Author Topic: Improvements  (Read 14786 times)

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Re: Improvements
« Reply #60 on: January 03, 2020, 09:54:06 pm »
Not atm. I’ve been working

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Re: Improvements
« Reply #61 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.

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Re: Improvements
« Reply #62 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.


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« Last Edit: January 23, 2020, 06:17:35 pm by 1r2k5ng09df8s3 »

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Re: Improvements
« Reply #63 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.

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Re: Improvements
« Reply #64 on: January 22, 2020, 10:21:43 pm »
It isn’t that hard actually. It’s a lot of fun as well.

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Re: Improvements
« Reply #65 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.)

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Re: Improvements
« Reply #66 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.

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Re: Improvements
« Reply #67 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?

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Re: Improvements
« Reply #68 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.
« Last Edit: January 29, 2020, 10:59:32 pm by Tabby »

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Re: Improvements
« Reply #69 on: January 30, 2020, 12:20:30 am »
That Byron Rollover shading should definitely be on the list also for the scene GUI’s.

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Re: Improvements
« Reply #70 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.

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Re: Improvements
« Reply #71 on: February 03, 2020, 12:19:57 am »
Awesome, I'll make sure to draw it to description!

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Re: Improvements
« Reply #72 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
« Last Edit: February 11, 2020, 03:25:59 pm by 1r2k5ng09df8s3 »

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Re: Improvements
« Reply #73 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!

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Re: Improvements
« Reply #74 on: February 25, 2020, 03:19:47 am »
Here's one of the genus WIP's

Edit: Picture removed due to low file space
« Last Edit: August 17, 2020, 09:57:11 pm by Tabby »