@Twilight Raven
Okay, after working on this for a bit and figuring out how to the debugger works (first time for everything), I have tracked down what is happening.
Basically that in the bottom-left corner is your
TwilightRavenLogoObject
object that is being created, and that is why it then kicks you to one of the other screens - because that is what that object does. However, it took a bit of time to figure out why that object was being created when it is not being called anywhere in your project code.
I finally tracked the issue down to the Draw Event of your
LightningBatObject
, the following lines:
GML:
if (little_guy_flag)
{
instance_create_depth(-40,900, -1100, MiniLightningSprite);
little_guy_flag = false;
}
Your
instance_create_depth
is trying to create an object but is using the resource of a sprite
MiniLightningSprite
, and that sprite resource id must be the same as the object resource id of the
TwilightRavenLogoObject
. So that is why you are ending up in the situation you are.
I'm assuming that you are actually wanting to do:
GML:
if (little_guy_flag)
{
instance_create_depth(-40,900, -1100, MiniLightningObject);
little_guy_flag = false;
}
Because when I change it to the as above, it no longer has the issue that you were showing.