Yes, I can't tell from the preview image, but after playing I can see the male is indeed custom, which is a big plus.
Also there are a bug regarding the "onion" counter. Messing with rollback and saves I managed to set the onion counter to 6/5 (I basically clicking on the onion after rolling back from a save with an onion on the frame), I assume the counter is used to check whether or not to spawn the appropriate onion cuz from this point on I can't find the missing onions anymore.
Hmmm, the counter is just there to tell you how many you've got vs how many there are left to unlock. (will be more useful later when there's more than just 5 to get).
It's a persistent variable and so it's not affected by rollback or loading (Once you've unlocked an image by finding an onion, if you load an older save or roll back to before you unlocked it, it'll still be unlocked, and the onion won't show up again)
As for how you managed to get it up to 6, I think it's because the onion is a screen that sits on top of the background, which appears based on a "If onion2 == notfoundyet, then show the screen" sort of idea. Once you click the onion it sets off a bunch of actions that updates various things, including adding 1 to the onion count, and then setting "onion2 = found". If you roll back during the animation (Which is yet another screen that sits on top) it'll revert back to the last screen call, which was the onion itself, allowing you to click it again, even though it's already been unlocked. I think my solution to this will have to be to just disable rollback during the animation. Simple enough I think.
- Just tested and this is 100% what it is. Roll back any time during the animation and it'll break it. I'll disable rollback during the animation.
Most games make their gallery items persistent, but I think that's because they have their galleries accessible from the main menu. I don't have that as a feature so in theory I could just make them regular variables, which would having to unlock them all again if you start a new game. It would also mean that if I ever make it so that certain scenes or onions are only available if you make certain choices, and you miss out on other scenes
(Think like, 2 girls go into 2 different rooms, and you have to pick which one to follow) , it'll make it impossible to unlock all the scenes in just one playthrough even with rollback and save scumming.
This is the main reason I made them persistent. I don't think replay value is really that important for a game like this. I personally wouldn't bother to play through a whole game again just to unlock a few things I didn't unlock the first time.
I've got no idea why I'm explaining this here when I could just go and try to fix it, but I think it just helps me think through the issue.
Thanks for being specific with what happened by the way. I don't want bugs in my game, so specific info like what you provided is very useful for fixing stuff when there's no actual error log available.