Thanks for the link also!
FollowTheFun
Creator of
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Helper script:
///File_Dropper_Async_System_Event() /* To use this extension, simply call this once at launch: file_dropper_init(); Then, put the following code in an async -> System event Object -> Click "Add event" "Asynchronous" (bottom right) "System event" (last on the list). */ // Check to see what kind of event happened var eventType = ds_map_find_value(async_load,"event_type"); // If a file was dropped over the window if eventType == "file_drop" { // This is the absolute path var filePath = ds_map_find_value(async_load,"filename"); // Print it show_debug_message(filePath); // Will return the full path, e.g. "C:\Users\user\Documents\Test.txt" // When multiple files are included, this event will be called // once per file. }
Thanks for the suggestion! The problem is, you can buy any ingredient right at the start of the game, so if all the recipes only required knowing what the ingredient was to reveal themselves, you could skip making them all and jump straight to the most profitable one and win a lot faster. That said, that's where the fun begins so maybe that would be the best approach
I can imagine your finger hurting after that! If you only ever make the first 2 drinks you won't get to reach the automation part which is where the fun really starts! The final drink is a lot more profitable to automate.
I agree it needs a sell maximum button, oversight on my part.
Other than that, did you have any suggestions?
Shift click for sure! The odds of each item drops are all equal, but you're right, it would have definitely made the theme clearer.
I agree it should have been mentioned which fruits come from where, but a little detail is that if you look at the colours on each shop item, they are made from the fruits it contains!
This is really helpful, was there anything else?
With regards to the theme, it was meant to be a dice roll which fruits you got from the shop but I never had time to do any kind of animation for that.
You're correct, it should have been called an autoseller, but I realised that after I'd made the art and it was too late to change it.
I'd have loved to add trash, that was on the todo list, but instead I opted to simply make it so you have enough spaces to store all items in the game as I ran out of time.
How could I have made the auto seller more clear?
And did you have any suggestions?