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Messages - Tabby

Pages: [1] 2 3 ... 28
1
Updates and news / Re: Build Versions
« on: August 16, 2022, 09:50:03 am »
It's cool!
It needs little more work but it is definitely useful.

2
Updates and news / Re: Build Versions
« on: August 12, 2022, 06:32:37 pm »
L98> Thanks.
It turns out, it is only the dress. I hoped for entire standing version of Rose sprite, but nope. No body parts are drawn in layers behind that dress. I'm note sure that it is worth of implementing this in as I can't fit this dress on the sitting sprite.

My current plan for Rose is to take cum finish drawing from her footjob and blow scenes, transform & modify that to place it on her sprite and also on her body in other sex scenes to appear once player have finished respective scene.
I've done that for Sasha, Vixxxen and Jade already. It was easy as these don't have another front facing scenes. Cindy will be easy too. Kristy won't be hard to implement. Rose will be laborious but she is worth of it.

3
Updates and news / Re: Build Versions
« on: August 10, 2022, 08:07:16 am »
L98> I could use that if you have vector graphic source for that. Either in SWF file or SVG export.
Bitmap screenshot is useless.

4
Updates and news / Re: No progress at all
« on: March 23, 2022, 09:21:02 pm »
I went back to the HTH2FINAL and made a patch and a developer package with flash packaged,  and the source files intact. After this I'm going to make the Vixxxen oral scene, and call it quits for good. I'm learning animation and also running a community of my own. If you're interested in joining shoot me a DM and I'll send you an invite. ...

I'm interested to see your new project albeit I'm not gonna get any involved.
Regarding HTH, I've done some sprite improvements, Amaracol sex scene (need some dialog for her tho). I've added cumstain drawing on Sasha sprite and I want to add and align/synchronize cum on other sprites where it is the result of sex scene. But that's all. Creating and implementing various player species into sex scenes requires huge effort. I would like to do that but I really can't. I can't keep up with my real life endlessly extending to-do list, which just gets more demanding with kids rising. I always hope that things get better IRL but it always get only worse. Like if Covid sh1t was not enough, now I've got a war on my doorstep. Which quite ruins any mood for working on a p0rn game.

5
Updates and news / No progress at all
« on: January 28, 2022, 11:18:04 pm »
I'm sorry, I have done nothing in many months.
I've planned to work on HTH this winter, but there is too much going on in my life.

I know you are used to Crow's excuses, there are mine.
...TLDR...
I've just changed my job after 10 years and I have to show that I'm worth of that pay.
At the same time my 30 years old daily commuter lost road worthiness and I can't find another junker for fair price. So I'm fixing another two piles of junk to get at least one running and road legal.
...
Anyway, I apologize for this disappointment.

6
XML and technical stuff / Re: Issues and Bugs
« on: November 01, 2021, 10:49:55 pm »
Final bugs for HTH2 before I launch. There are certain scenes that have keybinds disabled. I also noticed that none of them allow the user to see the entire player controller by right clickin ...
Right click invokes Context Menu. Flash allows context menu customization using ContextMenu class. Custom menu items can be added, or existing items removed, except security/privacy related items.
Search file scripts for ContextMenu and hideBuiltInItems you will find the cause. Just delete these.

Also search for Mouse.hide and delete that as well. I've added Mouse.show() to loader script so it enables it back on another file load, but it is still annoying.

7
XML and technical stuff / Re: Scripts
« on: October 16, 2021, 08:58:04 am »
I guess that the code you have pasted is in the loader file in main timeline frame script. That is the only way it landed at _root level and the only way to make it right.

Then NEVER reference the data by creating new SharedObject in Northernfalls or any other file by caling
var so = SharedObject.getLocal("HighTailHall2");
That way you have you have multiple objects conflicting over one save file data. It's like opening one file with multiple editors at the same time. Except these editors always writes file on editor close, each holding different data sets overwriting each other.
The only way to reference these data in level files is by calling the loader function by _root.saveData(); after modifying a root variable you want to save.

BTW, that line  so.data.voyeurlevel = Number(so.data.hall1) + Number(so.data.hall2) + Number(so.data.vlnf); will end up by NaN (Not a Number) stored in so.data.voyeurlevel because so.data.vlnf is not created yet. It's likely just a variable name typo.

Also so.data.voyeurlevel is not assigned in your _root.saveData() function. The game scripts should use _root.voyeurlevel variable instead and there should be something like following included in saveData() function.
so.data.voyeurlevel = 0;
if (_root.voyeurlevel != NaN)
{
so.data.voyeurlevel = _root.voyeurlevel;
}

8
XML and technical stuff / Re: Scripts
« on: October 15, 2021, 07:48:11 pm »
OK.
If you want me to check that, just send me the file.

9
XML and technical stuff / Re: Scripts
« on: October 14, 2021, 06:30:58 am »
There is no file of such name in the zip you uploaded for me.
The closest is Projectors/hth2FlashFile.swf which is a launcher, but I couldn't find anything save/load related in it. Perhaps it's an older version of launcher.

10
XML and technical stuff / Re: Scripts
« on: October 13, 2021, 05:55:55 pm »
Back to my first question. I would fix the save/load script, but I could not find any. In what file it is? Which variables do you want to save & load?

11
XML and technical stuff / Re: Scripts
« on: October 12, 2021, 07:11:24 am »
1r2> I can't find any attempt to save or load anything in the scripts. Also I can't find any save or load button. Where it is supposed to be?

My other notes:
1. Character chat exit should return player on the place where he entered the chat = level file should jump to the frame where the character is.
Didn't I implemented something like start point in previous version?
Means that for example MainHall floor 2:
Rio button should have also statement:
_root.startpoint = "mh2_rio";
Tanya button should contain
_root.startpoint = "mh2_tanya";

The first frame of the level should have frame script:
if (_root.startpoint == "mh2_rio")
{
  gotoAndStop("2c");
}
else
{
  gotoAndStop("2a");
}
Tanya is right in the "2a"  frame so no need for condition for her.
Map button for any level using start points should clear the variable by _root.startpoint = "none"; just for sure that old value doesn't interfere.

2. Main Hall levels could have "Back to elevator" button jumping player in front of elevator for easier navigation.

3. Previous HTH beta Jezzel sprite looked better than current version. I hoped she could be saved.

12
XML and technical stuff / Re: Scripts
« on: October 10, 2021, 06:26:32 pm »
1r2> Please send me the files and tell me what is supposed to do. I believe I can figure it out.
I really busy IRL but I hope I can squeeze it in a week.

13
XML and technical stuff / Re: Scripts
« on: October 06, 2021, 10:18:47 pm »
I'm technically wrong in my previous post. Shared object data are loaded from disk storage not by SharedObject class constructor upon object declaration, but by calling it's getLocal(...) function which is practically used as an additional object constructor.
SharedObject is otherwise static class so it's formal constructor is most likely empty.
I'm sorry for confusion. I shouldn't post such things tired late in the night.

Maybe I should note short dictionary:
Object = data structure, like variable, but more complex, holding multiple variables and also functions for operations with that data.
Objects are dynamically created and removed in the dynamic data part of program memory (heap) during program run.
Class = sort of static template for object of particular type. Also contains function for creating object (constructor) and removing object (destructor), both called automatically. It is located in the fixed part of program memory and it cannot hold any data.
There are some language dependent exceptions.
Anyway, I'm doing the same mistake again by pulling this form my ... late in the night, so it may be inaccurate. After all I'm even not a programmer.

14
XML and technical stuff / Re: Scripts
« on: October 05, 2021, 08:43:27 pm »
1r2> I haven’t seen your code so I can’t tell what’s wrong.

Generally, you use SharedObject class by declaring variable of it's type, which is by default calling object’s constructor. That is a function which you pass a parameter of stored data set name.

Let’s do it at _root level. You can place it in main timeline key frame which is at _root level so you don’t need to prefix “_root.” pointer before every identifier.

var savedata:SharedObject = SharedObject.getLocal("HTHbetaSave");

This creates object _root.savedata with some functions defined by ShareObject class and named list _root.savedata.data containing all variables that Flash Player could find in HTHbetaSave storage file. These data were loaded at the time the constructor was called, i.e. the game start.

Now you need some load function for load button to assign your game variables with values found in that loaded “savedata” object. Let’s say you have _root.species and _root.dicksize :-) variables defined with some current or default values. Let’s create load function.
saveload = function()
{
  if (_root.savedata.data.species != undefined)
   {
      _root.species = _root.savedata.data.species;
   }
  if (_root.savedata.data.dicksize != undefined)
   {
      _root.dicksize = _root.savedata.data.dicksize;
   }
}

Note1: You can omit _root. if function is defined at root level, because in Flash function has scope of place where it's defined, not from where it's called.
Note2: You have to always check that variable is defined in save data before overwritting your variable.
Now create a button (see another page of this thread on how to) and define it's action:
loadbutton.onRelease = function()
   {
     _root.saveload();
   }

... or you can paste previous function body into button function directly.

Then you need some save function for save button to get your game variables to savedata object. It's opposite of above, just you don't need to check anything, list items are created simply by assignment.
savesave = function()
{
    _root.savedata.data.species = _root.species;
    _root.savedata.data.dicksize = _root.dicksize ;
}

You don't need to call anything to actually write the data to the disk, the Flash Player does that automatically on program exit. (Now I actually don't know if AS2 has object destructor functions as it doesn't have a delete operator to explicitly undo data structures and to free memory. If it does, that would be logical place for file save.)
If you want to force Flash Player write data to the disk on button press anyway, you can add statement
_root.savedata.flush();
on the end of that savesave function. But there is no reason to unless your player usually terminates by crashing.
Now create save button calling (or containing) that function and it's done.

I don't guarantee that this works, I didn't test that. It's just a quick idea.

15
Character personality talk / Re: [The Big Character List of Characters]
« on: October 04, 2021, 02:48:00 pm »
Well, we added RLD ladies to HTH too.
Also we added Taight with sex scene, created sex scene for Monique, (in progress) sex scene for Amaracol, and some interactable and non-interactable NPCs I forgot their names.

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