thefountains
Member
I have a game I'm working on called "The Fountains". I have no experience in coding games and basically grabbed an outdated (GM 1.4) off a website. I imported it into GM2
The start screen works fine and plays title music as well as the new game screen.
When you select a new game it takes you to a naming screen. This also works fine and plays appropriate music.
But when you select OK to start the game it reverts to a black screen with title music playing again.
Heres a video of the problem
The rooms are in this order.
rmInit
rmMenu
rmControls
rmSoundTest
rmNewGame
rmNaming
rmExample (This is the room I want to send the player to after the Naming Screen/Save start
I've checked through the code and maybe it can be of help.
play_music.gml
Thanks!
The start screen works fine and plays title music as well as the new game screen.
When you select a new game it takes you to a naming screen. This also works fine and plays appropriate music.
But when you select OK to start the game it reverts to a black screen with title music playing again.
Heres a video of the problem
The rooms are in this order.
rmInit
rmMenu
rmControls
rmSoundTest
rmNewGame
rmNaming
rmExample (This is the room I want to send the player to after the Naming Screen/Save start
I've checked through the code and maybe it can be of help.
play_music.gml
GML:
/// @description play_music(sound_id,pitch)
/// @param sound_id
/// @param pitch
function play_music(argument0, argument1) {
if argument0 == -1 or global.mute {
audio_stop_all()
} else {
if argument0 != global.bgMusic {
global.bgMusic = argument0
audio_stop_all()
global.bgMusic_ = audio_play_sound(global.bgMusic,0,1)
audio_sound_pitch(global.bgMusic_,argument1)
}
}
}
Code:
/// @description Insert description here
// You can write your code in this editor
if room = rmNaming {
audio_stop_all()
audio_play_sound(bgmYourNamePlease,1,true)
}
if room = rmExample1 {
audio_stop_all()
audio_play_sound(bgmTrouble,1,true)
}
if room = rmExample {
audio_stop_all()
audio_play_sound(bgmTrouble,1,true)
}
if room = rmGrass {
audio_stop_all()
audio_play_sound(bgmTrouble,1,true)
}