In the new version I'm working on I believe I already fixed it with a graphical fix script. The old version used to freeze up when idle for too long and this new script fixes that as well so I'm going to wait until I release that version publicly and see if the issue persists.
Datz Vanny
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Is it like a black box? If you are running it on an emulator for phones some emulators have a hard cap on ram so it causes graphical glitches. Im not sure what emulator you are using or if you are using a pc with low ram. If its an android emulator try putting it in desktop mode and giving it more ram to see if it changes anything.
Im trying to keep a monthly schedule but when the beta build is stable with the content im adding it will be a little while after that. I cant pinpoint an exact time since development and testing can take longer or shorter depending on multiple factors.
Edit: it won't be near as long as the 6 months it took for the beta build to be made from the first release
I usually just suggest people play it through joiplay since rpgmaker has a lot of features that don't work on mobile/can't be bug fixed without remaking everything from scratch. Joiplay let's you play web games through a sort of emulator and it usually works well enough to be a decent way to play. There's only a few visual bugs that occur if you use it but you still see all the content.
If I was just adding content on the base game yea, but the development has been a whole rework with new mechanics and using sfm instead of gmod so the workflow is a bit different. It's one thing to add content to a good framework and another thing to take down the framework and basically build another game from what's left after moving stuff around. I thought I could get it done in a few months but I was clearly wrong. Sorry for a late reply since you guys check in with my project but I will announce again soon when I have a proper date and time for another update.
Thank you for the comment! Due to the nature of the game using a lot of spritesheet animations it does mean that any change to the characters proportions would mean adding multiple new sheets to existing animations which wouldn't be too hard, it would just bloat the game like crazy leading to the game being around 500 megs to about triple or quadruple that depending on the animations necessary. I already have things like corruption affecting animations so to add different varying hip sizes or breast sizes would be another multiplier on top of that. Also as far as the combination of chips it's already planned along with animations involving her butt.
Yea, theres a lot of games I supported only after I was happy with the game up to that point, like if the game didnt update after I supported I still felt like I got my moneys worth. Also there is so much changing so early due to the rushed early version I do hope that people appreciate the time and effort im putting into it when I do release the next build. Especially since I rushed all month to redo all the animations along with the new ones. Also for the cupcake there could be one, I just didn't say it could have one because I was mostly thinking about in battle stuff, but outside of battle it should be doable with some reasonable setup.
Thanks for the comment! I put the run away command in the skills since normally run away doesn't have the functionality of checking whether or not chica is currently being grabbed so I had to put it in the skills tab for now. And the seduction choice is planned for corruption to make it easier to manage later. Thanks :)