sense!
thanks :)

changed the screen sizing slightly (just took a min of the stuff you had and the width/resX (then -0.1)) so that it'd work when the width is too narrow.