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changes:

Added crappy background music by yours truly (click boom box to turn off music).

Adopted a cat

Gave Chiara a bandana

Ade’s “gassiness” is now measured in three different attributes rather than just one.

If you want a precise look at these effects, open the debugger by pressing f3. Be warned, this may wreck your immersion (and maybe your framerate).

Added pickup/drop for Adephagia:

Can drop on Chiara to sit on her.

If she has sufficient gas when dropped on Chiara she will fart on top of her.

If she is held for too long, she will start blasting ass until you put her down.

Added eating:

-bean and cheese burrito. Causes more gas for a short duration.

Fart frequency +++++

Gas available ++++

Potency ++

-egg salad. Causes smelly gas for a short duration.

Fart frequency +

Gas available +++

Potency ++++++

The effects of these two foods stack, so if she eats too much, she’ll just fart perpetually till her tank is empty and the effects wear off. If you feed her even more, she’ll do a massive room-shaking fart.

More foods to come. Submit your ideas for foods and effects someplace I’ll see them.

My ideas for future foods:

Bubblegum which causes Ade to blow a huge gas bubble culminating in a massive release when it pops

Box of chocolates. When given to Ade, she just eats it without thinking. When given to Chiara, a moment between her and Ade ensues.

High-proof tiki drink. I think you can guess what this will do.

For the next update, I’ll be working on making a system for dialogue/story sequences. I want to try to make it robust from the get-go so I don’t have to waste time changing the framework too much for special cases down the road.

Known bugs:

Sometimes if a new action is performed and Ade is changing direction, the angle from which her farts are emitted will not have time to update. I’m working on a fix for this.

Sometimes sprite images will flicker when changing states, especially when Ade is sitting and getting up from sitting.

Chiara will continue to move if Ade is hovering over her. I just applied a fix for this but let me know if you see it. It’s kind of hard to test because the timing for the glitch is precise.

I just applied a function to “unstick” characters if they get stuck on the edges of the stage. I haven’t had time to test it very much yet so let me know if it ever fails.

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