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NOTE: I don't know if you know this or not, but when returning to the previous room, if you want the room to be the way you left the room, then in the room editor you would select the "persistant" check box. This makes the room remember the way you left it and will remain the way you left it when you return.
EDIT:
now the 'previous' room that this function calls is not the room the player came from but the room that is one room up the list in your room resources
example:
rm_opening
rm_menu
rm_playerSelect
rm_house
rm_town
rm_forest
now let's say the player came from town to his house. So from the house if the player goes to the previous room, he'll go to the rm_playerSelect room because that is the room prior to the the rm_house in the resource list.
If you wanted him to go to the rm_town, then you would have to use a different function
room_goto(rm_town) or room_goto_next() because rm_town is listed after rm_house. but if you add a room in between them then you'll have to use room_goto(rm_town) anyways, so it's the function that shoudl be used in the first place.
Like already mentioned, goto_previous_room goes to the room one up in your room list in the editor and NOT the room your player was last in.
here ya go!
Thing that may be wrong that I can't see.
1. Play_Room is not a room - room_goto() wants a room to go to
2. There is another resource called "Play_Room" and it is conflicting - rename resources so they are unique
3. You have a roomexit in the other room bringing you back to the room you left and causing an infinite loop where the wicker goes back and forth from the two rooms.
in teh create event of the wicker object and the roomexit object put this
show_debug_message(object_get_name(object_index)+" --> create event");
then in any other event put the same code, but change the text at the end of the string to read
--> name of event
example:
+" --> collision with Wicker event"
-- OR --
+" --> Arrow right Key Pressed event"
then run the game. try to collide the wicker with the roomexit. once you have finished your simulation, in the code editor at the bottom should be the debug text we wanted to see. it should say something like this
roomexit --> create event
Wicker --> create event
and so on. each object telling you when they were in their event. If your object has a step event then that is what we'll see most of, but what we're looking for is at the end of the list, we should see a line that looks something like this
roomexit --> collision with Wicker event
EDIT: can you tell me in words how you know you are not moving to the next room? are the two rooms different at all? Is there a way to know for sure that you are in fact not moving to antoehr room?
you can try changing the debug line to this
roomexit --> collision with Wicker event
then that means your movement code is not allowing you to collide with roomexit object (turn off solid - no need for that anyways)
if you do get that line then that means some other object's code is preventing you from moving on to another room or bringing you back and forth. It will be noticible in teh debug text
if only one line of the collision event appears then something is interfearing and not letting it move on, if there are a lot of collision event lines appear then the object is stuck on teh roomexit object or there is an infinite loop making it go back and forth from one room to the other.