Game Appearance is Automatically Triggered

Project link:

1-sentence description of the issue:
When you or I click on credits or changelogs, it automatically triggers the game appearance.

What do you want your code to do?
I want the game to not instantly be visible when i click on credits or changelogs

Screenshots:

12 Likes

You currently have it set up so the PlayMenu broadcast is ran when the menu is at 100% invisibility or higher, and going into credits or changelog makes the main menu fade out just like Play does.

To fix, create another variable and set it to 1 when tapping play.

Then use that variable inside the “when invisibility % >= 100” rule via check once if to determine if the game should start or not.

7 Likes

Sorry, I meant the Loading Session broadcast.

4 Likes

Tysm, i wish you a nice day

2 Likes

I forgot to mention
The loading screen won’t load the objects
It gets stuck

Btw, can i add your name on the credits list?

2 Likes

Sure, go right ahead.

1 Like

Error: found “Loading Session” in broadcast message block, but is not used anywhere in when I get a message. Expected “LoadingSession”

Find When I get a message (LoadingSession) and add a space in between those words. Broadcasts are very specific in which broadcasts are ran.

Done, but it still doesen’t fix the issue
I made both messages the same “Loading Session”
It also takes actually forever to start

1 Like

Wait i think i found the solution

Nvm
the solution didnt work

1 Like

Hmm…

Try replacing all of the When Message Matches to When I get a message.

When Message Matches is for checking regex based messages like ^\d+$

Also add a start sound block in each broadcast rule for debugging purposes to see if they are ACTUALLY being ran (make it different than the sound you are using so it’s obvious. Save Input (nothing) prompt (test) is another great way to debug.

To fix, add a new variable

The only thing that seems to be not working is the game screen appearance
All but this emits a sound, but not this.



1 Like

I FOUND THE CULPRIT!!!

The local variable was never defined for clone index 2. Local variables used in when containers only work for the original object, which is still 0 as it was only set to 1 in clone 2. Use an object variable for this instead.

2 Likes

YAY!!
thank you for the information

You may close the topic now

Forwarding request to @Friday

Only leaders can close topics. I’m just a Regular.

Tag us if the issue is recurring and you want this reopened!