Second Update - June 2nd - 3:35pm EST
This isn't a full update, due to my many experiments with my newer project Sussy's Journey, but I am very happy to announce that after hours of trying to find a growing method and failing miserably, I finally got something worked out.
I think the funniest thing about this is it's not even a complicated solution.
Here's what I did:
on begin do
waittime_s1 = random 5,10
waittime_s2 = random 10,15
wait waittime_s1 then
frame 1
wait waittime_s2 then
swap "tomato_farmland_s2"
end
end
end
By making the second stage of the crop a frame of the watered crop, which I should've done before, I completely eliminated the need for any timing between two sprites which died down the difficulty a ton. Now everything related to growth is stored inside of one sprite, and the final crop in another so you can harvest it.
I even tried to make the entire growing process in one sprite, but forgot that all variables are global lol
Also 'begin' is called from a menu when you water the unwatered crop.
Anyway not much has been happening with this project, and its become a pain to look at and use when compared to Sussys Journey and how I set that up. Therefore you can 100% expect a rework of Dripleaf's inventory and textures.
That's all I've added this update, I know it's not much but more will come in the next one!
ALSO THE DEBUG ROOM IS REMOVED IT GOT ANNOYING AND I DIDN'T NEED IT ANYMORE LOL