KitsuneKouta
狐 康太
- 442
- Posts
- 15
- Years
- Seen Nov 20, 2017
This project is currently RMXP only.
What is Harvest Moon?
Harvest Moon has been a relatively steady series of video games in terms of sales and popularity, with around 30 games (including some spin-offs) having been produced since the first game on the SNES in 1996. While each of the main titles in the series tries to improve on the last (though not always with equal success), the core gameplay mechanics have remained virtually the same as always. You plant crops, raise animals, and try to court one of a handful of eligible bachelors/bachelorettes. The games focus very much or rural life, usually with small towns and few people with just enough to be self-sufficient. It's probably THE most successful dating sim in North America (and possibly everywhere else that it has been released except Japan), and one of a very few farming sims (and of course, the most successful on video game consoles. Also, it may or may not be what inspired the infamous Farmville on Facebook. Regardless, Harvest Moon came first, and is much more appealing in my opinion).
There is also an entire spinoff series of games in the Harvest Moon universe called Rune Factory. Harvest Moon is one of a few very successful non-violent video games, but a more standard RPG experience was opted for in the form of Rune Factory. These games feature the same farming and dating elements that you find in Harvest Moon games, except there are also some dungeon-crawling elements added to the mix. If you get tired of laboring on the farm for cash, you can go fight monsters instead (or do both).
This starter kit is primarily targeted at the production of Harvest Moon games, but Rune Factory games are also quite possible with it. No built-in features of RMXP have been removed (some may have changed slightly), so it should be fairly compatible with a number of things (or with very minor changes), so you can import battle systems that others have created or just use what's built-in to RMXP. That is roughly all it takes to turn this Harvest Moon starter kit into a Rune Factory starter kit.
Please take a moment to read the "What You Can Do" section below, and check out the "Basic Tutorial."
Current Features:
Planned/Partially-Implemented Features:
What You Can Do:
There are some things I'd like input about or help with. These include:
Credit will be given for every reasonable contribution that goes directly into the project. This includes menu designs, rips, code, etc.
Controls:
Errors/Bugs:
-Error when opening project:
When opening the project with an older version of RMXP, an error will occur that will prevent it from loading. To fix it, open the Game.rxproj file with notepad (NOT RMXP) and change the RMXP version number to the version of RMXP you are currently running (it should be the only text in that file). If you do not know which version of RMXP you have, open RMXP and click Help -> About...
Alternatively, you can copy/paste a Game.rxproj file from a different project created with your version of RMXP (since the Game.rxproj file is not specific to any project).
-Strange bug when collecting eggs from chickens:
When chickens lay their eggs, an event is spawned on their current location. Although the egg correctly appears to be under them, it is in fact on top of them. When you try to grab the chicken to move them off the egg, you grab the egg instead. Convenient, but incorrect.
-A custom animation you added looks strange when playing:
This is an odd bug I haven't figured out the source of, and have been dealing with for quite a while. For some reason, every animation that's been added to the project has it's blending value set to either Add or Sub (not sure which since I don't care. both are bad). This causes the animations to look odd (semi-transparent, and badly discolored). If you have this issue with an animation, open the RMXP Database and go to the Animations tab, then select the animation, click Cell Batch..., then check the Blending box and select Normal. The animation should play fine after that.
-Ladders spawning in places they shouldn't in the mine:
If you dig a hole in the mine and find a ladder, climbing down the ladder takes you to a new floor where an escape ladder is spawned automatically. Sometimes a rock will also spawn in the same spot, resulting in a ladder being placed on top of an impassable tile.
Other Notes:
Sound and graphic rips would be appreciated for many things. Some scratch spriting may also be needed to fill in the blanks (I've done a little bit so far).
Please, do not suggest features you would like for YOUR game. Only suggest core features and recurring elements that are common to all or most Harvest Moon games (i.e. don't ask me to add new crops, animal breeds, or other things that aren't already in SEVERAL Harvest Moon games. Create them yourself in your project or ask someone to help you create them). Before it is suggested though, I'll address dual screens: I don't mind either way if dual screens are used. If someone wants to make the project work with a dual screen script, I'd be more than willing to host it in this thread with the standard project for users to choose from (and you will be credited for the contribution). You can also put it in your own thread if you prefer, just be sure to give proper credits. Additionally, if someone wants to turn this into an RMVX or RMVXA project, that would also be much appreciated, and the same terms apply.
If you don't understand or need clarification on something or how it works, be sure to ask in this thread and I'll explain it to the best of my ability (Please don't fill up my PM box or profile with stuff about this project unless absolutely necessary. Post your questions/thoughts/suggestions/flaming here if at all possible). I've also been re-working code to make it more efficient and/or more easily understandable and usable. I've tried to keep flexibility and scalability in mind as well, and have re-written some code many times because of it. I'm currently evaluating all of the code once again (though some of it I won't mess with until I get some suggestions from the community) to find things to improve, so suggestions in that regard are much appreciated.
Screenshots:
Unfortunately, there currently isn't as much to visually show as I'd like and I haven't taken the time to get a lot of good screenshots. When the project is more complete, better screenshots with larger variety can be posted to show off the functionality. If you'd like to contribute screenshots, post them in the thread and I'll add them here if they are suitable (with credits, of course). Some basic screenshots can be found on my ImageShack account: https://imageshack.com/a/FFPq/1.
Download:
HMTK v2.2 - https://www.mediafire.com/download/te8rpgfo95anu9y/HMTK+v2.2.zip
If the link ever stops working, or you have issues with that uploading site, let me know and I'll post additional links.
Basic Tutorial:
Warning: lots of text.
Credits:
If you find anything in this project which needs credits and isn't already on the list below, such as ideas you feel I stole from you (be prepared to provide sufficient proof. I'll let the community decide based on evidence if it comes to this), graphics, audio, scripts, or anything else, post it here so it can be taken care of and a proper credits list determined. So far, these are the people you should credit:
KitsuneKouta - obvious reasons are obvious
Nintendo, Natsume, Marvelous Interactive - for creating/publishing Harvest Moon
SephirothSpawn - for his scripted event notes I included (and extended) in the project, and some general logic behind event spawning (from his EventSpawner)
Cheese (from TSR) - for some HM:FOMT rips I downgraded into SNES style
Billy-- - for some graphics rips
Cujo the Cat (from TSR)- for HM:FOMT face rips (and some charsets, but they are only temporary)
Crazyninjaguy - for his awesome mouse script (only used for debug stuff so far)
Mobius XVI and SirBilly (from rpgmakerweb.com) - for their simple turn without moving code
Nickalooose - for the Ellen charset
...and you, if you contribute!
Happy farming :)
I claim no ownership of any audio, graphics, ideas, or otherwise which were created and/or copyrighted by Nintendo, Natsume, Marvelous Interactive, or any other party which created in whole or part and/or owns any copyright related to the Harvest Moon video game series. This work is purely for entertainment and learning purposes, and should NOT be used for profit in any way.
What is Harvest Moon?
Harvest Moon has been a relatively steady series of video games in terms of sales and popularity, with around 30 games (including some spin-offs) having been produced since the first game on the SNES in 1996. While each of the main titles in the series tries to improve on the last (though not always with equal success), the core gameplay mechanics have remained virtually the same as always. You plant crops, raise animals, and try to court one of a handful of eligible bachelors/bachelorettes. The games focus very much or rural life, usually with small towns and few people with just enough to be self-sufficient. It's probably THE most successful dating sim in North America (and possibly everywhere else that it has been released except Japan), and one of a very few farming sims (and of course, the most successful on video game consoles. Also, it may or may not be what inspired the infamous Farmville on Facebook. Regardless, Harvest Moon came first, and is much more appealing in my opinion).
There is also an entire spinoff series of games in the Harvest Moon universe called Rune Factory. Harvest Moon is one of a few very successful non-violent video games, but a more standard RPG experience was opted for in the form of Rune Factory. These games feature the same farming and dating elements that you find in Harvest Moon games, except there are also some dungeon-crawling elements added to the mix. If you get tired of laboring on the farm for cash, you can go fight monsters instead (or do both).
This starter kit is primarily targeted at the production of Harvest Moon games, but Rune Factory games are also quite possible with it. No built-in features of RMXP have been removed (some may have changed slightly), so it should be fairly compatible with a number of things (or with very minor changes), so you can import battle systems that others have created or just use what's built-in to RMXP. That is roughly all it takes to turn this Harvest Moon starter kit into a Rune Factory starter kit.
Please take a moment to read the "What You Can Do" section below, and check out the "Basic Tutorial."
Current Features:
Code:
-Growing crops
-Raising animals
-Carrying items, and giving them to people
-The shipping dude (he should automatically appear on your farm in the
evening and take your stuff, leaving you the money for it)
-Some common tools are functional (such as the hoe, watering can, seeds,
brush, milker, shears, etc).
-Some animations have been implemented (most lvl 1 tool animations).
-Data modules for common game data (for storing data about villagers,
animals, crops, items, etc. Designed to be expandable)
-A "Settings" script section for a number of common game settings
(credit goes to Maruno for this idea, which he added to Pokemon Essentials).
-Mining (both digging with the hoe and breaking rocks with the hammer
should work and randomly give you items)
-Fishing (a little buggy still)
-Graphical stamina bar (can be disabled in settings)
-Classic Harvest Moon time system (no day/night shading yet)
-A customizable databox which displays common game parameters when
debugging (only visible in debug mode, and can be disabled in settings)
-Seasonal tilesets
-Running
-Power Berries (currently only indicated by a pop up message, but they do
increase stamina as expected)
-Spawning sticks, rocks, stumps, weeds, and boulders on player's farm map
-Villager's face graphics appear when talking to them (can be disabled in
settings)
-Villagers can react to different circumstances with different text
(however, the text itself and the villagers have only partially been
implemented, and some circumstances are unaccounted for)
-The shipping bin
-Seasonal items in the mountain
-The infobox standard to HM games (includes current time, season, day, a
weather icon, and equipped item icon)
-Weather effects
-Some debug features and methods to help with testing your projects
-A letter by letter message system, with a beep accompanying each letter
-A name input interface has been created, and mostly works
-The rucksack (divided into tools and items, with an HM:FOMT style interface)
-The toolbox (very similar interface to the rucksack)
-Colored hearts that indicate how much an eligible bachelor/bachelorette likes
you (can be disabled in settings)
-Mayonnaise Maker, Yarn Maker, and Cheese Maker
-Stumps that respawn daily on the mountain
-The greenhouse
-Tool upgrades
-Turning without moving
-Support for multiple farms (similar to HM:MM)
-possibly a few others I forgot about
Code:
-Festivals (might be too project-specific to implement)
-Marriage (I think affection can be raised and lowered, but marriage isn't
possible yet)
-Horse riding (and possibly a generic Horse Race system)
-Swimming (and possibly a generic swimming event)
-Changing outfits (easy)
-Upgradable/purchasable buildings (not as hard as it sounds actually)
-Better maps to demonstrate features
-Cooking
-House Decorating
-any other features the community feels are important
There are some things I'd like input about or help with. These include:
Code:
-[COLOR=Red][B]support banners![/B][/COLOR] Putting the logo with a link to the thread in your
signature would be a great way to help advertise and gain support for this
project (I can't be everywhere at once, after all). More users means more
testing, more suggestions, more fangames, and ultimately, a better project.
You can even make your own banners if you prefer something that looks nicer.
-[B]more efficient ways to code existing features [/B](I could always use a
few pointers on what I'm doing wrong or sloppy)
-[B]finding/fixing bugs[/B]
-[COLOR=Red][B]screenshots![/B][/COLOR]
-which settings should be customizable by the user (or ones I should take out)
-recipes and tools for cooking (recipes should ONLY include ingredients that
exist in this project, or ones that exist in official HM games that have
been excluded from this project so far)
-how tools should behave (area of effect for higher level tools. This differs
slightly between different HMs, especially unique max lvl tools [i.e.
goddess level tools or comparable])
-finding completed features I didn't add to the list of features above
Controls:
Code:
W - Open the rucksack
D - Take item from or store item in the rucksack
X - Cancel / Use equipped tool
C - Confirm / Grab / Throw / Interact
SPACE - Hold to run
-Error when opening project:
When opening the project with an older version of RMXP, an error will occur that will prevent it from loading. To fix it, open the Game.rxproj file with notepad (NOT RMXP) and change the RMXP version number to the version of RMXP you are currently running (it should be the only text in that file). If you do not know which version of RMXP you have, open RMXP and click Help -> About...
Alternatively, you can copy/paste a Game.rxproj file from a different project created with your version of RMXP (since the Game.rxproj file is not specific to any project).
-Strange bug when collecting eggs from chickens:
When chickens lay their eggs, an event is spawned on their current location. Although the egg correctly appears to be under them, it is in fact on top of them. When you try to grab the chicken to move them off the egg, you grab the egg instead. Convenient, but incorrect.
-A custom animation you added looks strange when playing:
This is an odd bug I haven't figured out the source of, and have been dealing with for quite a while. For some reason, every animation that's been added to the project has it's blending value set to either Add or Sub (not sure which since I don't care. both are bad). This causes the animations to look odd (semi-transparent, and badly discolored). If you have this issue with an animation, open the RMXP Database and go to the Animations tab, then select the animation, click Cell Batch..., then check the Blending box and select Normal. The animation should play fine after that.
-Ladders spawning in places they shouldn't in the mine:
If you dig a hole in the mine and find a ladder, climbing down the ladder takes you to a new floor where an escape ladder is spawned automatically. Sometimes a rock will also spawn in the same spot, resulting in a ladder being placed on top of an impassable tile.
Other Notes:
Sound and graphic rips would be appreciated for many things. Some scratch spriting may also be needed to fill in the blanks (I've done a little bit so far).
Please, do not suggest features you would like for YOUR game. Only suggest core features and recurring elements that are common to all or most Harvest Moon games (i.e. don't ask me to add new crops, animal breeds, or other things that aren't already in SEVERAL Harvest Moon games. Create them yourself in your project or ask someone to help you create them). Before it is suggested though, I'll address dual screens: I don't mind either way if dual screens are used. If someone wants to make the project work with a dual screen script, I'd be more than willing to host it in this thread with the standard project for users to choose from (and you will be credited for the contribution). You can also put it in your own thread if you prefer, just be sure to give proper credits. Additionally, if someone wants to turn this into an RMVX or RMVXA project, that would also be much appreciated, and the same terms apply.
If you don't understand or need clarification on something or how it works, be sure to ask in this thread and I'll explain it to the best of my ability (Please don't fill up my PM box or profile with stuff about this project unless absolutely necessary. Post your questions/thoughts/suggestions/flaming here if at all possible). I've also been re-working code to make it more efficient and/or more easily understandable and usable. I've tried to keep flexibility and scalability in mind as well, and have re-written some code many times because of it. I'm currently evaluating all of the code once again (though some of it I won't mess with until I get some suggestions from the community) to find things to improve, so suggestions in that regard are much appreciated.
Screenshots:
Unfortunately, there currently isn't as much to visually show as I'd like and I haven't taken the time to get a lot of good screenshots. When the project is more complete, better screenshots with larger variety can be posted to show off the functionality. If you'd like to contribute screenshots, post them in the thread and I'll add them here if they are suitable (with credits, of course). Some basic screenshots can be found on my ImageShack account: https://imageshack.com/a/FFPq/1.
Download:
HMTK v2.2 - https://www.mediafire.com/download/te8rpgfo95anu9y/HMTK+v2.2.zip
If the link ever stops working, or you have issues with that uploading site, let me know and I'll post additional links.
Basic Tutorial:
Warning: lots of text.
Spoiler:
-Once you've got the project up and running, you can start following the steps below (if you get any errors, be sure to check the "Errors/Bugs" section above):
-Go outside and check out the farm. You'll see a toolbox outside your house. Open it (It won't be in the next release).
-Now that you have some tools to play with, head over to the field full of rocks, sticks, and weeds. You can cut sticks and stumps (currently, it only takes one hit to break stumps. that is temporary) with your axe, and you can similarly break rocks and boulders with your hammer. The scythe doesn't work yet, so you can't cut those weeds. BUT, you can grab and throw them to weed your field. You can also pick up those sticks and rocks and place them anywhere else on the field (and only on the field).
-Once you have a nice clear spot, equip your hoe. Dig a nice 3x3 square, stand in the middle, then equip some seeds (the white bag is turnips. try those out since they grow faster). With your seeds equipped, press the D key to use them like any other tool and watch them cover that 3x3 patch. You've successfully planted your first crops!
-With your crops planted, you have to take care of them now. If you were lucky and did this on a rainy day, they are watered already. If not, equip your watering can and water a couple (don't water all of them, because you'll run out. I haven't added a means of refilling it just yet). Now, head back inside, interact with your diary next to the bed, and sleep. Go back outside, water the same couple you did before (unless it's raining), then go back to sleep again. Do this a few times, and you should notice your crop has grown a couple times. When it's full grown, you can pull it out of the ground. From there, you can sell it or give it to someone. Or just throw it on the ground to get rid of it. You're now an expert at farming!
-Next up is your animals. Some animals have already been provided for you as a courtesy, so you can get a feel for how they work. They aren't finished yet though, so it's a little rudimentary right now. First, go up to each of your animals in the barn and press C. You'll notice a little heart appear. If you press C on that animal again, nothing happens. Why is that? Because you've already showed them a little affection, so they're used to it. Otherwise you'd be able to make your animal completely loyal and happy in just a day. BUT, you can come back tomorrow and do it again to score a little more affection points. Not much to it so far though. Animals need food though, so head over to the right side of the barn, press C on the box protruding from the side, and you'll suddenly be holding something (unless you already have something equipped. if so, unequip it). This is fodder, and animals get sick (and will eventually die when I maliciously program them to) if you don't feed it to them. But slow down there cowboy! You can't just run up and stick it in their mouth (yet). Walk up to those conspicuous boxes you see next to them. There's one for each animal (and a couple extra), so place the fodder in those. You just have to stand next to one, face it, and press C with the fodder in your hands. Easy.
-Now that you've seen the animals in your barn, run over to the next building: your chicken coop. There's already a few in there waiting for you. One thing you should notice right off when you interact with your chickens is that you show them affection in a different way. You pick them up, the put them back down on the ground. Now they're happy. It's a Harvest Moon thing. You can also grab a chicken and take it outside. You can even take it completely off your farm to some obscure place and drop it off. When you come back, it will still be there (I need to program something like wolves eating them when you do that though. It was in the SNES version after all). Normally, leaving chickens outside on your farm will encourage them to scavenge for their own food so they don't starve (well, they can't starve just yet). However, they haven't been programmed to do so. So leave them inside for now. Chickens are pretty simple really. But wait, how do you feed them? You should already have some handy dandy bags of chicken feed in your bag. Just press S until a brown bag with a chicken on it pops up. Now that it's equipped, face the little feed stalls behind where your chickens first appeared. There's one per chicken, so put feed in one for each of them (just press D). You can come back the next day to get eggs from the chickens you fed.
-Now, go outside and leave your farm. You'll be at a crossroads. From there, go left to the town. There's three shops there: the tool shop (don't go there, they have defective products :p), the restaurant/cafe (it's locked though. no food for you), and the animal shop. There's also a church, but it's not finished yet. Head to the animal shop (notice the little cow icon on the building that gives it away), and once inside grab the three items on the counter. You'll have to pay for them, but that's okay. You have nearly $10 billion. With your new toys in hand, there's a few more possibilities open to you now. First, equip your brush (Just press S until it pops up). Then head to your barn and use the brush on your animals. They love it. This allows you to score a little more affection each day from your animals (certain things require your animals to like you. such as getting better produce from them, or winning certain festivals). Once you've brushed your animals, equip the milker (the funny-looking yellow and white thing). Guess what it's for? Milking your cows (that was a tough one). So, get milking! You can take the milk you get and sell it, give it to someone, or throw it away. If you don't feed your animals, they'll get sick and won't produce anything though. Also, cows that are too young can't be milked either (but your cows are already mature enough). Next up is the sheep. Pull out the shears and get clipping. You'll be awarded some wool that you can do the same thing with as everything else so far. Normally, you can't shear them every day. But they're programmed to regrow their wool every day for now, so don't worry about that just yet.
-Now what? You'll probably notice that there's a few more tools in your bag. Most don't work though, so don't bother trying them out just yet. So next, leave your farm again and this time go north. You're in the mountains. Early on in your game, it's common to come here to forage for wild food to sell. It's not worth as much as milk, wool, or crops, but buying animals to start with is expensive, and both crops and animals take time to grow before you can get anything of value from them. So, this is the alternative for making a quick buck. You can grab some items laying around and, like everything else, ship them, give them away, or throw them away. You should also see four signs side by side. You can interact with these to change the season (just for fun). Doing so will change which items are available to forage. Next to these signs is a little pond. You can use your fishing pole here to catch fish (or sometimes junk). It's a little awkward right now, but fishing does work. Cast out your line, and sit tight until you get a bite. Quickly press B when you get a bite (hit it repeatedly if you have trouble) and you'll hook a fish. You can do the same thing with that fish as anything else. It can be sold, thrown away, or given away.
-I bet you've been dying to explore that cave (if you haven't already) over there. Well, go ahead! Once inside, you'll notice that's it's pretty empty. Boring right? Equip your hoe and dig around a bit. You can find items in the ground, and even old ladders that take you to the lower levels of the mine. On the next levels down, you should see some rocks all over the place. You can break these with your hammer to score items as well. Dig around some more until you've found enough ladders to take you to the last floor. There's a nice pond you can fish in there. All you'll get is a "rare" fish all the time if you fish in it though. To get out, run back over the ladder and climb out.
-If you didn't earlier, you can talk to Ellen and Ann in town to see how the message system works and the different dialog patterns. You get a greeting when you first meet them, some generic filler text (you only get one or two of these common dialogs per day. two for right now), and then an ending phrase to indicate that there's nothing more to talk about. All dialog will increase that villagers affection level a little, but only the first time you hear it each day. So after you see the ending text once, talking to them again will do nothing until their dialog is reset the next day (I think I've programmed it to reset anyways). They'll just repeat their ending text over and over.
That's more or less all for right now. There's a whole lot more to it in the background, but you don't need to worry about that until the project is finished up and a tutorial on how to use or customize certain features is written up. When that time comes, you can take the role of a developer and start building your own Harvest Moon with your own (or just your favorite) characters, in your own towns (or ones you liked in the official games) and add as many new items, features, animals, or characters as you want.
-Go outside and check out the farm. You'll see a toolbox outside your house. Open it (It won't be in the next release).
-Now that you have some tools to play with, head over to the field full of rocks, sticks, and weeds. You can cut sticks and stumps (currently, it only takes one hit to break stumps. that is temporary) with your axe, and you can similarly break rocks and boulders with your hammer. The scythe doesn't work yet, so you can't cut those weeds. BUT, you can grab and throw them to weed your field. You can also pick up those sticks and rocks and place them anywhere else on the field (and only on the field).
-Once you have a nice clear spot, equip your hoe. Dig a nice 3x3 square, stand in the middle, then equip some seeds (the white bag is turnips. try those out since they grow faster). With your seeds equipped, press the D key to use them like any other tool and watch them cover that 3x3 patch. You've successfully planted your first crops!
-With your crops planted, you have to take care of them now. If you were lucky and did this on a rainy day, they are watered already. If not, equip your watering can and water a couple (don't water all of them, because you'll run out. I haven't added a means of refilling it just yet). Now, head back inside, interact with your diary next to the bed, and sleep. Go back outside, water the same couple you did before (unless it's raining), then go back to sleep again. Do this a few times, and you should notice your crop has grown a couple times. When it's full grown, you can pull it out of the ground. From there, you can sell it or give it to someone. Or just throw it on the ground to get rid of it. You're now an expert at farming!
-Next up is your animals. Some animals have already been provided for you as a courtesy, so you can get a feel for how they work. They aren't finished yet though, so it's a little rudimentary right now. First, go up to each of your animals in the barn and press C. You'll notice a little heart appear. If you press C on that animal again, nothing happens. Why is that? Because you've already showed them a little affection, so they're used to it. Otherwise you'd be able to make your animal completely loyal and happy in just a day. BUT, you can come back tomorrow and do it again to score a little more affection points. Not much to it so far though. Animals need food though, so head over to the right side of the barn, press C on the box protruding from the side, and you'll suddenly be holding something (unless you already have something equipped. if so, unequip it). This is fodder, and animals get sick (and will eventually die when I maliciously program them to) if you don't feed it to them. But slow down there cowboy! You can't just run up and stick it in their mouth (yet). Walk up to those conspicuous boxes you see next to them. There's one for each animal (and a couple extra), so place the fodder in those. You just have to stand next to one, face it, and press C with the fodder in your hands. Easy.
-Now that you've seen the animals in your barn, run over to the next building: your chicken coop. There's already a few in there waiting for you. One thing you should notice right off when you interact with your chickens is that you show them affection in a different way. You pick them up, the put them back down on the ground. Now they're happy. It's a Harvest Moon thing. You can also grab a chicken and take it outside. You can even take it completely off your farm to some obscure place and drop it off. When you come back, it will still be there (I need to program something like wolves eating them when you do that though. It was in the SNES version after all). Normally, leaving chickens outside on your farm will encourage them to scavenge for their own food so they don't starve (well, they can't starve just yet). However, they haven't been programmed to do so. So leave them inside for now. Chickens are pretty simple really. But wait, how do you feed them? You should already have some handy dandy bags of chicken feed in your bag. Just press S until a brown bag with a chicken on it pops up. Now that it's equipped, face the little feed stalls behind where your chickens first appeared. There's one per chicken, so put feed in one for each of them (just press D). You can come back the next day to get eggs from the chickens you fed.
-Now, go outside and leave your farm. You'll be at a crossroads. From there, go left to the town. There's three shops there: the tool shop (don't go there, they have defective products :p), the restaurant/cafe (it's locked though. no food for you), and the animal shop. There's also a church, but it's not finished yet. Head to the animal shop (notice the little cow icon on the building that gives it away), and once inside grab the three items on the counter. You'll have to pay for them, but that's okay. You have nearly $10 billion. With your new toys in hand, there's a few more possibilities open to you now. First, equip your brush (Just press S until it pops up). Then head to your barn and use the brush on your animals. They love it. This allows you to score a little more affection each day from your animals (certain things require your animals to like you. such as getting better produce from them, or winning certain festivals). Once you've brushed your animals, equip the milker (the funny-looking yellow and white thing). Guess what it's for? Milking your cows (that was a tough one). So, get milking! You can take the milk you get and sell it, give it to someone, or throw it away. If you don't feed your animals, they'll get sick and won't produce anything though. Also, cows that are too young can't be milked either (but your cows are already mature enough). Next up is the sheep. Pull out the shears and get clipping. You'll be awarded some wool that you can do the same thing with as everything else so far. Normally, you can't shear them every day. But they're programmed to regrow their wool every day for now, so don't worry about that just yet.
-Now what? You'll probably notice that there's a few more tools in your bag. Most don't work though, so don't bother trying them out just yet. So next, leave your farm again and this time go north. You're in the mountains. Early on in your game, it's common to come here to forage for wild food to sell. It's not worth as much as milk, wool, or crops, but buying animals to start with is expensive, and both crops and animals take time to grow before you can get anything of value from them. So, this is the alternative for making a quick buck. You can grab some items laying around and, like everything else, ship them, give them away, or throw them away. You should also see four signs side by side. You can interact with these to change the season (just for fun). Doing so will change which items are available to forage. Next to these signs is a little pond. You can use your fishing pole here to catch fish (or sometimes junk). It's a little awkward right now, but fishing does work. Cast out your line, and sit tight until you get a bite. Quickly press B when you get a bite (hit it repeatedly if you have trouble) and you'll hook a fish. You can do the same thing with that fish as anything else. It can be sold, thrown away, or given away.
-I bet you've been dying to explore that cave (if you haven't already) over there. Well, go ahead! Once inside, you'll notice that's it's pretty empty. Boring right? Equip your hoe and dig around a bit. You can find items in the ground, and even old ladders that take you to the lower levels of the mine. On the next levels down, you should see some rocks all over the place. You can break these with your hammer to score items as well. Dig around some more until you've found enough ladders to take you to the last floor. There's a nice pond you can fish in there. All you'll get is a "rare" fish all the time if you fish in it though. To get out, run back over the ladder and climb out.
-If you didn't earlier, you can talk to Ellen and Ann in town to see how the message system works and the different dialog patterns. You get a greeting when you first meet them, some generic filler text (you only get one or two of these common dialogs per day. two for right now), and then an ending phrase to indicate that there's nothing more to talk about. All dialog will increase that villagers affection level a little, but only the first time you hear it each day. So after you see the ending text once, talking to them again will do nothing until their dialog is reset the next day (I think I've programmed it to reset anyways). They'll just repeat their ending text over and over.
That's more or less all for right now. There's a whole lot more to it in the background, but you don't need to worry about that until the project is finished up and a tutorial on how to use or customize certain features is written up. When that time comes, you can take the role of a developer and start building your own Harvest Moon with your own (or just your favorite) characters, in your own towns (or ones you liked in the official games) and add as many new items, features, animals, or characters as you want.
Credits:
If you find anything in this project which needs credits and isn't already on the list below, such as ideas you feel I stole from you (be prepared to provide sufficient proof. I'll let the community decide based on evidence if it comes to this), graphics, audio, scripts, or anything else, post it here so it can be taken care of and a proper credits list determined. So far, these are the people you should credit:
KitsuneKouta - obvious reasons are obvious
Nintendo, Natsume, Marvelous Interactive - for creating/publishing Harvest Moon
SephirothSpawn - for his scripted event notes I included (and extended) in the project, and some general logic behind event spawning (from his EventSpawner)
Cheese (from TSR) - for some HM:FOMT rips I downgraded into SNES style
Billy-- - for some graphics rips
Cujo the Cat (from TSR)- for HM:FOMT face rips (and some charsets, but they are only temporary)
Crazyninjaguy - for his awesome mouse script (only used for debug stuff so far)
Mobius XVI and SirBilly (from rpgmakerweb.com) - for their simple turn without moving code
Nickalooose - for the Ellen charset
...and you, if you contribute!
Happy farming :)
I claim no ownership of any audio, graphics, ideas, or otherwise which were created and/or copyrighted by Nintendo, Natsume, Marvelous Interactive, or any other party which created in whole or part and/or owns any copyright related to the Harvest Moon video game series. This work is purely for entertainment and learning purposes, and should NOT be used for profit in any way.
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