Tin Star testing

Also, it’s skipping the Red Ribbon incident.

Any male romance options available yet @AllerGies

Zed, where does Preston say that? If you have a sentence fragment where it occurs, that will help me find it.

When you say it is skipping the Red Ribbon incident, what exactly do you mean. Is all of Chapter 4 not working?

Ack!

Roslyn_samalt06- There should be one romance option with Schmidt available by chapter 4, but you have to work at it. (Which, in hindsight, is a failing on my part) Chapter five will see things blossom on that front with two definite available options with male non-player characters (Yiska and Schmidt).

Yep, it just goes to the chapter with Hartigan

“Dealt with? I hear cards when you say it like that. But yes, you sent him off for reasons I don’t fully understand.” Preston notes.

I killed Jack

The glitch with chapter 3 is bizarre. It just suddenly decides to bypass it. No reason, no error. But loaded solo, chapter three plays out just fine.

I can’t account for this.

Here is a portion of the pertinent mygame.js code:

nav = new SceneNavigator([
“Tin_Star_chapter_1”
,“Tin_Star_chapter_2”
,“Tin_Star_interlude”
,“Tin_Star_chapter_3”
,“Tin_Star_interlude”
,“Tin_Star_chapter_4”
]);

Anyone have an idea of what could be going on here?

You’re sending the game back to _interlude after _3? The same vignette?

My guess is that CS isn’t equipped to do that, and that’s why you’re going from the first _interlude to _4?

@AllenGies I haven’t found a way to reliably use *finish / SceneNavigator in the way you’re trying to do it there. I came to the conclusion that in order to work properly all file names in the list must be unique and must each be loaded once only in strictly sequential order; that’s what *finish / SceneNavigator was designed for.

It wasn’t ideal for my purposes either, but ChoiceScript is actually pretty flexible. Vendetta also uses an ‘interlude’ style file between each story chapter, and for that I have to use the very specific *goto_scene command (so my SceneNavigator actually only needs one file listed – the starting one – as I never use the *finish command, at all). In my case I increase a counter each time it arrives there so ‘interlude’ always knows which chapter file to go to next (it ends with a series of *if / *goto_scene based on the current counter value) but in your case you’ll probably just want to use a simple, cut-down version of the Scene Jump and Return System discussed (7th topic) on the following page of the wiki:

Whatever method you finally decide on, you will however definitely need to use specific *goto_scene rather than *finish / SceneNavigator, if you want to use a re-visited ‘interlude’ style file in your game.

If you were REALLY against using goto_scene for some unknown reason you can just make a copy (or few) of the interlude file under a different name, and list in the navigator.
Folder:
interlude1.txt
interlude2.txt
interlude3.txt

Nav:
“scene1”
“interlude1”
“scene2”
“interlude2”
“scene3”
“interlude3”

Ah, I think I understand the problem now. The program saw the vignette as all one ‘place’ and thus just jumped to chapter 4 afterward because chapter 3, sandwiched into a null-space between the two interludes, essentially didn’t exist as far as it was concerned. Strange, but understandable in that context.

Vendetta and CJW. Thank you. I think I have it sorted out now. The Interludes now all have unique file names so that they will all load up in the proper sequence. In a way, this is better as it allows me to more directly tailor some choices in without having to rely solely on the meta_time variable I used to keep track of which interlude it happened to be.

The*goto_scene concept is interesting (How did I miss it?). I will have to look into using that command. There are a few places it might work out nicely.

Soooo, It works?

Zed- Yep. Chapter 3 will fire up now. Thanks for sticking with this.

If you have got an impression of the interlude, I’d like to hear it.

Noticed a mistake in the opening.

The option that says “Struggle against the your bonds”, shouldn’t that read “Struggle against your bonds”?

“She got creased in the arm. Sometime back, musta been cause the blood dried thick.” HE says, hurries off.

Should be He not HE and ‘He says and hurries off’ or ‘He says, hurrying off’ instead of ‘He says, hurries off’

This is the scene when you just reached Preston springs and go to the saloon, and call the man back

“Certainly.” She answers, idly spins the chambers on her twin pistols. You saunter out into the dying day with Miss Caraway by your side. The sun molten lies before you as it turns the town into a long streak of shadow. Tumbleweed Jack stands shrouded like all the rest, his features nearly eclipsed.

Should be ‘idly spinning the chambers…’ or ‘and idly spins the chambers…’ instead of ‘idly spins the chambers…’

And instead of ‘the sun molten lies before you…’ should be ‘the molten sun lies before you…’ or ‘the sun lies molten before you…’

Bloodwyche- Wow. That one must have been around a long time. Thanks for noticing it.

Xt1000305- Ah, yes. My occasional capitalization tick. Thought I’d gotten rid of that. Apparently not. Glad you found it.

The molten part. Wow. I screwed that up five times in fact.

This is why Beta Testers are important. I simply can’t comb through the program enough and remain sane.

“You know I hate when you tease like that.” She replies, nimbly steps away from the table and him, heads back to kitchens.

Should be ‘and nimbly steps away from the table…’ or ‘nimbly stepping away from the table’ instead of ‘nimbly steps away from the table’