Stats are certainly a way to add progression in a game, but for Debucon I feel like it’s the sort of game where you progress by getting friendship points or buying furniture for your house or unlocking new locations, not by increasing stats.
Anyway, unrelated to that line of discussion, does anyone have any ideas for expressions or reactions to put into the customizer? I’ve been fiddling around with it and it’s pretty fun. I just haven’t figured out how the personalities work yet.
EDIT: For custom sound effects, The Stuffing Chambers, which was a different game here on the forum, The Stuffing Chambers - RPG Maker Game - #47 by Kaldr, has a good collection of sound effects to mod into the files. The download link is somewhere in the replies.
Yes, that character most definitely meets the conditions to invite Emma. She managed to invite Emma the other day, but couldn’t yesterday. And I don’t know how to share the impacted save, or even what an impacted save is.
############################################################################################
ERROR in
action number 1
of Step Event1
for object oEvent:
ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Script_RefreshDialogNpc
############################################################################################
gml_Script_RefreshDialogNpc (line -1)
gml_Script_StartDialog
gml_Script_SetNextAction
gml_Object_oEvent_Step_1
Your save files are in your AppData folder (AppData\Local\Debucon\savefiles), You only need to find the right one and post it on here (or send it to me via DM).
Yep, that’ll be fixed soon. I just have one last little bug to find and I should be done with this batch of fixes, the new build should be up hopefully tomorrow, Tuesday at the latest.
Something like that, yeah.
Why is that? Depending on what’s bothering you, I can try to think of a solution to improve the experience.
Got it. I’ve already added an option to increase or decrease the friendship with either Emma or Jenny in the debug menu, so you can use that for the time being if you want, no need for extra scripts. Also, keep in mind the game still basically doesn’t have any content, it’ll require a bit (a lot) more patience, but with more things to do you shouldn’t feel like progression is that hindered by a real-time clock.
On a side note, the latest build has been uploaded and is available for download on itch.io.
The tired + stuffed reaction text benefits from a customization because if the character is tired + hungry they’ll ask for food, but then if you feed them the writing seems to assume that the character exercised on a full stomach (understandably uncomfortable) and they complain. I replaced mine with dialogue that works no matter which order the character exercised or ate in.
EDIT: Is there a way to transfer custom expressions between versions?
There’s no automation currently, but that’s planned. I want to add an import/export utility to the customization tools.
For the time being you can do it manually by copying the file gamedata\Personalities\Personalities.json from the older version to the newer one. I didn’t make any change to this file between 0.9.3 and 0.9.4, so the operation should be safe.
The dialogue lines are contained in the different folders within gamedata\Personalities. The expressions are all in the Personalities.json file. If you move that file, it will only transfer the expressions.