1 year ago

Orchards are now included in the Save System

Also a bunch of random bug fixes done last night;

-Fixed returning to the NPC menu from the Merchant menu.

-Fixed NPC's following you when leaving the Merchant menu.

-Fixed NPC's inventory update on item sell.


Need to add a check to the Farm/Orchard Expand function to stop you expanding it if the Sign will be moved where the Player is.

Something simple like checking which side of the Sign the player is on should probably be enough...



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Ok, got some tile variations on the Beach, but it's just RNG. I need to work out some patterns and use those instead. I had some with little bits of grass but they looked bad.

Also added Shells and Glass Bottles.

Ok! Footprint particles are all working again! Prioritises snow over the ground types. I should add a decay timer in case you stand still too long

OMGOSH Someone just subbed to me on #Kofi!

Thank you so much for your T2 membership Jana, I sincerely appreciate your support!

It will really help me out a lot!

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Go ahead and spread LOVE by gifting your friends, surprising your favorite creators, and sharing joy online with something special from our shop.

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Now I have Fireballs!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

I now have Magic!

kinda.

I THINK that's all fixed and working? Gained loads of FPS back.

I thought I'd need to remove another nested for loop, but since Ground Surface is only done once I don't.

Only issue is I've lost the dust cloud when adding Paving.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Hmm. Attack movement (for spells) set attacks to use if runSysTimer mod 10 == 0, instead of the if alreadyHit == false, to run the collision code.

Seems to work I should probably experiment to see how infrequent I can be with the trigger.