Cool. Don’t think I have much use for a day/night cycle, but it should be useful for others.
Glad that the bug got fixed.
I feel like you mentioned _game._clock a long time ago, but not recently.
Maybe I’ll use the clock to make some alternate Lusuria inn conversation groups post dungeon. Not as something required, just as a thing for people who replayed the dungeon for other reasons. Either that or I could random it. I’ll think about it once Desert is done.
Edit: The odd glitch relating to the game alternating freezing and then unfreezing in like 20ish frame sections that I thought was related to shaking isn't actually related to shaking. It just happened for no apparent reason when I started testing Droom3's entry object, and, on an identical tests, it didn't reoccur. Unfortunately, I don't have any idea of why it occurs, seeing as the situations it has occurred in don't really have anything in common. I am completely lost on this one.
Edit: Many attempts later, for no apparent reason, it happened again. Still no ideas.
Also, I'm having a bit of a tough time with the already mentioned entry object. As far as I can tell, the Droom3FirstTimeCheck object should be changing the opacity smoothly during each loop for spawning and despawning each version, but instead, only the first fades in, and the others just switch over instantly (even before I added the set to 1/set to 0s). They are all set up the same, but it seems like the waits after the first are being ignored. Any clue what could be wrong? I don't really know if I just made a mistake or if there is something else going on, but I can't figure it out either way, so I could use the assistance if possible.