Fixed the equipment situation; now you can switch between equipped items without having to unequip the one you currently have on. The funny thing is, this cut down about 80 lines of code.
Fixed a couple of issues with the storage system. Prior to this fix, would not allow players to withdraw a given item if the player already had it in their inventory and if that inventory slot was filled up.
Coded enemy 'waves'.
Re-coded enemy placement.
Re-coded day and night cycles, though still have to make up a way to portray this to the player. At night, the AI director spawns a shitton more enemies, far more aggressive than their daytime counterpart, which is why it's important for the players to build up their defenses during the daytime.
Added 'gates' that players can construct; they open automatically when the player is near enough... if you can get it to close on an enemy, hilarity ensues.
Added and fixed all sound effects. Footsteps now sync to the player's image_index properly. For those wondering how to do this in their own game, it's really quite simple.
if sprite_index=sFemaleRun
{
if floor(image_index)=0
{
if not SS_checksoundplay(footstep1)
SS_playsound(footstep1)
}
if floor(image_index)=3
{
if not SS_checksoundplay(footstep2)
SS_playsound(footstep2)
}
}
(You have to floor the values because image_index works in fractions)
Aced my econ midterm.
@Kazerad: Me versus you? Oh dude, if you're serious about this, it's fucking ON, man. The gauntlet has been THROWN.