Breaking: Cutscenes


Skipped a Day

Oops, wasn't exactly intentional. But that's okay because I'm back today and doing more work on the game! I started messing around with my cutscene stuff to figure out what's going wrong. I actually ended up fixing a couple of other issues along the way! Although, I didn't actually fix all the issues with the cutscene. . . Yet!

What Happened

I started by doing some testing to see if I could figure out exactly what was happening. Turns out, there were a few different things going on. While I was testing though, I realized that my player's name wasn't being set properly. I accidentally made the induction terminal change the name of my playerstats manager node! How embarrassing. . . .

So, I added a couple of new functions to my playerstats manager to deal with the name stuff, and even then it wasn't right. Turns out I left some placeholder data in my savegame manager, so the player's name was always being saved incorrectly. A quick couple of changes there and that fixed that issue.

As it turns out, the whole reason my second cutscene wasn't playing consistently is because my UI manager never told it to actually play anything! Seems my show functionality only told the cutscene player to play when it was first instantiated, but if there was already an instance, it just showed it without hitting "play". Fixed that up really quick!

Of course, that's still not all of the problems with my cutscene. . . For some reason I'm still getting stuck in the cutscene. Skip and Next should both end a single-frame cutscene, but they're not. I think there may be a bug in there still, something that only happens if the cutscene has a single frame. But I'm not worrying about that today.

Next Up

I'm sure you can guess. . . I'm going to dive right back into the cutscene issue. Not really sure what the problem is, but I'll find it. Or I'll make a longer cutscene! LOL.

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