HTH Dialog Developers Group

General Category => XML and technical stuff => Topic started by: 1r2k5ng09df8s3 on April 22, 2019, 10:46:10 pm


Title: Improvements
Post by: 1r2k5ng09df8s3 on April 22, 2019, 10:46:10 pm
Paste Assets or Suggestions
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 22, 2019, 10:47:02 pm
Bella has a good outfit for Shade Beach. MEGA link here: https://mega.nz/#F!7pAjHASZ!utPdDniCLzZRaEXuVVGZsA
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 22, 2019, 10:49:19 pm
Aleta has an outfit from a Valentine's Day special years ago. https://mega.nz/#F!7pAjHASZ!utPdDniCLzZRaEXuVVGZsA!b5JUyTbR
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 22, 2019, 11:21:59 pm
Awesome Animated Goldie Sprite from 2011!

File Attached

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 22, 2019, 11:26:47 pm
Here's an extra Aleta scene

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 30, 2019, 12:59:31 pm
Hey Tabby! On further examination, I have found pleasure bars in older HTH Scenes. I was thinking we could use that plus some of Crow's updated menus to "update" a lot of Crow's older scenes. I also want to try to make full genus recognition for all scenes possible in the future. I am not versed in this type of coding at all but I think we could make this work.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 01, 2019, 02:41:25 am
MAJOR BREAKTHROUGH!
I successfully decompiled some Flash files and I can now edit animations!
My first experiment is currently Valeriya’s doggystyle Scene. I’m trying to fix her climax animation. I have Adobe Flash. I have never used it before. If you have any advice or if you could help me figure this out, reply or PM me!
On my to do list I want to update all of the menus to the current template. (Something that Crow could have done) and I want to add pleasure meters to (hopefully) all scenes plus full genus support. It’s going to be hard for me to do this in a timely fashion working alone so if you have a windows machine I can record a video of me decompiling and editing flash if you don’t know how. I also have figured out how to get Adobe Flash and sothinkf swf decompiler entirely free.
Title: Re: Improvements
Post by: Tabby on May 01, 2019, 08:48:15 am
Valeriya doggystyle has sex animation defined in DefineSprite 175
It has long list of frames moving body segments in the loops. First loop starts in frame 1 with frame label "a" for slow speed. The last frame of slow speed contains script tag with gotoAndPlay("a") statement making it play in loop. Right after that is frame with label "b" which is start of middle speed loop. Last frame of that loop has script tag with gotoAndPlay("b") to restart the loop sequence. Next are "c" loop frames. Then there is the last sequence starting in frame with label "x1" for climax. That sequence last frame (last frame of DefineSprite 175) has script tag with stop() statement (instead of gotoAndPlay) to stop the DefineSprite 175 animation in that frame.
Frames are played at constant speed. In each frame you have new body segment placed (another Sprite or Shape), removed or moved.
Shape is simple object like body segment that can't move or change on it's own and can't have a script. Sprite is an object that can have one or more frames, so it can change/move on it's own and each frame consists of one or more either another sprites or shapes.
The animation is done the way that you move (or add/remove) objects each frame.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 01, 2019, 01:58:09 pm
Tabby. You are a genius. Thank you 😂 I’m going to fix it now.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 01, 2019, 02:04:47 pm
With Adobe Flash I can fix Ginger’s tail too
Title: Re: Improvements
Post by: Tabby on May 26, 2019, 01:09:43 pm
I've done character direct access - NPC List replacing useless NPC_Data page. It's a list of characters linking to their dialog.
NPC_Link logically behaves as a zone so sex scenes background does not match. Some backgrounds rolls all versions implemented in particular scene because of Crow's notoriously poor coding style - he never uses "else" branch in conditions. I have to fix that by scene file.


I've ported some RLD characters along with scenes to HTH: Crissy, Megan, Julie, Traci, Vivian. They take place in the Tower floor 3 - Studio Offices. I didn't bothered updating scenes background so far. We can call that place Tower rear entrance for now.

However I've run into some difficulties with Racquel and Anne sprites: It's quite a work to import their RLD dress to HTH sprite dress set because FFDec is really rudimentary tool and many its functions don't actually work. I can workaround that by following ways:
a) Create two sprites for one character - one new from RLD, one existing from HTH. Dialog would load whor sprite when in whor room, normal sprite elsewhere. Would work fine for most cases. The dialog would share the state.
b) Create two standalone characters - keep one currently in HTH, create new character for whor version. These two characters would have two dialog XML files (one for each), would be independent from each other, so player advance with one character would not affect the other version. Of course there is still a way for one character person to change text and responses  based on another character state.
This option is straightforward. Well, because Crow can't spell his own character names, HTH Racquel name in RLD is only Raquel.

What option do you prefer?

Regarding remaining RLD characters: Ari, Francesca, Ginger, Jeanette, Shemyay, Tanya: I don't plan to import these to HTH because their RLD scenes appears the same as in HTH.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 26, 2019, 07:17:03 pm
I don’t honestly care that much. I think that it was huk who wanted the RLD scenes anyway.
Title: Re: Improvements
Post by: Tabby on May 26, 2019, 09:08:51 pm
It's actually a question, should RLD Raquel in wh*re room behave like independent person from HTH Racquel? Which is mostly reduced to a question, whether the who*e room dialog should take different branch based on player's progress with her in HTH zones and vice versa. Besides that it's not much a difference.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 26, 2019, 11:44:18 pm
Yeah Racquel should be different in the whr room. That way the player could meet her while she is in “action”
Title: Re: Improvements
Post by: Tabby on June 07, 2019, 05:22:59 pm
The file doesn't work because all scripts are missing. No way to fix.

AS3 is essentially different from AS1 and AS2. It can't be simply converted. And if someone did it manually, it would would be not compatible with HTH game made is AS2.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 07, 2019, 06:40:10 pm
Can you copy sprite 175 into the original?
Title: Re: Improvements
Post by: Tabby on June 07, 2019, 07:15:08 pm
Unfortunately it doesn't work because your tool assigned new id numbers to all objects, so it's DefineSprite 161 now and all objects it moves have different numbers too. Anyway, I cannot move script tags. I don't see way to use that file.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 07, 2019, 10:15:49 pm
Dang... There is one other way I could try to fix it, but ai would need to dig around the internet to find it...
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 10, 2019, 12:39:42 am
Attempt Number 2!

It functions in game, the scene just can't be controlled. An easy fix I hope.

[attachment deleted by admin]
Title: Re: Improvements
Post by: Tabby on June 10, 2019, 10:24:39 pm
It seems like current version of Adobe compiler got really confused by Crow's code. It **** up all scripts containing tellTarget() call, which is deprecated since early AS1 but Crow uses it exclusively in AS2. It also doesn't like Crow's style of using gotoAndStop() followed by play() instead of gotoAndPlay().
I refurbished scripts if the file (attached), also made it work standalone too. But I don't see much climax difference to the original. It should not get broken that much again if you de/recompile that.

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 13, 2019, 01:16:26 am
The climax is smoother now. I just wanted to change the abruptness of the Cum and stop...
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 14, 2019, 01:47:52 pm
If you’re fine with Valeriyas scene I’m going to move on to Amber’s doggystyle scene. The Climax is a bit broken. I am not sure if you can fix it in your swfdecc or if you need Flash CS6. Either way, Im going to try.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 09, 2019, 03:12:03 pm
I remembered while completing ginger's dialogue that Ginger borrows two of her scenes from RLD. The motel room doesn't show up in HTH so what if we changed the background of both the missionary and doggystyle scenes to the bed in the players personal suite? That would help if you wanted to make the relationship between Ginger and the player more intimate.
Title: Re: Improvements
Post by: Tabby on September 09, 2019, 10:12:52 pm
Ginger sex scenes have bed background with 2 available blanket colors, neither match Player's bedroom blanket color. But I would not bother about such little discrepancy. Most of original HTH scenes don't have proper background for places where they take place.
Currently dialog does not support switching background while in dialog, but allows travel - leaving dialog in different location.
If we wan't to add Ginger to Player's room, then it can be either main room where other 3 characters appear. Involves adding Ginger sprite to that place. Or it can be in the bedroom - involves adding sprite to that bedroom, likely some incomplete scripts fixes for Player's room and also bedroom background for dialog, that does not exists yet.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 09, 2019, 10:35:32 pm
And we can't just change picture of the bed as the background pic in the scenes?
Title: Re: Improvements
Post by: Tabby on September 09, 2019, 10:58:15 pm
It could be done, maybe with some difficulties in FFDec.
However, we don't have a picture of that bed from above. Actually all characters in the Player room have incorrect backgrounds for that place in scenes. Except Jeanette blowjob (downstairs couch background and not from above). Player room was not even on map (neither accessible a way I could find) in original game. It is one of many things Crow started and abandoned unfinished.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 09, 2019, 11:08:04 pm
I know. I could produce a feasible replica of the bed from above and keep it very similar to Crow's design
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 09, 2019, 11:17:10 pm
Also I had an idea concerning the "**** room". I thought maybe we could make it an easter egg and make it only accessible to players who manage to complete attached minigame. When the player wins they are presented with key of some sort and the 3rd floor of tower is unlocked. Just an idea. At least add it to the arcade on floor 5
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 09, 2019, 11:21:01 pm
https://anonfile.com/T0R3s352n1/1306289222.crowchild_top_hunter_demo_swf
minigame
Title: Re: Improvements
Post by: Tabby on September 10, 2019, 08:19:26 pm
Regarding the bed, I guess that bed no one gives a f about bed fabric matching bedroom bed. So I suggest creating players room bed drawing from above POV is not worth of effort, we can live with motel bed. There are hundreds of by far more eye catching discrepancies in the to fix as well as tasks for your valuable time.

For me it's to take Player house living room vertical and horizontal backgrounds from Jeanette blowjob scenes and add it to all other scenes that take place in that room. I should copy players bedroom to Ginger blowjob file so she can do that in bedroom too.

Regarding the minigame, I can add it to arcade room. I'm not sure about (un)locking whr room based on minigame result, I may run into difficulties with that. Also I guess majority of users would never figure that out or got annoyed by that.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 10, 2019, 09:52:07 pm
I thought maybe we could just change the color of the bed to RLD red/blue... Then we also need to fix the dialogue state problem i've been noticing. When the player clicks back from a scene, but then clicks on the sprite again, the game bypasses all dialogue and gives Welcome back state. Try with Vira's dialogue and decline.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 11, 2019, 01:34:18 am
THINGS I NEED IN ORDER TO IMPROVE THE OFFLINE BUILD/TO DO LIST:

1. I need an old version of jasmine_sex_a in order to fix Crow's misplacement of loop command

2. I would like advice on creating a cum/finish option (For Anne's shower toy scene.

3. We need to figure out scene backgrounds and match them to the player's current location.

4. With my ability to RAW edit flash, we could implement full genus support by copying DefineSprites() from other scenes.

5. Optional: We can use editor to add the rest of Ginger's tail.

6. We need to finish the player character creator doll minigame.

7. The edit button on the top left of the screen needs fixing.

8. The dialogues have a bug which allows the player to bypass dialogue if they decline the npc's offer for sex; they can just click on the npc after menu Goodbye and the npc will display "welcome back" menu.

As we complete the items on this list, I will actively go back and cross them out so we can use this post like an actual to do list...
Title: Re: Improvements
Post by: Tabby on September 11, 2019, 07:23:50 am
I would suggest to start with dialog bug, because it's the easiest to fix. Actually, it's not a bug, it's a matter of dialog fine trimming.

When you open XML file (in simple text editor), you find these lines there (chat_vira.xml for example)

  <state statename="state13">
    <text>I mean  it. I think I’m beginning to like you.</text>
    <resp newstate="state14">I feel the same way.</resp>
    <resp newstate="bye_d">I’m not feeling it.</resp>
    <onleave newstate="default" />
  </state>
  <state statename="state14">
    <text>...some text..</text>
    <resp newstate="state19">...next...</resp>
    <onleave newstate="backhere" />
  </state>

Where onleave tag chooses the state to go when player clicks BACK button. Typically either default state for back to the dialog beginning or backhere or similar named state for final friendship status. However you can also either:
1. remove onleave tag line, then dialog will resume in exactly same state where left. But it would look weird for most states when player returns after (usually) longer time.
2. change the resume state in onleave tag to any existing state defined in that XML file that does not look weird when returned after some time.
3. create some return state for the middle case when character is already familiar with player but not advanced to friend status. Then link this state to onleave tags of appropriate dialog states. Of course we don't want to create special return state for each dialog point.

Regarding decline or leave choice, it's a similar case.
You can find these responses in XML file:

<resp newstate="bye_d">Thanks for the pointer, lady. I’m gonna leave, bye!</resp>
<resp newstate="bye_s">Bye, beauty.</resp>

where there are typically two bye states defined in XML file:

  <state statename="bye_d">
    <text>Goodbye outsider. Try not to get too distracted while you’re away!</text>
    <onleave newstate="default" />
  </state>
  <state statename="bye_s">
    <text>Goodbye. Try not to get too distracted while you’re away!</text>
    <onleave newstate="backhere" />
  </state>

In most dialog files the text is the same (simple Bye.) in both states. The difference is in onleave tags leading to different return states. So this turns into fine picking whether to use bye_d or bye_s in decline/leave response tag in particular dialog state.

So it's technically easy to fix, but it has to be done in each dialog XML file.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 11, 2019, 12:27:23 pm
Cool. I'm pretty terrible at XML but I'll lend a hand if need be.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 22, 2019, 02:19:16 am
Thanks to a member on u18 chan, I now have access to the Official Offline build.

Implementations:

1: Jeanette's new Cowgirl scene.
I think that some time in the future, I could finish drawing the scene. I could also maybe add cum and speed to the lean back pose.

2: Jaymee's Cowgirl scene:
Her scene has been changed to Vaginal instead of Anal, and I think we could add it as another option in her menu.

3: The new Map:
The new map controls should definitely be added to our next release.

4: Marcus's scene:
I don't think it possible that we could do anything with that scene; at most we could make a loop and add it to the TV in the Tower...

5: Jasmine Cowgirl:
This newest version is broken, unlike the version found in his earlier builds and I suspect I may be able to repair this scene in the future.

6: Ava Doggystyle: As you mentioned earlier, the sound is crap, but it could still prove useful.

7: Rio: She has had sentences added to her dialogue that we could use.

8: The Hi-res Sun Temple Ruins Background

edit:
9: We can implement the modified Michelle foreplay scene

10: We can implement both of Rio's Oral scenes

That's it for now but I will find things to add in the future. Hope to hear from you soon
 
Title: Re: Improvements
Post by: Tabby on October 10, 2019, 10:29:31 pm
...
7. The edit button on the top left of the screen needs fixing.

Tried that but haven't succeed.
The player editor is implemented as frames in the main timeline of the launcher (except the unfinished player doll). So the only way to invoke it is to almost restart the game. In order to invoke it and hide the same way as the map, it needs to be recreated from scratch. At least to move it from main timeline to separate object, likely loaded from separate file. I'll do it eventually.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 11, 2019, 02:36:50 am
Maybe it would be better to just remove the damn thing lol. Any thoughts on GUI standardization?
Title: Re: Improvements
Post by: Tabby on October 17, 2019, 06:41:20 pm
I've sort of figured out how to implement overlay buttons for quick change of players parameters that would vanish on second click on Edit. Instead of player editor loaded from file, I'm gonna create button set by script and delete button set object afterwards. Will use the same semitransparent script generated buttons as I've done for NPC list and reused in Monique scene. But I have to find time to implement that.

Regarding scene control refurbish, it can be done, but need to do that for each of 166 scenes. Unfortunately scene control implementation is inconsistent so I have to search and update scripts in each file manually. However I find current scene controls acceptable so it is low on priority list.

My current priority list is:
1. Implement new player "Edit" pane. (done)
2. Map scroll control improvement (done).
3. Sun temple reuse new high res background. (done)
4. Music system redesign from scratch: There should be multiple music files sets to choose from in settings menu, all configured simply in XML so everyone can define own playlist on zone-filename pairs basis. Music and background sound volume mix control in settings menu. (done)
5. Add missing zone variable name to all obscure locations so all locations are accessible from dialogs etc.
6. Change guides to use character dialog system so we can change guide dialogs easily. (I.e. just one or two sentences for each) (done)

Drawing priority list:
1. Ginger blowjob tail
2. Jeanette new cowgirl player hands
3. Ginger blowjob feet and players feet
4. Some of player editor doll segments?
But I can't draw at all so I'm not capable of doing this

Dialog priority list:
1. Jeanette (in progress by Huk)
2. Kristy (done)
3. Ava
4. Rose
5. Valeriya

I need first 4 points of programming list, 1. point of drawing list and 4 points of dialog list finished to call it a new version.
However, we already have 2 new scenes and Flash Projector replacement (to avoid antivirus false positive detection on executable file) and people on u18chan keep asking, so I should shorten the list to half for next version to have it released this year.

Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 19, 2019, 02:14:40 am
I could try and do the drawing, but not for a while...
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 28, 2019, 01:19:08 pm
Any luck on that mini game
Title: Re: Improvements
Post by: Tabby on November 14, 2019, 10:28:31 pm
Just quick status update. I've done:
-Map shift on mouse high/low as in official build,
-Edit button,
-Charlotte sprite pregnancy mode (sex to increase prego phase), added her to Northern Falls hill where her sprite is not half submerged in pool so you can enjoy it and it's the only other location to match her only sex scene background.

BTW that minigame is garbage, I'm not spending time on that now.

Now I'm going to recreate music player from scratch, so you can define you play sets in XML file. And also to enable independent music volume control.
Title: Re: Improvements
Post by: guest10 on November 26, 2019, 03:12:06 pm
Idea: For the private room, can we try to create Gianna's phone call in the directory list and use a modified version of her Unity sprite in the bedroom? The player would be teleported to the bedroom right after the call is done and the usual menu for her scenes will be present.

The problem would be getting the right backgrounds currently flashing in her scenes' raw .swf files to work.

(sorry for poor writing, kinda busy right now)
Title: Re: Improvements
Post by: Tabby on November 26, 2019, 07:44:21 pm
If you can rip her sprite segments from Unity and convert that to SWF for us, then I can do the rest.
Title: Re: Improvements
Post by: guest10 on November 26, 2019, 09:12:12 pm
Got it!

Edit: Picture removed due to low file space
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 26, 2019, 11:07:09 pm
Hey! Nice work
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 26, 2019, 11:08:27 pm
Which private room are we talking about: the one in the gold room or the one in the main hall?
Title: Re: Improvements
Post by: guest10 on November 27, 2019, 02:55:09 am
The location labeled "Player private room" in the Ruby Mesa islands on the map. It's a prototype of the purchasable homes= the player will eventually get to live in during the game, and has a phone directory where you can call Jeanette, Anne, Jasmine, Felicity, and Gianna if you're up for some fun (Though Felicity and Gianna can't be selected in the directory for now).
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 27, 2019, 03:09:20 am
Aight cool.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 27, 2019, 03:15:00 am
Idea: Instead of making a skip dialogue option in every dialogue, how about adding a Free Play option to the main menu that operates similar to the character data option from previous official builds. I don’t know how easy that would be to implement but it would save a lot of effort in the future In regards to setting up dialogue.
If it’s too difficult don’t worry about it
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 27, 2019, 03:23:04 am
I’m aware that you’ve already implemented something similar already, but it links to the dialogue. Instead I think it should lead directly to each characters dedicated scene
Title: Re: Improvements
Post by: Tabby on November 27, 2019, 09:14:38 pm
Got it!

Unfortunately it's a simple bitmap image. Flash works better with vector graphic (lines and fills).
I've modified SWF file (I wonder what tool created it that messed) to change background color so you can see transparency fail caused by effect of alpha blending done on this bitmap in the past.
Is there a way to convert it (by some software tool) to vector graphic it once came from? Or at least to remove alpha blended line edges.

Anyway I'm gonna deffer this thing to next year, there are already too many tasks to do for release 0.671

1r2> Skip dialog option is more or less only copy-paste across XML files. Also making this option conditional based on main config XML file variable is simple and copy-paste as well. And it still gives way to customize it for certain character. So I would keep, just to make it conditional, i.e.:
<if vari="skip_dialog_option" value="on">
  <resp newstate="options">Skip dialog to sex scenes</resp>
</if>

Then <set vari="skip_dialog_option" value="on"> in hth_config.xml would enable the response.

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 27, 2019, 11:18:31 pm
Eh, ok. I still think that an option to f u c k any of the characters from the same menu caters better to players who have no intention of using character dialogues.
Title: Re: Improvements
Post by: Tabby on December 02, 2019, 06:46:31 pm
1r2> Regarding task at 0.671 for you, I think of these:
1. Ginger's tail in blowjob scene.
2. Taight dialog - finish or rewrite
3. Guide dialog (one for all guides, just change names) - we have to discuss what should be there. I've written some quick version, but the final one may be different.
4. Ava dialog? I have just a basic idea of her personality (already mentioned) but I'm unlikely to be able to write one. The dialog does not need to be as long as other characters have. Also all sex scenes may be available at once after reaching some point in the dialog.
5. Huk have done significant part of Jeanette dialog. If he has no time to finish it, we can use it as is after minor modifications.

I know it's a quite lot of tasks, so choose some per your priorities.
Title: Re: Improvements
Post by: Tabby on December 18, 2019, 12:33:16 am
I've done the Ginger's tail. Not perfect, but good enough.

Still I need help with dialogues in the first place:
1. I've edited Ava dialog in the last post of respective thread. There are still small holes. I need at least language correction.
2. Simple Taight dialog. (There might be option to access my fake scene active on floor 9 only?)
3. Check Rachael dialog in Crow's nest.
4. Guide dialog (all are same) needs at least language corrections. Maybe move reasons behind this project to sub-question so it  may be extended (otherwise the text window is full). I believe each of us three should post here why is he doing this so we can compose answer as a team.
Title: Re: Improvements
Post by: Tabby on December 19, 2019, 11:27:50 am
I've done Michelle foreplay improvements:

Imported better looking albeit defunct head from official archive. I thought it is easier to replace head drawing segments in original scene than fixing new scene file which is far unfinished. It wasn't because the head drawing segments are not compatible, it's the head from sprite file, through a bit redrawn. So I ended implementing scripts to control eyes and jaw movement, adjusted cum to new face.
Also bo*bs bouncing slow stop in the finish added. Speed control scripts changed to switch speed at the end of  animation loop to avoid discontinuity. Well, and updated scripts to avoid absolute paths so it can run the same standalone as in the game launcher.

Also added cum to dialog & zone sprite face.
(Edit: files removed, published in v0.671)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on December 19, 2019, 01:39:25 pm
I regret not having a lot of time to work on this project. I finished the test Mac version for HTHvT. If you want to send me an updated version of the game for me to package now’s the time. I’m goi g to finish jasmine’s scene today.
Title: Re: Improvements
Post by: Tabby on December 19, 2019, 11:57:03 pm
Same here. I skipped some my hobbies this year yet I wish I could get more time for this.

I've finished everything (I hope) I planned for this build that is in SWF files. Yet there are some dialogs in XML files that are not ready yet. So not ready for creating final package.
I can share my current working versions anytime again, but it's only good for testing now.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on December 20, 2019, 03:54:52 am
For me I want to standardize the GUI for every scene. I’ve figured out how to fix the buttons and animate and draw so it will definitely not take as much time as it has taken me to learn. AS is still a bit foreign to me but I’m beginning to understand it slowly and surely. I worked for a while in jasmin’s scene and have to fix a few graphical glitches so I’ll get back to you. Cya soon
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 03, 2020, 04:30:45 am
Ok, so I saw a request on u18 asking if we could change the entire player sprite (not just the p e n is) to match the players genus like in Jaymee’s sideways scene. it could prove to be very time-consuming, but after I finish with GUI replacement would you want me to begin work on such a task?
Title: Re: Improvements
Post by: Tabby on January 03, 2020, 07:51:58 pm
That's the most laborious mod I can think of. It's not just recoloring the player,  you have to change player body segments shape, add stripes e.t.c. to create one for each species. While some scenes share the same player, most need different, so you have to do this for many scenes. Also the player body is often not a standalone object but segments are animated in scene animation directly. So It's really incredible amount of work. That's a task for full time job, not for us.
There is a reason why Crow done this for only one scene and only 3 species (lion, tiger, fox) besides default grey wolf.

By the way, any updates on language corrections?
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 03, 2020, 09:54:06 pm
Not atm. I’ve been working
Title: Re: Improvements
Post by: Tabby on January 05, 2020, 06:03:13 pm
I've done prego mode for Rio/Charlotte missionary scene.
Unfortunately it could not be done easily using scripts as Flash doesn't support trapezoid scale (i.e. make upper part of segment wider while lower part narrower) so I have to create different segment shapes in Inkscape. It's 9 frames, enough to annoy me, not enough for smooth animation. Also the belly doesn't look great because I just can't draw even simple things.

Charlotte scene:
https://anonfile.com/7fXameL2n6/charlotte_sex_a_swf

I'm not sure if this version of belly is worth of including in v0.671 release. Maybe someone could draw better belly segment which I can import to the file. I can upload SVG files of current drawings if someone is willing to edit that.

I've done breast size change only for Charlotte as her breasts object is already nested.

I'm done with prego, I've spent more time doing that than I would enjoy.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 18, 2020, 04:14:18 pm
We can safely assume that we have ~6 months to release a new version. In light of that, we should budget/divide our time so that we can focus on certain tasks each month (i.e, GUI upgrades for February, Scene/Sprite Redraws for March, etc.)

Next I think it would be appropriate to list the things we want accomplished by next update.
This list is not final, and I will add things as they come up.
When we complete a task, I will go back and strikethrough it so we can visualize our progress.
Critical tasks will be marked in red.  Things that I will personally try and tackle will be in green. Things that Tabby will work on will be in blue.

Reply to this post with things to add, and I will update the list.

So far I have this.
1. Jeanette redraw needs a little fixing
2. Ginger's tail redraw could be improved to better match her other existing sprites.
3. GUI Remastering. I will look into using the generate code. (Is it possible to remove button shading on mouseover? I think it's visually distracting.)
4. Ginger's Doggystyle Scene is still a bit broken and could use a rescript with better transitions.
5. Implementing sound into Ava's doggystyle scene.
6. Changing background for RLD characters. (Racquel will be challenging)
7. Removing Button shading on RLD character sprites.
8. Dialogue fix for Anne.
9. Creating scene from scratch: Vixxxen Blowjob.
10. Creating scene from scratch: Miscellaneous Doggystyle scene.
11. Some Lag issues in certain areas, Northern Falls and Main Hall.
12. Dialogue for more characters
13. Scene repair for Jeanette's missionary scene. ( The notorious "4 arm glitch")
14. One full player genus to add to all scenes. Open for discussion
15. Optional Sprite: Erin Roth is attached. Found on old patreon post... could use some coloring to her crest

That's what I have for the moment, be sure to check back here for updates!

Tabby: I know you are busy and have a lot of things you want done in time for the next update, so I will leave it up to you to divide up the tasks.


[attachment deleted by admin]
Title: Re: Improvements
Post by: Tabby on January 22, 2020, 09:59:54 pm
I have to note that I had exceptional amount of free time in December an early January. I'm unlikely to have that much time again, so progress is going to be slower.

Regarding the one more player genus to all scenes, it's gonna be really much more work than adding multiple player gene to one scene. Not even considering additional hardship with your Adobe tool prone to break something in the existing scene. My estimation is that adding 2 player variations takes 105% of work necessary to add 1 player variation.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 22, 2020, 10:21:43 pm
It isn’t that hard actually. It’s a lot of fun as well.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 26, 2020, 04:15:03 am
So I’m using linear gradiens to shade a horse avatar. I’m almost finished with a default POV character. The only issue is that I can’t control the whole setup from one script. I need a script in each object that tells the object:

if (_root.species != “undefined”)
{
GotoandStop(_root.species);
}
else
{
gotoAndPlay(root_genus);

Renamed “Default” genus to undefined to make things easier.(Player is already implemented for aleta_foreplay_a.swf.)
Title: Re: Improvements
Post by: Tabby on January 26, 2020, 10:15:13 pm
Please avoid using identifier "undefined". Keywords undefined and null (without quotes) are reserved for nonexistent status of tested object/variable/property.
So

if (_root.species != undefined) //means "if variable _root.species even exists"
{
}
else //otherwise _root.species variable doesn't exist (typically when scene file runs standalone in a browser, not in game launcher)
{
 // do some default choice.
 // you cannot address by null/undefined as null pointer is usually unrecoverable program exception or fatal error if not caught by Flash Player.
}


The correct script selecting right frame should be:


gotoAndStop("whatever_is_default_for_all_cases"); // select the absolute default frame for all cases first
if (_root.genus != undefined) //means "if variable _root.genus even exists"
{
  gotoAndStop(_root.genus); // select frame default for particular genus. If there is no frame label matching current genus value, it will stay in the frame selected by the first gotoAndStop()
}
if (_root.species != undefined) //means "if variable _root.species even exists"
{
  gotoAndStop(_root.species); //select frame by species. If no frame label matches current species value, it stays it the frame selected by genus in previous condition.
}


And careful about uppercase letters: ActionScript is case sensitive. So gotoAndStop() is a method of MovieClip class object (DefineSprite in SWF) while GotoAndStop() is different thing not defined yet so it will do nothing when called and you will get no warning or clue why it doesn't work.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 27, 2020, 06:05:59 pm
Okay will do. Finished the coloring and drawing, now I just have to add the spots/speckles (detailing). The plan is to add genus by genus instead of individual species to save time, so I’ll make a Saddle and Zebra I guess. Canine is the next genus on the list. After that I’ll do Feline. How do you want the Tabby Genus to look out of curiosity?
Title: Re: Improvements
Post by: Tabby on January 29, 2020, 10:51:48 pm
2. Ginger's tail redraw could be improved to better match her other existing sprites.
5. Implementing sound into Ava's doggystyle scene.
7. Removing Button shading on RLD character sprites.
10. Creating scene from scratch: Miscellaneous Doggystyle scene.
11. Some Lag issues in certain areas, Northern Falls and Main Hall.

2. That's proof that I just can't draw. Technically it looks like a cat tail but it doesn't fit.

5. Will do that later. I can't promise that I'll be able to synchronize the sound properly. FFDec doesn't support sound in Flash (can't inspect or modify SoundStreamBlock SWF tag) so I have to control the sound by ActionScript2 Sound object methods only. So far I've already hit some problems with that like hierarchical volume control not working in Flash Player.

7. Really easy. It's just removal of button onRollOver() and onRollOut() methods defined in my GenerateButton() function. I used that as I found it helpful for player to distinguish which button is he about to click on, like click on the character or to move forward to area behind the character sprite. Buttons often overlaps. Also it's helpful for us to see the button are when you are adjusting button size and coordinates.

10. I left a comment on Taurikadark FA profile on particular picture I want to animate. Let's see if she replies. If she ever reads the comments. I have to think up the body movement math model for the animation yet.

11. The sprite loading lag is really tricky to resolve in AS2 version of Flash (not sure if it is possible in AS3). Because ActionScript does not have any way to preload or cache the loaded file (NPC sprite in this case), it is loaded when MovieClip (DefineSprite) object is populated on the stage. So when you have multiple standing points in the particular zone (file), each has it's own MovieClip/DefineSprite object placed in own frames on the zone main timeline, the player movement by moving from one frame to another means that current MovieClip/DefineSprite object is destructed and new object in the next frame is created and subobjects populated on the stage. At that time all stuff from external SWF files (Some sprites, butterflies, sky background) is loaded, not before. When you move back, the MovieClip/DefineSprite previously destroyed is generated again a external files loaded again.
The workaround I can think of is to place sprites from external files to separate MovieClip object outside stage view area on zone load and then move them by script with frame movements. Problem is that there is no way to move MovieClip object across the hierarchy, so it has to be either in front of all layers of main MovieClip/DefineSprite of the area or behind. So no way to get the sprite between, like behind the table but in front of a wall or tree. But that would work well for the sky background that rolls through daytime colors each player move in the current version.
Well, still there is a workaround for all that. I would have to place all player view spots on the stage at the same time during zone loading bar frame, just outside of the view angle/area and then on the frame change move each main MovieClip/DefineSprite in or out of view area. That way sprites would be loaded in multiple copies, may be memory heavy and may slow down zone animations if the Flash Projector engine is stupid enough to render objects that are outside of the application window. That way seems the most feasible to me now.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 30, 2020, 12:20:30 am
That Byron Rollover shading should definitely be on the list also for the scene GUI’s.
Title: Re: Improvements
Post by: Tabby on February 02, 2020, 11:41:54 pm
...How do you want the Tabby Genus to look out of curiosity?
I'd like common tabby: Brown fur with black stripes, dark white (a little bit of light brown shade) belly and bright white paws.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 03, 2020, 12:19:57 am
Awesome, I'll make sure to draw it to description!
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 08, 2020, 06:21:38 pm
Redrew (or tried to) the improved horse c o c k to fit POV character. I also made a black-colored version for the zebra genus. Personally I think it turned out pretty well despite the fact that I can’t draw to save my a s s! After this, I’ll move on to the canine genus since it was requested on u18 first

Edit: can’t draw zebra stripes because I suck at drawing. Still working whenever I get the chance
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 23, 2020, 05:24:39 pm
Aaaand I'm back! I've been away on a much needed vacation  :P and did not bring my PC or laptop. I apologize for not really being active here or on U18. Anyhow, I'm still where I left off last post. I'm having a spot of trouble drawing fur, because again I'm not an artist, but I haven't given up. wish me luck!
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 25, 2020, 03:19:47 am
Here's one of the genus WIP's

Edit: Picture removed due to low file space
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 25, 2020, 04:14:44 pm
Any thoughts or feedback?
Title: Re: Improvements
Post by: Tabby on February 25, 2020, 10:41:50 pm
So you have recreated horse dick from scratch, replaced simple shade on legs with gradient and changed contour color.
Dick looks better, the original was ugly. Black contour seems a bit sharp contrast to light fill to me. I would prefer to make gradient for each leg rotated to align with leg shape and expected light source from above. Regarding fur, I have no better idea for drawing flat horse fur. Flat color, even shiny, seems right for that to me.

I haven't done much in last month. I can't devote as much time as in December for family reasons. I've done some math model for body movement and body segments intrusion (bump) on paper.
Taurika responded to my message that she doesn't want to get her picture animated. It is not in my custom to respect that but she was nice so far and new to the business so I'll make an exception. She may change her mind on that. I can use the same model for any other scene. The task for now is to find the replacement picture for animation. It has to be convertable to vector graphic, which means flat colors or simple gradients for body segments, definitely not textures. And it should be remotely similar to Crow's drawing style.

I've checked the weird "vaginal" Jaymee cowgirl scene in Official archive. It turned out to be just broken anal scene. That's why there is no pus*y and it looks like a belly job. It's just that her anus sprite stays in frame intended for pulled out position (obviously to be used in unfinished part of climax animation). I've created modified anus and butt shape for vaginal scene but such simple change doesn't work well in the part of animation where she twists her butt. I would need to create more sophisticated pus*y sprite pair in layer above and under dick to imitate twist on the dick.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 26, 2020, 12:25:20 am
I'll look into the necessary improvements.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 26, 2020, 12:33:22 am
These are two other WIPs I made. the first one (black c o c k) was a zebra (no stripes I know am trying to figure it out)
these two are saddle and draft in order from top to bottom.

https://anonfile.com/H3u5Z0cdo5/Screen_Shot_2020-02-25_at_7.29.47_PM_png

https://anonfile.com/F7ufZecfob/Screen_Shot_2020-02-25_at_7.26.37_PM_png

Title: Re: Improvements
Post by: Tabby on February 29, 2020, 10:12:40 pm
Looks good, I would just rotate the gradient i bit up or replace by spherical gradient with center i bit above.
Regarding stripes, the only way is to draw stripe shapes above.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 02, 2020, 05:15:28 pm
That is what I've attempted  and I've kinda got the rhythm down. I will have a little downtime these next two weeks to finish canine genus.
Title: Re: Improvements
Post by: Tabby on March 07, 2020, 11:06:39 pm
Updated Ginger's tail in BJ scene.
Also added pink jacket removal on click in BJ scene. Upgraded her sprite for jacket-less appearance too.

What is a bit challenge is to make her sprite naked entirely. Body parts under her skirt are not drawn yet and current leg drawing shape doesn't align.

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 10, 2020, 02:34:34 pm
The tail looks much better nice work!
Title: Re: Improvements
Post by: Tabby on March 11, 2020, 12:16:42 am
1r2> Thanks. I was really tired when doing previous one.

Now I'm trying to draw missing part that was supposed to be under the skirt. Please suggest/comment
Hips - left or right version?
Pus*y - left or right version?
Pubes?
Slit?

Should I relax the waist a bit for more natural shape?
(Edit: attachment removed, replaced by the one in next post)
Title: Re: Improvements
Post by: Tabby on March 11, 2020, 11:14:47 pm
...updated screenshot pics: two other waist versions, different slit and pubes versions.
What to combine or further change?

... this question is not meant only for 1r2, other visitors may comment too.

[attachment deleted by admin]
Title: Re: Improvements
Post by: hUk4vFagxNT45g35 on March 12, 2020, 03:27:04 pm
If we're going left to right, 1-4, I like #2.

You might wanna number or letter these so that people can check them more easily.
Title: Re: Improvements
Post by: Tabby on March 12, 2020, 07:30:52 pm
You are right, I should write some legend:

Waist: #1 & #2 = original, #3 = a bit relaxed, #4 = realistic
Hips: #1 = narrower, #2 & #3 & #4 = a bit wider
/what is right English word for body surface part where pus*y and pubes are?/: #1 = smaller, #2 & #3 & #4 = a bit larger
Pubes: #1 = smaller brownish, #2 = larger brownish, #3 larger grayish, #4 smaller greyish
Slit: #1 narrower pink with hair, #2 = wider pink with hair, #3 shadow of slit with hair #4 longer shadow of slit without hair

You can vote for any combination of parts above, not necessary for one of four on the picture. You can also suggest something that's not there yet.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 13, 2020, 03:26:39 am
I dont have a preference. Im a little busy atm and wont be able to get as much done as i had previously hoped...
Title: Re: Improvements
Post by: Tabby on March 16, 2020, 07:50:26 pm
There are more people lurking this board. Please don't hesitate to tell me which waist, which hips and which pus*y do you prefer.


It seems like I'll have some free time for work on HTH soon because the government is shutting down my country.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 17, 2020, 04:59:56 am
COVID-19 Is about to f  u c k over the US (where I'm at) so I'm here stocking up on food in the unlikely case of a two week self-quarantine.
Title: Re: Improvements
Post by: Tabby on March 17, 2020, 07:09:03 am
COVID-19 Is about to f  u c k over the US (where I'm at) so I'm here stocking up on food in the unlikely case of a two week self-quarantine.

Sooner or later everyone will get infected, there is no escape. Well, inhabitants of ISS have a good chance. :-) While illness itself may be not that bad (most people don't even notice that they were infected per reports), government measures (at least in my region) and overall hysteria will cause economy apocalypse for sure.

I hope you my American friends have already stashed good stockpile of ammunition and toilet paper worth of an year. As per news reports these are absolutely sold out now in entire US. :-)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 18, 2020, 02:58:18 pm
Haha yeah im good. Im just worried about.my family because of pre-existing heath conditions.

Anyhow, Im almost finished with the basic Canine genuses but I still need to finish the "domesticated breeds". After that I'm moving on to feline.
Title: Re: Improvements
Post by: Tabby on March 19, 2020, 07:26:52 pm
I too have some family members and friends old and bad health that I worry about. I'm not gonna visit any of them for weeks because I cannot entirely avoid high risk people like foreigners and public transport commuters in my office. I might be already infected, who knows.


By the way, I've modified Jaymee cowgirl scene to vaginal. There is still some misalignment between the pus5y fore- and behind pen1s segments movement. Because the animation stretches these parts while moving and in different way, the usual workaround with additional segments attached to these is unfeasible to fit.
https://anonfile.com/3ae7t1iaoa/jaymee_sex_c_swf
Title: Re: Improvements
Post by: Tabby on March 20, 2020, 11:48:53 am
Good bye my friend.
You will be in my heart until we meet again.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 20, 2020, 02:18:01 pm
Until we meet again.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 26, 2020, 05:04:11 am
In case anyone is wondering what's happening, I've taken a short break from genus support and am making some modifications and edits to HTH2Beta
Including 1 more bonus area, some edits and a few more scenes along with keyboard support for navigation. I'm not giving up, just at a roadblock and need to clear my mind :(
Title: Re: Improvements
Post by: Tabby on April 01, 2020, 12:39:16 am
I hoped for more free time when working from home, but it turned out that I need more time than when in office to get my regular job done.

I've tried to improve Ginger's head for her sprite and also for missionary scene.
Please vote for your preferred combination of traits (i.e. ear hair B, forehead mark C, nose D, etc).

I forgot to mention removed paper/straw in D.
Small lower eyelash in D is visible only when zoomed in in Flash or vector graphic, not on this low-res bitmap.

... and finally, do you too experience HTTP 500 error when trying to post here?

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 03, 2020, 04:23:55 am
C looks the best in my opinion
Title: Re: Improvements
Post by: Tabby on April 09, 2020, 10:55:19 pm
I hope both of you are all right over there.

I've got one my question answered. I had wondered how would it be like if I pursue my passion for yiff and join some developer team as a programmer. Some game that I like, led by some good developer. The only example I can think of right now is Rufflenecks.
Well, I'm unintentionally experiencing substantial part of such job, I'm working from home. It was great for 3 days, but it really sucks now when I have been doing that for 3 weeks. I'm used to an office with dozen coworkers where we have been chatting now and then, going out for lunch in groups, having beer (on lunch break :-), ... I miss that social interaction. Which gets worse because I can't visit any of my friends due to government virus-related restrictions. Of course I understand that all of that is necessary. I hope we all will get our normal life back soon.
Now I know that I'm not gonna join a game developer, I would hate that way of life.
I know there is an option of doing that just 1/4 time while keeping normal full time job but I don't believe in great performance without full commitment.

Good luck in crazy times guys.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 10, 2020, 02:42:40 pm
thanks
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 20, 2020, 03:01:36 pm
Still working on full genus support. I realize I've been spending way too much time working my job. I've been trying to save some extra money away in case COVID-19 manages to jeopardize my job. Thus, I've spent an unhealthy amount of time at work. I think I'm good so we can now reaume work.


I've learned how to draw very efficiently in Adobe Flash so this shouldn't take much longer than it already has. With this newfound knowledge, I can potentially draw and animate new scenes in the distant future.

Finally, you guys want me to add the genus Giraffa to the  selection? (giraffe and okapi are the only members)  I just dont want to waste time drawing something if I'm the only one who wants it added.
Title: Re: Improvements
Post by: Tabby on April 21, 2020, 11:42:16 pm
I've finished Ginger update.

Change log:
4.106 Glassroom Bar Merecedes dress flickering fixed
4.108 Ginger sprite update - head improved, naked bottom created.
4.109 Ginger blowjob - tail improved, controller updated.
4.110 Ginger missionary - head improved per sprite, controller updated.
4.111 Ginger doggystyle - controller updated. Climax in when pulled, otherwise out,
      regardless species.

I can't upload anywhere because I can't make JavaScripts work since last Tor browser update. So I'm sharing through Onion for one day. That means to download asap if you are interested.

(Edit: link removed, not valid anymore)
size 16,670,600
MD5 sum b1f90e0d70ebc4beeed3309edf7568f7

It's just small patch - use that new files to overwrite v0.671 files to make it work. If you modified some of Ginger's files in your 0.671 copy, save them elsewhere to avoid your mod loss. I can merge your mods eventually.

Please test and let me know if you have any suggestions for change or fix.

EDIT:
Stopped sharing. I've got 1 successful download attempt. Either no one else was interested or no one else knew that .onion link is accessible only by Tor browser.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 24, 2020, 07:07:42 pm
I've finished Ginger update.

Change log:
4.106 Glassroom Bar Merecedes dress flickering fixed
4.108 Ginger sprite update - head improved, naked bottom created.
4.109 Ginger blowjob - tail improved, controller updated.
4.110 Ginger missionary - head improved per sprite, controller updated.
4.111 Ginger doggystyle - controller updated. Climax in when pulled, otherwise out,
      regardless species.

I can't upload anywhere because I can't make JavaScripts work since last Tor browser update. So I'm sharing through Onion for one day. That means to download asap if you are interested.

(Edit: link removed, not valid anymore)
size 16,670,600
MD5 sum b1f90e0d70ebc4beeed3309edf7568f7

It's just small patch - use that new files to overwrite v0.671 files to make it work. If you modified some of Ginger's files in your 0.671 copy, save them elsewhere to avoid your mod loss. I can merge your mods eventually.

Please test and let me know if you have any suggestions for change or fix.

EDIT:
Stopped sharing. I've got 1 successful download attempt. Either no one else was interested or no one else knew that .onion link is accessible only by Tor browser.

I downloaded it, I just haven't played the game in a while except for testing purposes.


Another improvement, what if the w h o r e room got moved to Aztier? a lot of the scenes could have the backgrounds changed to either match the temple background or the leopard print on the single bed. I think it's beneficial because there's already a lot of girls in the Tower and it would be a way to spread things out. They don't all have to be in the same place either, maybe you could put a few girls in the HTH studio location for example.
Title: Re: Improvements
Post by: Tabby on April 26, 2020, 09:25:12 pm
I suggest to spread hookers around the game. I would leave Megan with (her sister?) Jhoro in the Studios floor, plus one girl more so it's not empty. One or two girls move to Aztier. There are many empty places in the game for the rest of them.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 26, 2020, 10:57:53 pm
I like the sound of that because otherwise the game mostly takes place in like three areas :(
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 17, 2020, 04:04:35 am
Should we focus our attention on reducing laggy animations? Two in particular are Goldie's doggystyle scene and Zoe's missionary scene. Both run poorly even on my high-end machine.
Title: Re: Improvements
Post by: Tabby on May 18, 2020, 10:45:51 pm
Browser plugin lagged really bad on video loops. These are used in some scenes for tail whack of for water effects in Shelly and Zoe scenes. But there is none in Goldie missionary scene.
I don't experience video (re)start lag in Flash Projector 11, neither Trong nor Adobe.

Some scenes get slow when zoomed in.
However, my computer is 10 years old i7 and it still run these quite good. Surprisingly there is no difference in GPU, it runs the same on CPU integrated GPU as it runs on my recently added up to date GPU. So the Flash player doesn't use it.

Currently I'm working on Ava sound. I have to tune up sound synchronization to animation speed, specially to different animation loop periods of different points of view for the same speed. Not just different playing speed but Crow didn't bother to make these equal frame count.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 18, 2020, 10:53:35 pm
I see. It lags on my end for some reason.
Title: Re: Improvements
Post by: Tabby on May 25, 2020, 10:43:03 pm
Megan scene updated for straight version - pseudopenis can be removed by variable set in XML dialog file.
Also fixed player c0ck animation in a way it is fixed to player and moves inside Megan, not opposite.

The 5. and 6. speed would be better with increased stroke, but such change requires animation update for 15 parts of Megan and player bodies. I don't have that much time.

By the way, Megan scene file name is megan_sex_b. That suggest a chance that megan_sex_a scene maybe existed at some time, or at least unfinished concept. Have someone ever seen that?

[attachment deleted by admin]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 31, 2020, 03:03:13 pm
I have never seen anything related to a second megan scene.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on May 31, 2020, 03:04:38 pm
I think that Megan's scene was some of Crows lowest effort production
Title: Re: Improvements
Post by: Tabby on June 20, 2020, 12:01:13 am
I've done Ava voice synchronization for both scenes finally. Will share files most likely tomorrow.

I had it done for some time but it sometimes stopped working and took me hard time to figure it out.
The problem is a race condition with one user defined function controlling start of playing some segment and another function in onEnterFrame event checking sound play position and stopping at the end of segment. Normally two scripts are not executed simultaneously as it doesn't run multithread. But as it turned out, Sound.start() function doesn't take effect immediately, so when the sync function called by animation starts the sound again from the beginning of file, the onEnterFrame event function executed later sees the playback position still at the end of last segment and thus it calls Sound.stop() because it looks like the played segment is finished. So the solution it to add simple interlock to avoid stopping the sound in the same frame the sync start function is executed.
It worked sometimes anyway because there is no guaranteed order of scripts execution in Flash.
Title: Re: Improvements
Post by: Tabby on June 20, 2020, 10:32:48 pm
Ava sound update, sharing for test
(Edit: file sharing stoped)


By the way, I haven't received any comments on Ginger update yet.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 22, 2020, 05:28:24 am
I tried replacing the files in the necessary locations but the sound doesn't load for some reason. I like how you smoothed out the scene a bit, any way you could do this to goldie's doggystyle scene. It lags horribly when you change camera angles
Title: Re: Improvements
Post by: Tabby on June 22, 2020, 05:52:15 am
That's because my memory sucks. :-)
You have to add following line to your hth_config.xml file:
<set vari="scene_sound_path" value="data/sounds/" />

I entirely forgot about that, sorry for that.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 22, 2020, 01:33:35 pm
No problem
Title: Re: Improvements
Post by: Tabby on June 22, 2020, 07:34:35 pm
I'll update sound scripts to report an error when file load fails or when path variable is not set.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on June 25, 2020, 06:45:25 am
The sound is a little weird, it might need to have it's own timing instead of the timing based on the thrusts. Also the moaning duplicates if you switch cameras while sound is already playing. Other than that this is way better!
Title: Re: Improvements
Post by: Tabby on July 17, 2020, 01:51:00 pm
The sound is a little weird, it might need to have it's own timing instead of the timing based on the thrusts. Also the moaning duplicates if you switch cameras while sound is already playing. Other than that this is way better!
I had it playing at original timing in the beginning, but it sounded disconnected from the scene. The synchronization to thrusts sounds better, yet far from perfect. The cause is likely the way too different timing. It seems like Crow's favorite camwhore Kitty Leroux didn't recorded her voice to scene animation playing. Other voice actors likely did.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on July 17, 2020, 02:27:44 pm
Use an audio mixer i guess
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on July 17, 2020, 02:28:53 pm
Also i meant the moans should have seperate timing
Title: Re: Improvements
Post by: Tabby on August 17, 2020, 10:30:03 pm
I've found some little time to make a mod I've been looking for long time.
I like Zoe pole fu*k scene for her face, but it would be much better if it was vaginal instead of anal.
Here it is
https://anonfiles.com/r5m6BbN0o6/zoe_sex_c_swf

Except that player body segments rotation centers are misaligned. That's because I can't split player body animation from Zoe body animation to move it relatively to each other as independent objects. Moving player body 6 segments in each of 490 animation frames manually would be tedious beyond believe. The only way I could move the player down a bit is to nest and offset each body segment as own object.

Also, now the player head is needed, at least simple silhouette. I was about to copy player head from other sex scene but I haven't found any. It seems like crow have never drawn player's head until Unity Kendra scene. Even Jade 69 scene misses player head badly. Or have you seen player's  head in some file? Otherwise I should draw something really simple, head is barely visible in this scene.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 20, 2020, 01:28:31 pm
I know how to move the segments i think
Title: Re: Improvements
Post by: Tabby on August 25, 2020, 09:58:27 pm
Ok then, please do it.
There is a file with nested segments offset removed: https://anonfiles.com/z5Z9gcP2oe/zoe_sex_c_no-offset_swf

I'm not familiar with Adobe Flash tool. There are multiple ways to do that:
a) If you can simply move objects in all frames of main object timeline without breaking animation, then find all 6 player body (player minus pen1s) segments in the camera\area\char\zoe object (main animation) and move them down by 750 pixels of zoe object scale (much less by _root scale).
b) If a) can't be done easily then split main animation into two parallel. Copy zoe object and add it to camera\area\char object by name "player". Now you have two identical main animation objects. Remove all 6 player segments from the first one called zoe, remove everything from the "player" object except 6 player segments. Also remove all frame scripts from the player object.
Then add onEnterFrame script to player object instance with single line: gotoAndStop(_parent.zoe._currentframe)
That will synchronize player object animation to zoe object. Now you can move player object relatively to zoe object.
c) alternative to b): if the tool has a feature to group selected shapes into subobject while keeping the animation, the result would be the same except that player object would be instantiated inside zoe object. The sync script would then have a line gotoAndStop(_parent._currentframe)

By the way, I found the head drawing. It's in Bella-Vixxxen-3some scene. Actually it's only simple jaw, not a head. But good just enough for this scene. I'll add it later.

Thanks.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 30, 2020, 05:39:47 am
sorry i died a little inside. this summer has not been great for my mental or physical health since my area has consistently been a hot spot for Covid thus forcing me to spend the majority of my time indoors. I have spent a lot of time sleeping and being inactive, and I can feel myself slowly draining away. I want to be more active on this forum again and make substantial progress, but my ADHD hinders me especially with long poeriods of inactivity. I will see what I can do with this file :)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 30, 2020, 05:46:03 am
what do you suppose we do with the unused fast travel ares?
Title: Re: Improvements
Post by: Tabby on August 30, 2020, 09:35:01 pm
Yeah, this Covid year really sucks. It hasn’t been great on my side either.
My old cat died at the end of winter. I haven’t seen any of my coworkers for half year, working over internet now. I’ve met only few of my friends because rallies and other events were all canceled, even private parties were banned. My wife and kids now live in less exposed area for 3 weeks each month, in family house in the middle of woods. I take trips to see them on weekends. Most of time I’m home alone. At least now I have a kitty. I can already notice that I’m slowly loosing speech ability. I’ve skipped vacation this year because borders get open and closed on daily basis, you never know where you’ll be allowed to get in and where you’ll get stuck right then.
My employer went absolutely chaotic. First they announced savings mode, no layoffs. Then they announced substantial layoffs asking employees to volunteer for leave. Before it took effect, they canceled layoffs asking to not leave. Then hiring was announced, eventually canceled. I wonder if corporate CEO throws dice for weekly business decisions.
Well, not everything is bad. This year is the best opportunity for my house needed rebuild. That’s what I spend all my free time on. Doing everything DIY is time consuming. Also, I still have my job. I have to deal with more chaos and corporate BS than any before, but the pay is still good.
I hope that announced Covid comeback in the flu season won’t cause lockdown again. We have to get used to live with that **** in order to avoid society collapse.

I have no idea, how much is life fu*ked in your area due to Covid, neither how it affects your job and friends. Being home alone definitely sucks. I hope your life improves soon.

Regarding Fast Travel areas in the HTH, these are puzzle "reward" areas, unfinished, no idea what Crow intended with these. There are more areas on the map with no reasonable purpose. In my opinion, we can move two RLD girls to Aztier as the only finished Fast Travel area and forget about the rest of F.T. areas. It’s not worth of effort to turn these in anything good. We can move some other RLD girls to the Walk area and to some empty Tower floors, maybe one to the Crow's nest. I’m not sure about Sound Stage area, it’s a garbage not worth of any girl.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 31, 2020, 03:13:08 pm
we could definately make use of aztier. We could link it to one of the HTH puzzles such as the stone circle ruins or something
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 31, 2020, 03:13:25 pm
that's exactly what I had in mind
Title: Re: Improvements
Post by: Tabby on September 01, 2020, 09:47:47 pm
we could definately make use of aztier. We could link it to one of the HTH puzzles such as the stone circle ruins or something
I thought it already is.
Actually I don't know what puzzles do, I've never really played these.
What I've found so far:
1. Stars puzzle leads to Vaultus. There you can activate ladder upstairs to an empty room or take lift down to another empty room. I haven't figured out what to do there.
2. Stone Circle puzzle leads to Naranvad. There is nothing but one ball.
3. I could find 4 balls. What's that for?
4. There is rose book in Library. What to do with that?
5. Nariatt stats: You can gain this stats in 25% steps. It supposed to replace signs in "Nariatt" alphabet (it's not a language) with Latin alphabet, often on mouse click. I don't see why to do that.

Do you know something more about HTH puzzles? There should be some walkthrough on Internet, these puzzles haven't been updated in years.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 02, 2020, 01:23:01 pm
You could just search the source code I guess. But that's a pain in the as*s. Anyhow, what if we made it so that you can only access Aztier when you have all the orb balls. In Aztier you get a bunch of RLD whors. A fun addition
Title: Re: Improvements
Post by: Tabby on September 02, 2020, 09:43:18 pm
I've found an ancient HTH forum
https://hthstudios.forumotion.com
Created in 2011, apparently abandoned by HTH studios in 2014.
There are likely some hints on puzzles, albeit some won't be up to date.
Otherwise we can ask on u18chan, it has much wider audience than this board.

Searching the scripts blindly would be time consuming. There are ~30 files that can contain puzzle related code parts.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 03, 2020, 02:59:11 am
yeah true... I remember that forum. There was like no one on it tho
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on September 03, 2020, 03:06:01 am
We should fix the HTH GUIs. I have your thread from last year and can apply the code. Just make a list of the ones you want changed and I can get 2 done + the zoe fix by next weekend (I'm busy as hell rn)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 19, 2020, 09:46:33 am
Im just going to leave this here


https://anonfiles.com/R6UfPaf1p9/trim_mp4
Title: Re: Improvements
Post by: Tabby on October 19, 2020, 09:06:20 pm
I hope you are editing the Flash, not just some exported PNG sequence. Otherwise it would be hard to integrate that back into the game.
I've took second look and it seems like I've got confused by editor unfamiliar to me.

I haven't time to do anything with HTH so far.
I've took a half hour recently to somehow reuse Zoe standing sprite, abandoned in the official archive never used in the game.
I've created naked version by adding slit and nipples.

Should I use that for dialog sprite and maybe replace her mediocre sitting sprite on some spots?

[EDIT: File attachment removed]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 19, 2020, 10:46:48 pm
Im editing the original document.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 19, 2020, 11:25:16 pm
Tabby i also have a mega drive with a bunch of sprites some unused. The link was posted in improvements page 1
Title: Re: Improvements
Post by: Tabby on October 20, 2020, 07:51:50 am
That Carmen remake looks much better than original.
Do you have source for that? File header says that this PNG bitmap was exported by Inkscape software. Inkscape is vector graphic based, so whoever created that PNG, has also SVG file which I can use in Flash. After all I can see that body shapes from Carmen doggystyle scene are used to create that sprite.
Bitmap is almost useless for me.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 20, 2020, 08:53:14 am
I have no Idea that post was from a year ago.
Title: Re: Improvements
Post by: Tabby on October 20, 2020, 09:20:42 pm
I found that! It's the post No.1469111 on u18chan.
The Carmen sprite mod is made by our fellow HTH pirate Strange/WeirdRaccoon. He may be around and he is usually helpful.
If you are reading this, our friend, please upload the SVG file, I would like to use that in the next build.

I can post that on u18chan too quoting 1469111 if he doesn't show up.

By the way, I haven't heard of our friend Huk in 14 months. I hope he is ok.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 20, 2020, 09:22:56 pm
Same. I hope Covid hasn't **** up their life too
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 20, 2020, 09:23:57 pm
If i remember correctly PNG is lossless. Do we need SVG
Title: Re: Improvements
Post by: Tabby on October 21, 2020, 10:27:30 pm
Yes, we need SVG for multiple reasons:
1. Vector graphic is superior to bitmap. Vector graphic is a list of lines and curves, it is drawn in actual scale resolution so image is always perfectly sharp. Bitmap, even hi-res, get perfect result only when scaling factor is simple fraction, like 1/2, 1/3, 1/4, ... But that's not my major concern.
2. Vector graphic is very easy to modify. You can simply move any object in the image and you still have any background that was behind. With bitmap, you have only visible pixels. If you move anything (which is PITA to select shape to have exactly all pixels and none others, not mentioning alpha blending effects) you have empty space left and you have to draw anything that was supposed to be behind the object.

I want to use only part of that file. I want to combine animated leg from the old sprite, head with live (blinking) eyes from doggystyle scene file and the rest of the body from Raccoon's file.
Technically, I could remake the same mod myself using body shapes from doggystyle file, but that would be stupid when someone already done that.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 21, 2020, 11:25:01 pm
I see
Title: Re: Improvements
Post by: Tabby on October 25, 2020, 10:11:01 pm
Improved Zoe showering sprite (Tower floor 9) a little bit. Moved tail a bit and drawn pu55y under. Also added her to Shower room second frame where player stands closed to shower to see the beauty from close.

[EDIT: File attachment removed]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 25, 2020, 11:45:46 pm
Nice. Make it zoom on click?
Title: Re: Improvements
Post by: Tabby on October 27, 2020, 08:56:37 am
Of course, done. Zoom on mouse click, then shower water off on next click and turn her to front standing sprite on further click.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on October 27, 2020, 04:05:24 pm
Nice
Title: Re: Improvements
Post by: Tabby on November 23, 2020, 11:07:49 pm
There is an unused file with Bella doggystyle concept  in the official archive. No animations, just incomplete drawings.
It's obviously Kira scene full reuse.

So I replaced shapes in Kira scene with those from the concept file, recolored remaining Kira body parts. Adjusted some mismatched details. And voila, "new" scene created in Crow (lazy) style.
Still missing some head drawing parts.

What do you think?
(File removed, updated version is on next page)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 24, 2020, 08:38:24 am
Looks like a Crow "animation."

Apparently he's released something to the patrons but I have yet to see or hear anything about it. I'm pretty sure it's at least part of the Rio movie, but it's taken this guy more than 7 months (full time) to make a scene lmao! He released the basically empty demo almost a year ago and we have yet to see even a bug fix! He should just hire a coder to do the debugging and other--- oh wait, he and evie had a "falling out". Not surprised to be honest.
Title: Re: Improvements
Post by: Tabby on November 25, 2020, 05:16:48 pm
Oh, wait, could it be the Rio DVD, announced in production since 2006? That would be the longest animation production time ever. :-)

Sometimes I wonder, how once famous talented artist turned himself into utter laugh stock.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on November 26, 2020, 06:55:04 am
Furry retardation. I still wish him the best i guess but still like how could anyone defend that? Sure he had a fire, almost a DECADE ago... but you had time to do all of this content in around 5 years or less. Not 18.
Title: Re: Improvements
Post by: Tabby on December 18, 2020, 10:17:38 am
Added missing eyes and mouth to Bella doggystyle scene. I would call that good enough to be added to the game.
Should I make her nipples and clit black/grey as it is in most other scenes or to leave it pink?

By the way, I'm technically banned from u18chan.com since admin fixed anti-TOR script.
Unless I can find some hole in that system, I will not be able to post there or update the HTH thread anymore.

I have to move elsewhere, no other yiff site has any problem with TOR users.

[File attachment removed]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on December 19, 2020, 04:50:51 pm
Ok update me when you find a suitable place, and ill make an update post. Also do whatever you wqnt with the cl i t
Title: Re: Improvements
Post by: Tabby on January 09, 2021, 11:08:05 pm
Regarding moving RLD ladies around the locations, what's your opinion?
Two girls to the Aztier (pyramid) - definitely Julie. Which other one? RLD Anne? RLD Raquel or Vivian?
One girl to the Walk - Chrissy, Vivian or panda?
One girl to the Tower floor Garden - Hope (panda), RLD Raquel, giraffe?
Maybe Chrissy to the Tower floor Arcade?
Any other idea?

I suggest to leave Megan with her alleged sister in Studio office.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 10, 2021, 03:21:53 am
Crissy to arcade. Thats about it honestly. The others can go wherever.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 10, 2021, 03:24:14 am
Hope and vivian to the element blue room maybe. Also put a second ruby sprite in the red room. Maybe put Taight and Francesca in the player suite?
Title: Re: Improvements
Post by: Tabby on January 14, 2021, 03:45:44 pm
Done:
Crissy moved to Tower floor 5 (Arcade). Arcade background for chat done, Arcade background for all her scenes done.
(By the way I haven't noticed before that you can click to pull her hair in her BJ scene.)
Hope moved to Tower floor 6 (Garden). Gadren background for chat done, activated Jezzel sprite. I have to add garden vertical background for Jezzel TF scene. Most likely I'm not gonna create horizontal background for Hope and other Jezzel scenes.

Also from now any updated scene will load background from external file. First it's easier to maintain backgrounds then and second, it saves lot of data space. All backgrounds are large bitmap images with transparent color defined for sky (loaded to behind) so it makes wast majority of scene file data space. I guess it's 3/4 of 0.5 GB occupied by scene files, in many cases there are 5 copies of one background in multiple scene files.

Going to:
I'm gonna move Julie to Aztier and use Aztier main image as vertical background for both dialog and scene background.

I think that RLD Anne would be best choice for second Aztier girl. Do you agree or is there better place for her?

Vivian would be best fit for the Walk main walkway - for her style matching shopping area style of the Walk.
Water element appears uninteresting for me.

Adding a copy of Taight to the Player Private Room is great idea. We made her player's spouse in her dialog. I suggest to put her upstairs to not interfere with call girls. However, that would need to create horizontal background for her scene, at least recolored Ginger's bed. (similar for RLD Anne in Aztier).
I don't think that Francesca the whorse could fit Player Private Room. Who would want wh0re at home?

I wonder where would be the best place for RLD Raquel regarding her style?

What about Traci? She doesn't look like great NPC to me. Leave her in the Office?


I played a little bit with Chrissy doggystyle - vag version reusing Zoe's pus*y. WIP attached.
Should I finish that modification? That would require me to move and resize player body segments to match the c0ck position and some minor polishing, maybe some another cu_m, etc. Also it would need to update her dialog tree for that option.

[EDIT: File attachment removed]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on January 15, 2021, 02:31:24 am
Crissy looks good
Title: Re: Improvements
Post by: Tabby on February 17, 2021, 02:36:53 pm
I couldn't align player body segments to Crissy vag scene because original animation rotated them too much off alignment. Aligning segments manually in each of 1200 animation frames was unfeasible, but I found a way around. I ditched the player animation and replaced it with simple script moving and rotating each segment in respect to animated c0ck position. So the player is simply attached to the c0ck. :-)
For example:
player_body.onEnterFrame = function()
{
   this._x = _parent.player_cock._x - 20;
   this._y = _parent.player_cock._y;
   this._rotation = -0.4 * (this._x + 80);
}
It works great in Trong Flash Player. I have yet to test it in Adobe Player if script MovieClip methods override/disable SWF file timeline PlaceObject tags.

Animating objects through scripts opens much easier way to create a scene as only few segments, like c0ck and pu55y has to be animated manually, other segments animation could be automated through simple math model.

When doing that, I couldn't resist creating Carmen version of that scene. (screenshot attached)

[EDIT: File attachment removed]
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 18, 2021, 04:51:54 pm
She's so cute. Her scenes are pretty garbage
Title: Re: Improvements
Post by: TenthRingWanderer on February 22, 2021, 01:40:37 am
Hey guys, TenthRingWanderer here, used to be a giant fan of Crowchild until it became apparent that he's too close-minded.
He's taking steps in the right direction with changing priorities but that should've been done from the start - If anything, he should take the effort to expose the studio and get out of the business gig altogether. Maybe making the whole project fully crowdfunded and only working on one project at a time? Crowchild would've had all of you on board if he never overestimated how it would go in a post-Patreon world. LOOK AT WILD LIFE and SCP UNITY [At least until Zoronor90 dicked out on us for christ sakes] - they're making 90k a MONTH with 18 people, while the SCP Unity project had 30-40 volunteers!

Anyway rant over, I'm here to suggest one change and one change only - Could someone try creating a rear view of Valeriya that can be changed in her dialogue menu? We got an improved Carmen sprite, so I think this thicc Kodiak bear needs to get that rear end some justice.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 22, 2021, 06:11:57 am
I can give it a try, but drawing is not my specialty by any means... ill look into it
Title: Re: Improvements
Post by: Tabby on February 22, 2021, 06:04:05 pm
I really can't draw. I so hopelessly suck at drawing as Crowchild sucks at programming Flash scripts. Basically, we posses all skills here Crow lacks but we can't do the only thing Crow is good at.
So I digged up all unused art hidden in files that I could finish. Now I combine and modifying existing stuff into new scenes.
The new Carmen sprite is created by combining her existing body segments from her doggystyle scene. Crow has drawn these.

There was someone on u18chan claiming to be an artist who posted a will to join the team for drawing. Unfortunately he never proceed further.

BTW Rant mode: There is no way Crowchild can ever tackle Unity himself. He couldn't code simplest Flash script in ActionScript correct way even after 20 years of doing that. No way in hell he can grasp object oriented Unity in C#. If he can't get a skilled programmer, he is fu*ked (Damn Smf Boards for censorship). With zero project management approach he is not competent for leading a team either. I know there is no any good replacement for Flash, but he should choose some simple 2D animation platform instead. Going full blown 3D engine was a mistake.
Title: Re: Improvements
Post by: TenthRingWanderer on February 22, 2021, 07:08:50 pm
I really can't draw. I so hopelessly suck at drawing as Crowchild sucks at programming Flash scripts. Basically, we posses all skills here Crow lacks but we can't do the only thing Crow is good at.
So I digged up all unused art hidden in files that I could finish. Now I combine and modifying existing stuff into new scenes.
The new Carmen sprite is created by combining her existing body segments from her doggystyle scene. Crow has drawn these.

There was someone on u18chan claiming to be an artist who posted a will to join the team for drawing. Unfortunately he never proceed further.

BTW Rant mode: There is no way Crowchild can ever tackle Unity himself. He couldn't code simplest Flash script in ActionScript correct way even after 20 years of doing that. No way in hell he can grasp object oriented Unity in C#. If he can't get a skilled programmer, he is fu*ked (Damn Smf Boards for censorship). With zero project management approach he is not competent for leading a team either. I know there is no any good replacement for Flash, but he should choose some simple 2D animation platform instead. Going full blown 3D engine was a mistake.

It'd be bold if we petitioned HTH Studios and made it absolutely loud and clear through their server and on social media (YouTube, to be specific) to let us contribute. Approach Crowchild in a mature manner and offer to enhance the current Flash build while giving him some pointers on what he's doing wrong and how he can improve his work. He used to personally follow me on Twitter and I kept dropping him suggestions for improvement, so you could work that to your advantage.
Title: Re: Improvements
Post by: Tabby on February 22, 2021, 09:41:42 pm
It'd be bold if we petitioned HTH Studios and made it absolutely loud and clear through their server and on social media (YouTube, to be specific) to let us contribute.

Oh, come on, you can't be not aware how naive idea that is.

1. Crow's ego.
2. Crow can't make Flash HTH an open community project. Even half broken and years not updated, Flash HTH is still the only real content he has for sale to subscribers.
3. Barrier of unconditional hug bubble around Crow created by few lunatic fans.
4. I'm not easy to work with either because I'm not gonna surrender to anyone. Means that I'll be creating stuff regardless of disapproval. For example that Taight scene that O.C. owner made a scene about. :-)

All you can achieve is getting banned from HTH studios controlled sites. I really would like to be wrong about that, but such surprise is very unlikely.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on February 23, 2021, 07:33:55 am
At this point, i think we should make this upcoming tabby's build the final build and consider it completed. I kind of wanted to focus on hth2b. I had some really interesting changes in the works.  I  upscaled a bunch of the old backgrounds and entire locations to full HD, and uncovered a few more old scenes, locations and sprites. It was taking hours to replace every bitmap in flash without accounting for rendertime. If you know a better way to import the rendered image sequences and replace existing images without having to click replace 600000 times in flash let me know and ill start rendering again.
Title: Re: Improvements
Post by: Tabby on March 02, 2021, 11:34:58 pm
Considering that this project failed to attract enough volunteers to even finish character dialogs, all hidden art assets are already implemented and any new content would require considerable effort and most likely drawing skills we do not posses, there is not much more to add.
Even when called "final", I wouldn't call it closed. Because I still want to add something more now and then, like that Carmen scene. So there will be some little updates in the future.

1r2> Do you have some progress done with player species shapes?

I have almost everything else done, need just some minor polishing.
For now, my progress got stopped by regional Covid **** annoying measures really complicating my life.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 04, 2021, 02:50:37 am
I had the entire canine genus, and feline genus completed. I completed the equine genus, but couldn't draw the zebra genus well at all. Im considering pirating adobe illustrate, and drawing them all there and loading them into flash that way. The drawing tools in flash 2011 are fu c king   a s s
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 04, 2021, 02:51:25 am
What are your thoughts on HTH2B
Title: Re: Improvements
Post by: Tabby on March 04, 2021, 10:58:21 pm
I'm not familiar with Adobe Flash neither with Adobe Illustrator.
Because FFDec has no drawing tool at all, I'm using Inkscape for drawing modifications. It's a free tool so it may be not as refined as commercial tool. I had to watch some youtube tutorials to learn how to use that as many features are not obvious. The disadvantage is that I have to export drawing as SVG from Flash first and then to import  it back to Flash file because Inkscape is not any integrated to Flash.

Regarding HTH2beta, I have no workaround for tedious manual image replace frame by frame.
I know that it depends on individual view, but I don't see HTH2beta worth of any effort.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 05, 2021, 05:27:49 am
Believe it or not, in around half of the source files, crow has two sets of assets, those in HD and those in crappy SD. I'm in the process of adding around 6 scenes to the game give or take. There are so many missing assets. I still need a bit of help in the scripting since I'm still a s s at AS2. I'm still practicing though
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 05, 2021, 05:19:37 pm
and yet another interesting find, half of the sprites that are low quality have a pixelation filter applied to them on studio level that can be togled off.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 07, 2021, 03:46:29 pm
We could asset flip Tanya's POV Doggystyle scene. Reanimating the sprite will be wacky, and it will require some drawing (I'm still garbage at drawing) I might have to get illustrator...
Title: Re: Improvements
Post by: Tabby on March 07, 2021, 05:34:06 pm
HTH2beta Tanya doggy? Tanya doggy scene in current HTH2 beta (listed as Extra in main menu) seems to be vector graphic based animated segments. It's the only good quality image scene. It's her two scenes in Main Hall floor 2 that looks like 360x240 resolution bitmap image sequence. But the quality of these images seems too low beyond possible fix.

I can always help you with scripts as it's easy for me. But I'm not gonna do any time demanding work on HTH beta because I need that little free time I have for HTH v0.672.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 07, 2021, 06:31:09 pm
I was talking to the guy who wanted the valeriya POV scene. we could flip tanya's scene I guess
Title: Re: Improvements
Post by: Tabby on March 08, 2021, 08:31:08 pm
I wondered what I didn't get.
Modifying Tanya doggy POV scene wouldn't be that easy. Valeriya head from her doggy scene doesn't fit bc of angle. That head would better fit in Jezzel doggy scene position but that one isn't a good choice for Valeria bear body.
Anyway, there is no chance of doing that for upcoming build, it will take lot of effort. Let's postpone that idea for next winter.

I'll be lucky to get enough time just for finishing what I have done so far and implementing player drawings you've done.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 08, 2021, 11:51:11 pm
That's what I thought. Would you be able to onion share all of the past builds to me? I want to seed them from my secondary pc
Title: Re: Improvements
Post by: Tabby on March 09, 2021, 07:17:01 pm
I can OnionShare both HTH offline and HTH2beta. But is there any reason for sharing outdated builds? The only reason for playing 0.669 was that it worked in web browser - which it doesn't anymore becase Flash Player plugin is forcibly killed by both Adobe and web browser providers.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 09, 2021, 07:57:59 pm
I see, how about the 6.69 and 6.70
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 10, 2021, 06:39:59 am
ok, so I randomly found flash files for a scene featured in the tower lobby TV.

https://anonfiles.com/Bb44G3B5rd/crowchild_swf
Title: Re: Improvements
Post by: Tabby on March 10, 2021, 08:11:26 pm
That's great find!
If you can find other TV scenes, I can swap them in that TV instead that low-res video loops.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 10, 2021, 11:17:12 pm
I was thinking it would be better if we finished the scene... idk
Title: Re: Improvements
Post by: TenthRingWanderer on March 11, 2021, 07:54:29 pm
I was talking to the guy who wanted the valeriya POV scene. we could flip tanya's scene I guess

That's a great idea!
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 11, 2021, 08:58:29 pm
I'm glad, anything specific you want?
Title: Re: Improvements
Post by: Tabby on March 14, 2021, 11:31:30 pm
I've reworked dialog response text/button into fully script generated.
Response pane height now auto-adjusts to response count so we are not longer limited to 6 responses per state. (useful for Doll Play and Skip Dialog options)
Response pane width now auto-adjusts to the longest response text line so we no longer have to shorten sentences to fit.

By the way, I'll need Crissy and Jaymee dialogs update for new vaginal scenes.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 15, 2021, 01:44:35 am
I can work on that as soon as HTH2BvOT is done
Title: Re: Improvements
Post by: TenthRingWanderer on March 24, 2021, 01:15:47 pm
I'm glad, anything specific you want?

I took WAAAYY too long to respond, sorry about that. We could asset flip Tanya's scene for Valeriya's, but the only features i'm requesting right now would be able to spank her thicc ass and clench it every now and then, like in the newest iteration of Raquel's doggystyle scene
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on March 24, 2021, 06:08:46 pm
I can do that. If i animate it in adobe cc it should go pretty smoothly.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 01, 2021, 09:12:17 am
Ok so I've fully planned player genus support. I decided that I'm also going to include female as well, but I'm going to have to space everything to keep the quality high along with the quantity. Tabby you might want to quickly implement a value that stores female players preferred strap-on so they can any strapon for any genus. If possible I could add breast size to female player if possible. I'm willing to draw everything, and now I have the time. With adobe cc the project .swf will contain the following sprites. A sprite of the player from point of view 1st person, a sprite with pe-nis/strapon from 1st person,  a 1st sprite with different breasts to match the genus selection seperated for animation, a 3rd person sprite of the male in the standing position for a few scenes. Ill have to figure out how I'm going to draw the unique scenes. Luckily I can always just import the things I've already drawn to speed up the process. Finally I need to add a 3rd person sprite for the pen is/strapon. I won't really have to draw these, just reuse them from existing scenes. I can start on Monday and my pacing is 2 frames a day minimum. I'll make a topic with a daily posts mapping my progress. I'll also post delays if any.
Title: Re: Improvements
Post by: Tabby on April 01, 2021, 09:42:07 pm
I'm happy to hear that there is going to be a progress finally.

However I see that technicalities in your idea are not feasible.
First, there is no way I could add entire player sprite to any scene. I can only replace individual player body segments - because in most scenes each player body segment has animation implemented as part of main animation. In some scenes it really needs to be that way because part of player body (i.e. hips) are in layer behind NPC while another part of player body (i.e. chest) is in layers above NPC. Anyway, attempt to reanimate player sprite for each scene is not reasonably feasible, specially because you can't use adobe CC for modifying any scene because it ruins AS2 scripts beyond repair.

So I need you to take current body segments from existing scenes (mark which one, not all of them are same even when it looks like) and create copies of that segments that you redraw for different species. Please keep coordinates offset (don't change drawing offset from zero point) bc it would take me hell of work to realign each drawing in sprite.

Regarding breast size, I suggest going with one size for start (i.e. breasts from Marcus scene) as number of sizes increases effort combinationary (you have to draw multiplication number of species  x number of sizes).
Regarding strapon, it has two parts: straps is part of player body, already implemented in some POV scenes, we can you it as is and fit that to scenes where it's missing. The dildo is part of c0ck segment set. We don't need to do anything about that, except I can add script to remember last chosen dildo version.

C0ck set update is lesser priority. I would prefer update to be visually compatible with c0ck set in newer third person scenes. These look good enough. Also please keep current size & thickness, otherwise every size change will cause animation misalignment to vag.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 02, 2021, 12:38:19 am
I can add script in adobe cs6 and change project type from AS3 - As2. I can also remove old player sprites and replace them with one type per orientation.
Title: Re: Improvements
Post by: Tabby on April 02, 2021, 07:39:05 pm
I'm afraid that you'll run into implementation difficulties that way. That's why I suggest to just draw/modify copies of existing segments and add these as frames to existing segment nesting sprites (which is something I can do).
Title: Re: Improvements
Post by: Tabby on April 04, 2021, 06:53:29 pm
I haven't assembled any comical playlist for upcoming build.

I stumbled upon music that would fit perfectly climbing up the Crow's Nest:
https://www.youtube.com/watch?v=zadAegoBiGs

I can imagine Crow's face with photoshoped vampire teeth as an Easter egg final boss up there. ;D

It's nice surprise that metal music was not invented by Ozzy in late sixties, this great piece is a proof that there was talented metalist 300 years ago. He just didn't have proper instruments at the time so he had to go with what he got. :)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 04, 2021, 09:21:45 pm
Lmao I like that.
Title: Re: Improvements
Post by: Tabby on April 06, 2021, 10:59:30 pm
I think that Easter Egg final battle is feasible. Not for upcoming build, but it can be done with reasonable effort reusing existing HTH assets for most parts.

Intro
It would start in Rachael the horse dialog in Crow’s Nest.
Something like “Oh no! He is back!” with first part of that music playing (thunder and Dracula theme) and Crowchild’s sprite appearing in distance.
Dialog responses would be Fight or Flee.

Act 1: Battle
Technically it would be a scene file.
Player in fix position, first person POV, only player’s arm holding a weapon is visible.
Crowchild sprite can be composed of generic wolf body reused from character builder, Crow’s real life head, teeth from Racquel sprite.
Background is Crow’s Nest room and main part of that metallized J.S.Bach music playing in loop.
Crowchild sprite is moving randomly left, right, front and back (via simple script). (Not sure to bother animating leg movement) At random moments crow charges against player by moving front very close with open mouth and then back off immediatelly.

Player can choose one of two weapons for different attacks, switching them at any time. Mouse cursor for aiming and mouse button for attack. (unfortunately Flash can use only one mouse button)
Weapon 1: Dog dildo. When Crow charges, player is supposed to stab him with dog dildo aiming at chest.
Weapon 2: Horse dildo. When Crow charges, player is supposed to smash his head with horse dildo.
Weapon 2 is slightly stronger, but has longer latency to hit.
If player hits proper area at proper time, Crow’s health bar decreases, otherwise player’s bar decreases with red flash.
When either health bar is down to zero, battle is over. If player wins, second part starts.

Act 2: Final
Traditionally, vampires can’t be simply killed, heart staking is necessary.
Big “Finish him!” banner with smaller “before he revives” and time countdown on the screen.
Again first person looking down at 45 or 60 degrees angle, floor as background, playing final part of that Dracula music. Crowchild lying on the ground.
Player has both arms visible, left holding dog dildo above Crow’s chest, right holding horse dildo.
Player is supposed to hammer that dog dildo down through Crow’s heart using horse dildo as mallet.
When done, Crow vanishes in short fire, leaving dog dildo stuck in floor. If not, time out restarts the battle, but player’s health not restored.

Effort estimation:
Background exists, standing body can be used as is.
Lying body – either modify standing body or modify some laying body from sex scene, but I can’t see any at proper angle, all are straight down POVs which wouldn’t work with hammering.
Crow’s face with open and closed mouth, shouldn’t be hard to find or rip from video.
Weapons can be just slightly modified existing from c0ck set.
Players arms, probably heavily modified existing HTH assets.
Nothing of that has to look neat, it’s not serious content.
Not easy, but definitely feasible with our skills.

If we make it, Crow will see that sooner or later. Now I wonder if he would get a good laugh or fatally offended by such scene. :-)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 07, 2021, 02:43:04 am
He hates our existence. He will take offense.
Title: Re: Improvements
Post by: Dlichworc on April 07, 2021, 04:36:21 pm
{He hates our existence. He will take offense.}
and that's exacly what is supposted to happen. I can rip/modify assets. What file types do you need?
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 07, 2021, 04:49:50 pm
At the moment we really need dialogue for in-game NPCs if you're willing, that would save us a lot of time.
Title: Re: Improvements
Post by: Tabby on April 07, 2021, 09:59:22 pm
If you can't write dialogs (not everyone is good at English, neither I'm) or you are interested only in creating that Easter joke scene, there are of course things you can do.
For example get wolf body shapes from character builder and create lying body (first person POV, knees and down not needed):
Body segments are in data/subdata/swf/pc/player/m  You have to export wolf shapes from SWF files to SVG so you can use these with graphic tool. Then assembly body using these shapes in some vector graphic based editor, for example inkscape
Then modify these to laying with view angle 45-60 degrees down. I've tried using perspective transformation and envelope deformation using trapezoid envelope, but the extension tools in my Inkscape doesn't work because underlying python scripts are using some deprecated functions. Anyway, just perspective is not enough, it will likely need to modify shapes a bit to fit inclined view angle.

My motivation for that scene is a good joke, not a mockery.
Well, it's a joke by my regional standards, sense of humor may be quite different in the U.S.
I mock Crowchild now and then for his shameless non-performance, failure to provide any content for subscribers money. I don't hate him, I just want to banter him in doing some work finally. It's a fault of his absolutely dumb subscribers that he still get paid for nothing.
I don't know him personally, I believe that if he hates me, it's not because of mockery, neither piracy, but because of that we keep proving that his excuses are false and the work can be done even by random guy on little free time.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 08, 2021, 09:57:10 am
I have one scene that just wont work. I created a few symbols that need to be controlled, but even if I set individual instance names or export them for AS 2 use I cant reference or use them. I hate the way flash is set up. There's no good way to manage existing instances. I'll try to finish other things in the process.
Title: Re: Improvements
Post by: Tabby on April 08, 2021, 03:36:08 pm
Please send me the file and a description of your intend.
I'm a single purpose idiot good at solving technical difficulties like that. :-)
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 08, 2021, 05:33:57 pm
Ill send via anonfile.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 09, 2021, 06:30:16 am
Aleta and anne moved from front of Glass Room, and two additional areas added. Still working
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 09, 2021, 08:35:28 am
Charlotte is fully implemented into glass room. Scene needed a lot of repair, the one from swfchan was terribly bugged
Title: Re: Improvements
Post by: Tabby on April 10, 2021, 03:04:47 pm
Ill send via anonfile.
The key bug is that you are setting "ClipDepth" on placing texts on the stage. ClipDepth turns placed object into a mask, that is not displayed but it masks out (creates mask shaped holes in) objects in ClipDepth number of layers above that mask.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 10, 2021, 05:07:49 pm
I didnt writecany of that lol
Title: Re: Improvements
Post by: Tabby on April 10, 2021, 07:25:10 pm
Of course I know you can write better than that :-) But the original file doesn't have clipdepth set on that, so most likely you accidentally set that. Perhaps you intended to change those texts Depth to 2 in order to make the lowest layer free for some background? Depth and ClipDepth may be mistaken easily.

Whatever, just remove ClipDepth from objects populated on main timeline from frame 115 further and it will work. Still, the scene is implemented very Crowish, but it will work.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 10, 2021, 08:27:13 pm
Im not familiar with changing clip depth. Are you refering to where the layer is located on the chain?
Title: Re: Improvements
Post by: Tabby on April 10, 2021, 10:08:25 pm
I'm not familiar with Adobe software tools. I use only FFDec which is low level SWF file decompiler/editor.
ClipDepth is an object's property defined at the point where the object is placed in the frame. Those properties are for example object's name, depth (layer), Color Transformation (including translucency level), action scripts, and also ClipDepth. So it would be somewhere there and it would be named either ClipDepth, Mask or something similar.

Of course I can fix the file for you, but I guess you want to learn to do this yourself as it likely will be useful next time.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 10, 2021, 10:15:01 pm
Mask im familiar with.  What exactly is this code supposed to be doing?
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 11, 2021, 07:29:49 am
Found better version of Anne's titjob scene.
Title: Re: Improvements
Post by: Tabby on April 11, 2021, 06:18:20 pm
Mask im familiar with.  What exactly is this code supposed to be doing?
It's not about code. In fact there is barely any.
It's about the text objects that are placed after frame 115 the way like they were masks supposed to mask out (non existent) objects in two layers above.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 11, 2021, 06:29:52 pm
Okay soI guess I'll just leave it the way it is. It seems to function well enough anyway, unless you want to fix it
Title: Re: Improvements
Post by: Tabby on April 11, 2021, 08:22:48 pm
Yes it works, I don't see that it is supposed to do anything else.

What it does:
There is main timeline with ~400 frames:
Frames 1 to 87 are intro.
Frames 88 to 114 are POV movement, there is an Object DefineSprite(130) with main animation placed.
  Where frame 88 is the most left looking at couch, frame 100 is most right looking at the scene, 101 to 114 is moving POV back to the left because Crow can't make a script to play flames backwards. While all frames 88 to 114 contain main animation object, only frame 100 contains NPC threat text bubbles. That's important, note for later.
Frames 115 and on contain just fail texts sequence

The main animation contains 3 speed sequences running in loops and final sequence. The control is implemented very Crowish style. Instead of counting loops in some variable and then jumping to next speed, there is an object inserted for every speed which contain 700+ empty frames, on the end it displays "SCORE" sign and jumps _parent animation sequence to the next speed. The disadvantage is that it doesn't care if player is looking at the scene. The head of NPC is an independent animation rotating up and down. It contains yet another object with free running eyes opening animation. At the certain point (frame 186) eyes object has a frame script tag calling threat text object on the main line to play. But because that object exists only in frame 100, it is calling void when main timeline (POV) is not in that frame. That's how it works. Actually there are 3 sets of head animations and 3 sets of identical eyes animation just to call different threads in each speed. More logic would be to have one threat object that would cycle through threat texts.
Threat text bubble objects call the Health object to move nextFrame() to "decrease health". The last frame of Health object calls main timeline to play "fail" sequence from frame 115 till the end.

As you can see, that implementation is chaotic, distributed code in many single statement scripts across the file = hard to maintain and overall quite opposite to systematic. And that's just single file standalone simple scene. That's the Crow style. When you change one thing in that, something else stops working. At that moment you see him blaming Adobe that Flash keeps breaking his game.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 11, 2021, 10:04:42 pm
The fact that he has all the code in objects instead of putting it all in the first frame blows my mind.
Since you have the scene, can you make it so it can be loaded from launcher shockwave? It blackscreens at the moment
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 14, 2021, 07:43:41 am
Cindy is complete, just need to add her to the northern falls. Next up is Gianna who's getting added to   the private rooms. I'm removing tanya's old scenes from main hall and replacing them. then I'm adding a second Rio somewhere that has a better scene. After that I'm done and I'll post and continue work on the genus.
Title: Re: Improvements
Post by: Tabby on April 16, 2021, 07:44:05 pm
1r2, could you please do player species drawings first and HTH Beta then?
I'm really running out of time. I won't be able to do any work on HTH for half year then. It can happen anytime now and it's just lucky coincidence that it didn't happen yet. I won't be able to integrate player species in the game then and I'll have to release 0.672 as whatever I have now.
Thanks much for cooperation.
Title: Re: Improvements
Post by: TenthRingWanderer on April 25, 2021, 06:32:03 pm
I can do that. If i animate it in adobe cc it should go pretty smoothly.
Any updates on that scene if you've been making it?
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on April 26, 2021, 06:24:59 pm
I'm finishing the HTH2Build, then I'm finishing the genus. The scene will be the third thing on the list.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on July 10, 2021, 12:29:50 am
Hey tabby, was doing some testing on HTHvT0672 and found that running it using Ruffle emulator allows the game to use full GPU acceleration. With this implemented all of the areas load fast and smooth, and animations play at the correct speed. One major caveat is noticeably slower load times. The emulator has versions for Linux Mac and Windows, and you could create batch/run files for each version.

EDIT: I forgot to mention that the reason we shouldn't add this for a while is that it doesn't seem to load external .swfs so character scenes can't be loaded from the game. If this is rectified this emulator might be the next best step for this game.
Title: Re: Improvements
Post by: Tabby on July 12, 2021, 11:19:21 am
I found a little time so I enjoyed improving unfinished sprite bottoms. (Kristy is done mostly by John)
Do you (anyone) have a suggestion on making it different way?
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on July 12, 2021, 03:26:35 pm
It looks good
Title: Re: Improvements
Post by: Tabby on July 17, 2021, 10:04:53 pm
I think that Felicity sprite needs bottom updated. I'm not sure on pu55y details.
What would you guys choose?
Which detail? with shadows or without? Should be the lower shadow darker?
Zoom to 100% to actually see difference.
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on July 17, 2021, 11:28:41 pm
I think B2 is pretty good.
Title: Re: Improvements
Post by: Tabby on July 20, 2021, 09:23:39 pm
No one else has an opinion?
In that case B2 version of Felicity will be used.

That female Dobermann leaning by Felicity at Northern Falls needed to get naked on mouse click. As always, nipples and pu55y were missing - easy fix.
Does she have a name?
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on July 21, 2021, 07:35:09 pm
No idea
Title: Re: Improvements
Post by: L98 on July 22, 2021, 07:03:11 pm
No one else has an opinion?
In that case B2 version of Felicity will be used.

That female Dobermann leaning by Felicity at Northern Falls needed to get naked on mouse click. As always, nipples and pu55y were missing - easy fix.
Does she have a name?
It's called Chelsea

Look for the old HTH Wiki
Today the website is not available
Title: Re: Improvements
Post by: Tabby on July 27, 2021, 08:12:20 pm
L98> Thanks.
I've noticed that wiki has been nuked. It's a constant pattern with Crow scrapping things without worthy replacement. :-)
Title: Re: Improvements
Post by: Tabby on August 05, 2021, 01:21:37 pm
It has been long time since I pissed any furry woman off. Maybe It's about time...
Should I ...?? :-D
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 05, 2021, 11:10:34 pm
https://pics.me.me/ー-ー-14016663.png
Title: Re: Improvements
Post by: 1r2k5ng09df8s3 on August 12, 2021, 06:45:07 pm
Here. I can update some of the assets in 2 weeks.

https://filebin.net/23ldifr8wraeyq1s