Author Topic: Improvements  (Read 14756 times)

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #30 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.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #31 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...

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: Improvements
« Reply #32 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.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #33 on: September 11, 2019, 12:27:23 pm »
Cool. I'm pretty terrible at XML but I'll lend a hand if need be.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #34 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
 
« Last Edit: September 29, 2019, 04:55:56 pm by 1r2k5ng09df8s3 »

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: Improvements
« Reply #35 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.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #36 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?

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: Improvements
« Reply #37 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.

« Last Edit: November 30, 2019, 11:41:57 pm by Tabby »

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #38 on: October 19, 2019, 02:14:40 am »
I could try and do the drawing, but not for a while...

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #39 on: October 28, 2019, 01:19:08 pm »
Any luck on that mini game

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: Improvements
« Reply #40 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.

guest10

  • Guest
Re: Improvements
« Reply #41 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)

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: Improvements
« Reply #42 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.

guest10

  • Guest
Re: Improvements
« Reply #43 on: November 26, 2019, 09:12:12 pm »
Got it!

Edit: Picture removed due to low file space
« Last Edit: August 17, 2020, 10:00:55 pm by Tabby »

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: Improvements
« Reply #44 on: November 26, 2019, 11:07:09 pm »
Hey! Nice work