Type 2 level strange behaviour

O Ilusionista

Captain 100K
My game is having some strange behavior and although it doesn't cause a crash, it does cause a side effect: the player is transported to the next level if you pause and choose QUIT GAME, but instead of going back to the title, it throws you to the nextl level, with no player found and you lose a credit.

See the video below of this problem happening. It doesn't matter if you are 1P or 2P (I remember having a problem where if you weren't P1, the game would close claiming it couldn't find a player).

And an interesting thing that happens: for a short period of time, the engine simply places the first entity it finds in the level... as the player O_o

As you can see in the frame below, it places the "intro" entity (panel) in the player's place and then kills the player, making him lose an entire credit:
1725117297827.png


My stage settings:
settime 0
notime 1
type 2 0 1

My levels.txt setting:
##============================================================================= STORY
set @_Story_Mode
lives 3
credits 2
noshare 1
nosame 0 2
maxplayers 4
continuescore 0
cansave 2
custfade 200

skipselect

#________________________________________________________________|| STORY: CHAPTER 1 ||_____________________
scene data/scenes/story/chapter1/chapter1.txt

skipselect
select data/selects/select_1.txt

# ------------------- TUTORIAL
z 212 240 112
file data/levels/tutorial/tutorial.txt

# ------------------- Fase 1 - Templo fora
z 140 210 160
file data/levels/ryubg/ryu_temple_outside.txt

If I had to take a guess, I'd say it's something related to SKIPSELECT, as this isn't the first time I've had some strange behavior in my games after using it.
I am using V3 6391.

EDIT - I have more information:

If I remove the second SKIPSELECT, the error still occurs.

If I remove all SKIPSELECTs, a few things happen:
- A select screen appears before the cutscene, which I don't want
- This select screen doesn't use the music I use in all other selects, but rather the default OpenBOR music for selects (remix.bor)
After that, a new select screen appears...but the error persists.

So is it something related to type 2?
 
Last edited:
My game is having some strange behavior and although it doesn't cause a crash, it does cause a side effect: the player is transported to the next level if you pause and choose QUIT GAME, but instead of going back to the title, it throws you to the nextl level, with no player found and you lose a credit.

See the video below of this problem happening. It doesn't matter if you are 1P or 2P (I remember having a problem where if you weren't P1, the game would close claiming it couldn't find a player).

And an interesting thing that happens: for a short period of time, the engine simply places the first entity it finds in the level... as the player O_o

As you can see in the frame below, it places the "intro" entity (panel) in the player's place and then kills the player, making him lose an entire credit:
View attachment 9064


My stage settings:


My levels.txt setting:


If I had to take a guess, I'd say it's something related to SKIPSELECT, as this isn't the first time I've had some strange behavior in my games after using it.
I am using V3 6391.

EDIT - I have more information:

If I remove the second SKIPSELECT, the error still occurs.

If I remove all SKIPSELECTs, a few things happen:
- A select screen appears before the cutscene, which I don't want
- This select screen doesn't use the music I use in all other selects, but rather the default OpenBOR music for selects (remix.bor)
After that, a new select screen appears...but the error persists.

So is it something related to type 2?

I don't have a clue, and TBH, that one might be really, really hard to ferret out. There are so many things chained together in the level and initial spawn process. Anything we touch will break ten more. I'll try to take a look when I get a chance though.

DC
 
@O Ilusionista

might sound like a weird solution, but if nothing works try to "encapsulate" this tutorial level as a/within a "branch"

at the end of the level you can use an "empty" demo or an "end"level txt with script character adaptive/conditional script that takes you an specific branch of your choice (game over branch)
(the reason for this is that you can quit and start, and since the next level is the "ender" that should force you to go either
a: to the next level branch or
b: to go a select screen branch
c.end of thegame and or score screen branch

branch tutorial
z 212 240 112
file data/levels/tutorial/tutorial.txt
z 0 240 240
file data/levels/tutorial/tutorialEnd.txt (this takes you to branch setup of your choice)
 
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That is okay but what I don't understand is the part where is assigned a random entity as the player, instead the player I was using before

can you make a select character/"force specific character" script and add it to the chapter1.txt

or what if you feature and "ender" type level before the chapter1.txt

"ender" level

notime 1
settime 0
background data/scenes/end/back
panel data/scenes/end/back
frontpanel data/scenes/end/back
order a
spawn1 160 120 0
spawn2 160 120 0
spawn3 160 120 0
spawn4 160 120 0
#--group1-----
shadowalpha 6
at 0
light -256 33
at 0

spawn LVL01Darkness
flip 1
coords 160 130
at 0

spawn lv1bX_ender
coords 160 120
at 0
 
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