Is Noah the sheep? I haven’t found anyone else, besides Rebecca and Allison, who theoretically sell things. I’m guessing the items you mentioned (not being specific, for the same reason you spoilered your answer) show up after you’ve done all the various little quests to help with stock?
Also, anyone have a handy example of how big you can get? I fear I’ve reached the max weight (seems to be the same for others), which would be a shame…even if navigating between my wall and table to get to the stove is sometimes delightfully tricky.
Oh, and is there a way (and a reason) to get past Beatrice?
Right now the frogs are the only characters that have their own special sprites that go beyond the regular max, and still nothing to unlock from Beatrice.
Looks like I messed up, there’s supposed to be a screen that lets you input a name when starting a new game, that’ll be something to fix for the next version.
This is the biggest size for the player and most of the npcs.
I think I’m picking up what you’re putting down, but it would be a ton of work to make it effect the player in any way. Maybe as a special condition for a stationary npc?
“Frogs,” plural? Not just Rebecca? Also, thank you for the example (seems I reached it a while ago, and now just have to maintain (and figure out exactly how much maintenance is needed - queue being envious of the NPCs that just stay that big).
So, you couldn’t have a way to make a certain item flag a change on the player, like it would on an NPC, after consuming enough of them? Something like eating enough Trowt unlocking better (aka bigger) boobs when the boob option in enabled? It could just be like a permanent switch to slightly different sprites (okay, so really just ‘slight’ in how much of the sprite would need to be changed, hopefully not in how much that part would get changed)…or however exactly you created the toggle option to begin with. Would be pretty nice to just be bigger, even at lower sizes, even if it just took something like chugging down 20 Trowt. If that’s too much work ( T^T ), then maybe just Allison (because she’s adorable), or any of the female NPCs.
Thank you for anything you do, or just your continued work on this. I hope I’m not being a bother…I just can’t help wanting huge fat tiddies.
Well it would be a small change, but it would be a small change to the standing and walking sprites, at all sizes, with all the shirt sprites included, which starts to add up very quickly. That’s why I’m able to get so much more variety with the frogs, not just in size, but posing as well. There’s just one sprite that needs editing, instead of like 500.
That window is there.
The problem is that the topmost viewed window does not have priority.
If you are in the start menu and press “E” on start you get to the window to name the character. If you press “ENTER” instead you activate the confirmation of the naming window and get to the next step of the character creation.
A softlock I have found is standing facing the bed and opening the menu at night. If you press in the menu “E” the bad-timeskip starts and blacks out the screen indefinitly.
I do not know if it has been mentioned but if you try to sell something that you have not in the inventory the game throws and exeption and chrashes instead of going to the “sell 0” option the sell process allows.
also wondering what kinda farm sim this game is gonna go for? will it be like harvest moon with economy, or be more laidback and incorporate some features from the animal crossing series like decorating your house and foraging. fishing is the thing in animal crossing too so personally i get a animal crossing feel and not just because everyone is an animal besides player if they choose.
Whats probably wrong is that its checking for a line of code text to say “sorry you don’t have this” but because it either isn’t being linked (or doesn’t exist) it gets confused as to what to do and crashes)
also im “stealing” some of these fish names for creating a food dimension in dnd.
Nah, it’s just that I forgot that my script for checking if the player has an item that the removing items script also uses returns a different variable type when there’s none of that item in the inventory, so I needed to not be looking for an array in my “you don’t have any items” case.