I know the buildings aren't finished. In fact, if you walk into one then move in another direction you move diagonally.
Quite right sir, quite right. The collision class has no properties yet so the computer doesn't know whether it's an Empty subclass or a Wall subclass, resulting in your grid coords changing appropriately but your sprite not showing up.
In the second town there is and invisible cactus under the building to the farthest right. Lastly did you put any kind of AI script on any of the bad guys?
Invisible Cactus eh? That's a new one. The watering hole used to act like Glacial Thorns but I fixed that just before the release, I must have missed the cactus though. Thanks.
Immediately noticeable bug: your pet dragon thing can go through buildings.
That's not a bug, I just haven't bothered to program the buildings yet as previously mentioned. Thanks for reporting it though, hehe...
To be perfectly honest, I think that it's stupid to get hurt by walking into bushes and cacti, but whatever.
Stupid as in non-logical or as in it feels weird when playing the game? I actually really like the idea. It adds a little more depth to the gameplay and forces players to be more observative of their surroundings.
The battle system is turning out well
Glad you think so. I'm bored with it though as there's not much more I can do to spice it up. Should I just go back to crappy yet strategic turn based battles on collision with enemy sprites? I reckon I could make a pretty good one now, but at the same time having RT overworld battles was what started ToF in the first place, so throwing them away may be a bad idea. Ack, so hard to decide...