Happy August everyone! I hope you're all well! I've been doing my best to keep steaming ahead but with everything that's been going on my motivation took a bit of a hit. But things have been going great here on Gamejolt, and I'm really having a blast here!
I got a few key updates done and loads of little bug fixes and behind the scenes things.
Also pretty much finished a demo for my other smaller project which should be ready soon! I won't include it here, but will make a separate post when it's ready!
If you like what I'm doing, please consider giving me a sub on Patreon or on Kofi or buy me some cheese on Kofi!
If not, don't worry about it, your charged stickers also help me out a whole lot and I love seeing them on my posts!
Buildings
Pretty big addition was making it so you can add and remove things to NPC buildings!
I'm thinking Goblins with different Jobs will have different likes, so you can improve their happiness by putting those things in their House!
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Pretty chuffed I was able to reuse the existing Build code for this, just with a modified to check if a Building was being interacted with!
Also they now save too! This initially didn't work because I had no lookup data for the House Objects Build List, it was trying to use the Normal Object Build List.
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I thought this was going to be a total pain since the Lookup Code takes the objects name and grabs the list slot from a map and I already had those values being used for the non-house versions. BUT since it's a string I just inject and "h" beforehand in the load code, so now house and non-house objects have separate values even though the only difference is if the need a house to be placed!
Completely remade the Refund System for selling Buildings!
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It even works with the things placed in NPC Buildings!
Animals
I updated the sprites for Animals to be adjusted when moving on Flooring or in Water like the Goblins, but because I do some Squash and Stretching with their sprites things got messed up.
1548
Seems using draw_sprite_part or draw_sprite_general scripts resets the x/y origin point to the top left corner, so I had to adjust that manually by adding these to the x value.
var _xO = (-sprite_width/2); ///Puts us back to the middle) var _xSq = ((1-xSc)*(sprite_width/2));///Increases from 0 as we squish, keeping us centre
1551
Saw a tumblr post with a picture from SNES Harvest Moon where the character was fascinated by a mysterious Chicken Statue...
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So now my game has Frog and Wildboar statues. Might not always spawn animals...I'll probably just have them as decorations, but maybe I could set it up so you can donate something to them to increase that animals spawn rate?
Also lol, I forgot to disable the hat code. X'D
Items
Added a new Item, Rainmaker. The Goblins have figured out how to Cloud Seed using a modify firework!
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Needs some work, but the basics are set up. The first batch of rain stopped because the hour ended. I've only got weather set to start on the hour, so I need to update that!
What if...Seedbomb???
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They plant random seeds in valid Poil/Plant Pots, I think I'll make them weighted towards being just Flowers with Crops being rare.
Minor Fixes/Updates;
-Updated a bunch of Item sprites to look better.
-When I made Roofing require a Wall/Floor/Door to be placed it broke with Loading Save files, so added a fix for that.
-Fixed the sprite offset when spawning Beds, so they no longer look like they're being formed from parts being brought together. X'D
-Fixed Watering Can always using charged mode even when just tapping the button.
-Fixed Plant Pots not resetting properly on Plant death.
-Added Apiary and Plant Pots to the Save file so they now persist between games.
-Made Apiary and Plant Pots work CORRECTLY when culled, previously they worked inconsistently and at the wrong rate.
-Plants now continue to grow/dryout/wither when Culled as they do when not Culled.
-Fixed Not being able to plant fully grown Flowers in Plant Pots.
-Updated how Weather effects the ground, made it do more at once with a random 1/3 chance.
-Updated Parade code, breaking it into parts so there's more variety for the Goblins.
--Goblins can choose to Spin Left or Right or not at all.
--Added randomness to Spin speed and wait, changes on reset.
--Split Jumping into it's own part and added a Jump strength modifier so they don't always jump the same height!
--Split Arm action into it's own part and made arms go up when Jumping.
--Split Emote into it's own part and made it happen on Jump and arm up.
Small thing just for myself really...
Updated the way Goblin names are chosen, this is just for testing purposes, but I thought it would be nice to have the people who've supported and believed in me hanging around while I test stuff
Thank you all so much for everything, it really means the world to me.
Please make sure you're all looking after yourselves, and keep being awesome!
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