Okay, did quite a bit of working redoing the save system so that it actually works properly and saves the more complicated data. As a bonus side effect, saves should be transferable between versions now!
whenever I try to use any shop in 0.32, it crashes and returns
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object par_shop:
Variable obj_shop_rebecca.dark_area(100325, -2147483648) not set before reading it.
at gml_Object_par_shop_Draw_64
############################################################################################
stack frame is
gml_Object_par_shop_Draw_64 (line -1)
the obj_shop does vary by whos is shop you try to open
Hey tested the new update, the game isnt saving characters appearance changes, so if i change my looks when i return im back as a default lego and it also affects others level of fatness as they reset. Aside from that what has been planted and inventory and currency are all saved correctly. Thanks for your hard work.
Found the problem, I didnāt finish up the continue button on the main menu. You should be able to manually load the right save until I get this fixed.
so after playing this update (a bit to much) I have found some strangeness
picking up plants is bound to the e key and not the interact action, so you canāt rebind it (also controls arenāt saved)
you and NPCs can walk while the dialog is open after giving them a gift (I think NPCs can move while the item menu is open)
the fatness doesnāt update until you pass a scene transition (though that might be a deliberate choice)
if you are the fattest level you canāt talk to NPCs (or your table) from the sides
here are some quality of life improvements I could come up with
the plant you are planting could be highlighted (or the plant itself could be used instead of a colored block) so it is easier to know what plant you have selected
doors at the bottom of the screen should probably have some indicator so you know they are there (like a mat or a siluett)
saving doesnāt give any feedback that it has actually saved, just having something so we know that it registered the button press would be nice
Nope, I figured it would be the food product stuff, mostly sweetroot, she seemed sour, so I figured yāknow, sweetroot would make her sweeter. Probably bad reasoning, but it made sense to me at least lol
I tested loading the game, it reset what my character looked like, but thatās not a huge deal. It didnāt change any of the NPC characters, but I saved my game when they were out of shot. One strange quirk that did happen is that my time in the top left reset, it now says the first of spring year one which I assume is the time when the game starts when you start a new file.
Edit: The date hasnāt acutally hasnāt changed the entire time Iāve been playing. So I suppose thatās a thing that hasnāt been implemented yet.
I havenāt found any bugs in this version, aside from the usual, āchanging your appearance resets what you are wearingā bug which I think was always there and probably is not a huge priority.
getting plants out from the ground is still bound to E instead of interact (picking them up is bound to interact) and for some reason in it says that interact is bound to I and inventory is bound to E (they are still bound like normal). you can fix the inventory one by just binding it to I and interact you have to bind it to something else first. you can also open your inventory at the pause screen (also the plant screen but it doesnāt show until youāve closed the pause screen).
you can plant things while in the pause screen and if you have a conversation open itās still there when you pause and functions as normal (if you are on the gift screen you just close it as normal)
edit: both you and NPCs can still walk after giving them a gift (or cancelling) while the dialog box is open
player weight degradation is faster at higher weights
player calories (hidden variable that determines when you gain/lose weight) now capped, but with enough buffer to be able to prevent weight degradation
lowered base weight degradation amount
items on ground now destroyed when loading
quantity selection in shops now increments/decrements automatically after holding the button for half a second
quantity selection in shops now automatically caps at the amount of money/product the player has
shops now adhere to maximum stack sizes when the player is buying from them
added a sound to indicate a successful save
pausing now pauses dialogue and disables inventory
interact and inventory keys now display properly in control settings
Awesome!
Thanks for all the work in such short time!
Edit: Unfortunately, i have not been able to regain that slender physique that i started out with.
Started a new game, got mid-sized again and left it running for 20 minutes before i got back to it.
Changed the room, but i was not any thinner.
Atleast, not untill i had some rotato chips, once.
as knerf said it seems like you donāt lose weight. I let the game run for a couple of hours (and one hour with the character walking around in case it was tied to player movement) and didnāt get any slimmer. I also tried eating some stuff in case the sprite only updates on weight gain but it seemed like I had lost no weight. all other changes seem to work as intended
So far this game is so awesome, probably one of my favorite projects iāve been following on this website.
If the game needs more writing added and youāre finding it difficult, donāt be afraid to reach out for help. Iām sure a lot of people on this website (myself included) would be eager to pitch in, maybe through a collaborative google doc so people could know what needs to get written?
Some suggestions: It would be cool if the NPCs (once more are added) had random repeatable ābring (random item) to this character please!ā quests that would reward food or bits of cash. This would give players a reason to run around the (currently) pretty empty map and see those awesome running animations, as well as having something to do while waiting for food to grow.
Also, if you ever do decide to add more weight stages (and I really hope you do), I for one would love to see some moreā¦ ridiculous sizes, kinda like in the later stages of SFRPG (even if this would cause collision issues, I donāt think most players would mind). Iād imagine that at those sizes the player would simply be too big for clothes anymore so hopefully that would cut down on the amount of sprites needed.