I don't know why I decided to test it again, since I've tested the demo over 5-6 times with each character, but something told me to try.
Perhaps it is the way I am defining the doppelganger character?
I have it defined with 'default' at top of script, as so:
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default doppelganger = Character("Pirate")
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$ doppelganger = Character("New Name Here")
I have another character variable which I do not change in the script, for the narrator, and it also occurs with that menu.
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menu:
n "[char_selected] found Left Arm Pete's gun.\nWhat should [char_selected] do?"
"Give him back his gun.":
jump give_gun
"Shoot him with his gun.":
jump shoot_gun
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define n = Character("Narrator")
Only menus where I exclude the character entirely, are working.
The others have the 'say' screen disappear, leaving only the 'choice' screen.
Also, I'm not using jump for the menu options, I'm writing the text right in the same blocks.
Anything I can adjust to get this working again? The reason I say that the update broke it, is because I've done extensive testing, and I haven't changed this game's code since March. The second screen (with character 'n') works fine in the official trailer that is on Steam, too. But, that same screen from the trailer is broken now, in my build, and I haven't touched the code since then. The demo has been ready, pending voice acting, but now it's not ready anymore. I haven't edited 'choice' nor 'say' screens, either. Even the UI artwork for dialogue is still vanilla.
Hope this can be fixed, or maybe something I overlooked. Thanks.
Edit: I did forget to mention. The 'say' screen actually comes up for a split second with the choices, but it closes itself before the player is even able to read it, leaving just the 'choice' screen.