Jump to specific spot for testing


I’m the type of writer/programmer who likes to test the script/story repeatedly as I go. Restarting the story at the beginning each time makes this a tedious task to say the least.

Would a goto statement at the beginning be the best option to start a test story at a particular spot (chapter/page/etc…)?

Or is there a better method?


That’s the best way; you may have to *set some variables to make sure you can test what you want to test, though–just *goto_scene to jump to the chapter you want to test. (or *goto a particular line within a scene)

This and some similar issues are discussed in an old Wiki article; might be worth a read to help you devise a method that works for you:

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I’m just about to reply similar reply as yours -_-

To OP: Keep in mind to name your labels unique yet easy to remember, as using jump-to thing can be a little tedious if you make a story with full of labels each are unique in naming

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I used the word story followed by a number. *label story01 *label story02

There was one section that had two sets of choices so I added another letter to the end. *label story03b Though I admit that the extra letter might get confusing in a really long game.

At the top of the file (under the variable declarations) I had the following.

#From the beginning
*goto start
#Testing spot
*goto story02

If variables needed specific values, it would be easily done before the goto statement.

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You could also set up (in your character creation portion) so that if your character name is a specific name that only you know, you get the choice to jump to specific portions of the story (with associated stat boosts.)

That way, you can have a backdoor to jump to various places for testing while others are still free to beta-test as normal for you…


My way is pretty simple:

At the top of startup *if cheat true and at the bottom:

*if cheat
      *set whatever
      *goto wherever
      *goto scene1
    *goto scene1

That way I can also throw in bits like *if cheat / ${display a bunch of behind the scenes variables} and it’s all got one off switch.


I love this idea. This sort of thing could stay in the final game, almost like an Easter egg.

That’s even easier than what I came up with on my own. Easy to enable and disable.