Again, the intro/menu is a feature I never used; but I will try to give you some help nonetheless, based on my own experience.
Try eliminating the COLOUR 0/CLS lines and using RESTART instead of REDRAW.
Unfortunately, it didn't help I think the problem might be in the AGD itself, coz I saw this done in the AGDx version and it worked just fine. I tried to import my game from AGD4.8 to AGDx4.7 using binary code, but faced a problem. When I load the game code to the AGDx the program just freezes and I cant do anything. Have you migrated your games from AGD to AGDx? Maybe you also had similar issue and found a way of solving it?
Hi Anatoly, when I updated Sophia to version 1.1 and 1.1a, I simply loaded the code into AGDX 4.7 Ke. That was possible because Sophia was originally developed with AGD 4.7.
Unfortunately AGD 4.8 is an experimental version, the "old" AGD has been superseded by Multi-Platform AGD, and is not retrocompatible.
There is another solution I would try: avoid the Intro script altogether and put the intro code in the Game Start event, see if this way it changes.
In the worst case scenario, you will have to recompose the game from scratch, copying sprites, blocks and scripts from the other version. I know what it means - I did it in the past for the newer versions of my earlier games -, it's annoying but sometimes you just cannot do anything else.
Thanx Alessandro. I think I will eventually recompose the game from scratch in the AGDx, coz some things are just not working properly in AGD. Before I do that I just wanted to ask few questions about AGDx. 1. In my game one of the main problems is sprite collision detection. Will I be able to fix this problem in AGDx to make detection via sprites and not "sprite box" in which they are drawn. 2. The other problem is that player sprite dies when falls from little to high level. Example, he can jump from a rock land on the ground and die) It's a fall distance issue and I couldn't find how to solve this problem in AGD also.
1. I noticed that in your game you used a thin character sprite. To improve collision detection you might either reduce the collision distance in the Miscellaneous menu, or make your sprite somewhat "fatter", or both. You could also employ a distance-based method developed by A. Turvey which requires a little patching, I personally did not need it so far but it could be useful to you. See this video:
2. If you wish to let your character sprite not to "die" when it falls too far, you must delete any script from the Fell Too Far event. Whereas if you want to make it "die" when falling from a certain distance, you must edit the jump table in the Jump Table event. When a sprite which can fall, i.e. the FALL command is enabled into its script, reaches the end of the jump table, you can let it "die", by inserting a KILL command or a script triggering a killing animation in the Fell Too Far event. Adjust the rightmost line of the jump table screen to set the lower distance the sprite can fall to before "dying".