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So most of this week I've spent getting some necessary cleanups out of the way.

I started out with wanting to make it so the game remembers certain events that already took place.
So once Molly wakes up again, after the Deerdude™ encounter, new things could be triggered, like scenes and the delinquent enemies.

To achieve that, I had to rewrite the entire system the game handles saving with.
Before, the saving system was really primitive. Basically it only saved the amount of leaves you've collected, storing one number in one save-file.

Now I've switched to saving multiple values with ds_maps, which comes in handy for a ton of things!

Saving now won't only store your leaves, and remember events for the story progression, but will also remember the most recent checkpoint you've hit, so you could quit the game at basically any point and come back without a huge setback!

Oh yeah, I think I didn't mention that the Eyeballers now react with an ❗️❗️ effect once they spot you xD It also plays a little squeaky soundeffect when that happens.

Also the pause-menu, I've added that as well, so you can pause the game at any time and return to the title screen!

These additions might seem trivial, but before it actually wasn't possible to just pause the main game loop or quit out of it and come back, the player would just disappear, so I had to fix that first.
I had to rethink how the game should load the player in the first place, so you don't just disappear or spawn at x: 0 / y: 32 of a room for some stupid reason when you reload the game...
That whole process almost made me lose my mind, but I managed to fix it all xD

...view the title image as a visual representation of that mind losing part xD It's related to another issue I tried to fix, but more on that later.

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