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.