Author Topic: Improvements  (Read 14756 times)

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Re: Improvements
« Reply #210 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.
« Last Edit: April 10, 2021, 10:13:29 pm by Tabby »

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Re: Improvements
« Reply #211 on: April 10, 2021, 10:15:01 pm »
Mask im familiar with.  What exactly is this code supposed to be doing?

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Re: Improvements
« Reply #212 on: April 11, 2021, 07:29:49 am »
Found better version of Anne's titjob scene.

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Re: Improvements
« Reply #213 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.

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Re: Improvements
« Reply #214 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

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Re: Improvements
« Reply #215 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.
« Last Edit: April 11, 2021, 08:27:37 pm by Tabby »

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Re: Improvements
« Reply #216 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

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Re: Improvements
« Reply #217 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.

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Re: Improvements
« Reply #218 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.

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Re: Improvements
« Reply #219 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?

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Re: Improvements
« Reply #220 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.

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Re: Improvements
« Reply #221 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.
« Last Edit: July 10, 2021, 12:32:05 am by 1r2k5ng09df8s3 »

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Re: Improvements
« Reply #222 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?
« Last Edit: July 12, 2021, 11:21:21 am by Tabby »

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Re: Improvements
« Reply #223 on: July 12, 2021, 03:26:35 pm »
It looks good

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Re: Improvements
« Reply #224 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.