A question about the continue time

DD Tokki

Well-known member
I stumbled upon this problem while testing a game. I don't know if it's a bug or if I'm not able to set it up correctly, but this situation occurred.


Due to the nature of the game, I set the timer to infinite and hid it. One time, I got a game over and had to wait until the title screen appeared. However, no matter how long I waited, the screen wouldn't turn. I checked the timer and it seems this issue occurs at 00 seconds.



I thought I was seeing things wrong, so I set the timer to 10 seconds and ran a test. This time, the game over screen appeared correctly. I'd like to know how to set the timer to infinite and still get the game over properly.
 
Here, there are two ways to solve this - is a know issue from V3
 
C:
music        data/music/stage1-1.bor

background    data/sprites/arrow.gif

panel        data/sprites/stage/stage01/stage1a.gif

Layer        data/sprites/layer.gif 250 0 0 0 -4 0 1 999 1 1 0 0 0 0 0 0

basemap         271 201 1000 43 0 670
Wall          245 158  0  4  1000 1004  8  800

order        a

light         600 -50

settime        0

notime        0

spawn1        60 15

spawn2        40 40

noslow        1

"settime 0"
If I increase the settime by even 1 second, it works normally, but if it's set to 0 seconds, it continues to persist indefinitely even after the time elapses. I just followed the link and followed the solution, but it didn't work.
 
1762233166397.png

If there's even one second left in the set timer, the continue timer ends and the game over screen immediately appears. (Normal)

However, if the set timer is 0 seconds (infinite game time), the game over screen doesn't appear even after the continue timer ends. (????)
 
There is no known bug causing this issue. I would need to test and see if I can reproduce your condition. It may be a script you have blocking the game over routine.

In any case, if we have to, there is an end game script function we could run to force the game to end.

DC
 
I've tested this and I can confirm that it happens.
I was going to try using a scripting method to solve this but hit a snag. So for now, my suggestion to solve this is to use scripted continue screen.
 
I've tested this and I can confirm that it happens.
I was going to try using a scripting method to solve this but hit a snag. So for now, my suggestion to solve this is to use scripted continue screen.

Thanks for the test @Bloodbane. If that's the case, there's nothing we can do about the engine - it's an old version and we obviously can't fix it retroactively. But yes, there are fairly simple scripted workarounds depending on how you want it to behave @DD Tokki.

DC
 
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