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:


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


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.


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.