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Saved attributes not showing changes upon restart

fmakawafmakawa Posts: 557Member

Hi folks,
So I've got a pop up at the beginning of the game that once selected shouldn't be there ever again. I save a bunch of attributes to make this so. However, each new relaunch of the app it keeps popping up, hence making it annoying. Anything I am doing wrong and what should I do to fix? I tried load attributes with the lowest actor in the scene so those are some of the first bits of code to be implemented.

Comments

  • IceboxIcebox Posts: 1,483Member
    edited June 2016

    Is it the first scene ? if yes then try adding a loading screen with load attributes or put a loop while game.attribute is true change color alpha to 0

  • fmakawafmakawa Posts: 557Member

    hmmm, thanks!

  • fmakawafmakawa Posts: 557Member

    @Icebox I added a loading screen that loads all those attributes but they are still not using the saved settings. I dont get it though. Should I be saving those attributes in a table then perhaps? baffled.

  • tatiangtatiang Posts: 11,791Member, Sous Chef, PRO, Senior Sous-Chef

    Tables aren't required but are certainly easier since they don't require loading -- it's done automatically -- and you can save multiple "attributes" (cells) with a single Save Table behavior.

    If you want to troubleshoot the issue you described, upload a simplified project that just has the Save Attribute and Load Attribute behaviors and however many Display Text behaviors you need to demonstrate the problem.

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  • fmakawafmakawa Posts: 557Member

    Hi @tatiang I've uploaded a demo of it. Been baffled!

  • tatiangtatiang Posts: 11,791Member, Sous Chef, PRO, Senior Sous-Chef

    I could be wrong but I think the problem is in your Light Display Option and Dark Display Option actors:

    You're saving attributes to keys called "0" and "1" but you're loading them using the full attribute names (e.g. "game._____").

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  • fmakawafmakawa Posts: 557Member

    ah right! Thanks @tatiang

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