At the start of the game, saving works fine; press the save state and you're good to go. However, after a certain point, if you save, the game saves at the last "creation" screen.
During the tutorial, players must create a bronze pin using the creation screen to continue the game. To call the screen, I use this:
Code: Select all
v "Would you like me to go over it again?"
menu:
"Yes, please.":
v "Hohoho. Were you paying attention, Emm?"
EmSad "I was, I promise! It's just in the middle somewhere I got a little lost..."
v "Alright. I'll say it again."
jump create_tut
"No, I'm ready!":
show Vyorn Happy with dissolve
v "That's my girl. Get to it!"
hide Vyorn Happy with dissolve
show screen create
label loop1:
Em "Alright, select 'Pins,' then 'Bronze,' and hit 'start.' I can do that."
if my_inventory.has_item(bronze_pin):
jump first_continue
else:
jump loop1
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screen create:
tag menu
add "CreateGround.png" xpos 250 ypos 20
if pins_unlocked:
imagebutton idle "text_pins_idle.png" hover "text_pins_active.png" action ShowMenu('pins') xpos 280 ypos 50
if watches_unlocked:
imagebutton idle "text_watches_idle.png" hover "text_watches_active.png" action ShowMenu('watches') xpos 280 ypos 100
if rings_unlocked:
imagebutton idle "text_rings_idle.png" hover "text_rings_active.png" action ShowMenu('rings') xpos 280 ypos 150
Code: Select all
label make_pin_bronze:
$ store_inventory.lose(firewood)
$ store_inventory.lose(bronze)
$ my_inventory.get(bronze_pin)
hide screen pins_bronze
hide screen pins
show screen clock
show screen menu_buttons
show Pin Bronze at accessory_position with dissolve
EmHappy "Yes! I made a {b}Bronze Pin{/b}!"
if tutorial:
jump first_continue
else:
jump cellar