Font issues

So I'm going into my alchemist room which uses a Ravie font, and then exit the room and all my text is in Ravie colored Red. I checked all my set fonts and it should be reverting back to Arial_Font_Modified font.

Exit Sign Object (click on this to return to the main room)

Left Pressed Event

Code:
show_debug_message("Going to room before store");

room_set_persistent(FirstLevel, false);

room_goto(global.RoomBeforeAlchemist);

// Only run the un-pause code if we actually un-paused.
if (global.RoomBeforeAlchemist != -1) {
    global.RoomBeforeAlchemist = -1;


}
(Draw Event)

Code:
draw_self();
draw_set_colour(c_black);
draw_set_font(TitleScreenFont);
draw_text(x+75,y+40, "Exit" );
draw_set_font(Arial_Font_Modified);
draw_set_colour(c_black);

ALCHEMIST TABLE OBJECT

use to enter the alchemist room

(Step Event)

Code:
show_debug_message("Output alchemist timer: " + string(global.alchemist_timer));


if (mouse_check_button_pressed(mb_left) && mouse_x < x+400 && mouse_x > x && mouse_y < y+400 && mouse_y > y)
{
    
    if (global.alchemist_timer <= 0)
    {

        
            global.alchemist_timer = room_speed*100;       
            room_set_persistent(FirstLevel, true);
            show_debug_message("Going to room. Saving RoomBeforeStore");
            global.RoomBeforeAlchemist = room;
            draw_set_font(Arial_Font_Modified);
            room_goto(AlchemistTableRoom);
            draw_set_colour(c_black);   

    }
}
(Draw Event)

Code:
draw_self();

if (global.alchemist_timer > 0)
{
    global.alchemist_timer--;
    instance_create_depth(x, y, 150, HourglassTimer);
    show_debug_message("Alchemist Room TImer: " + string(global.alchemist_timer));
    draw_text(x,y,string(global.alchemist_timer/100));
}
 
This might not fix the problem, but don't set your draw values in the step event as you're entering the room. Set you draw values directly before you draw something (so in the Draw step) and then set it back directly after.
 
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