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Anonymous 15/03/15(Sun)08:17 No. 16541 ID: 45d145

>>16490
at least minus8 approved it
http://purindad.tumblr.com/post/112973413102/this-person-better-than-me


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Anonymous 15/03/17(Tue)03:49 No. 16547 ID: 774ed1
16547

File ppppSuperWiiUv4_interactive.swf - (5.66MB )

Took a while but the interactive version for v4 is finally done. Now with mouse buttons and the option to turn on/off the music.


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Anonymous 15/03/17(Tue)04:05 No. 16549 ID: b764d4

>>16547
Much better than previous versions. Well done.

One thing I think needs adding/improving is making it so selections only change on the beat instead of instantly. Not only does it prevent rapid changes when a switch occurs after a selection but it would also maintain the tempo of the whole thing. Maybe an option to toggle instant/timed changes for the impatient.

And waaaay down the line having a switch to exclude certain animations and leave the rest cycle.


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Anonymous 15/03/18(Wed)01:05 No. 16553 ID: 774ed1

>>16549
I do like this idea and it shouldn't be that hard to implement but at the same time I'm starting to feel that the flash is getting further and further away from being simple.

>>16550
From me? Not likely, I don't think I'm the right person for adding new characters. From Gscot? You'd have to ask him on e621 but he seems to be taking a break from ppppu for now.

>>16552
That's also what I use. For music you need to export it alone from the swf and add it to the fla. For other broken/missing assets I had to use the superwiiU2.5 fla that Gscot uploaded.


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Anonymous 15/03/24(Tue)00:37 No. 16566 ID: 774ed1

Got a question for those still around: What Animal Crossing music from Smash 4 sounds like it'd be a good fit for the flash? I'm contemplating using Plaza & Title instead of 2 am but not too sure using either of those or something else.


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Anonymous 15/03/24(Tue)19:59 No. 16572 ID: c5c91f

>>16566
first part of this
https://www.youtube.com/watch?v=t1svDZECOa4

I've tried running this in the background of the Isabelle animation, and the speed up town hall theme works pretty well. It gives it a slightly innocent and goofy feel, which I think fits Isabelle well.

The Tom Nook part doesn't fit quite as well though, so it would be best if just the first part could be looped smoothly.


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Anonymous 15/04/07(Tue)15:11 No. 16605 ID: 265ae9
16605

File ppppSuperWiiUv4_interactiveV2_01.swf - (7.58MB )

Alright got that all ironed out. Now the flash searches "ppppSuperWiiUv4_interactive-HQMusic.swf" for the high quality music swf. Also finished the TP Zelda anal edit (the SS Zelda anal anim in the previous version was a placeholder but it's still included in this one).


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Anonymous 15/04/07(Tue)15:14 No. 16606 ID: 265ae9
16606

File ppppSuperWiiUv4_interactive-HQMusic.swf - (7.96MB )

>>16605
And now for the HQ music swf. This is exactly the same as the previously uploaded but deleted HQ music swf. If you have that one, rename it to "ppppSuperWiiUv4_interactive-HQMusic.swf" to use it with v2.01 of ppppu interactive


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Anonymous 15/04/10(Fri)14:31 No. 16615 ID: 265ae9

>>16614
Here are the reasons:
1) I'm not the primary character editor. Gscot is and from his comments on e621, he is not proficient enough in as3/programming to do this.
2) I don't fully understand how to accomplish this in actionscript yet.
3) Due to the length of time it'd likely take to figure this out and test then finally implement for the already added characters, researching this is a very low priority.

It's a good idea and after doing some looking around for examples and seeing how small (in filesize) SDT is due to it's customizability, I'm interested in trying it out. However, I know this is something that'd take me a while to do and is therefore the lowest priority when working on this flash (good thing soon it'll be the only one)


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Anonymous 15/04/10(Fri)20:20 No. 16617 ID: 2b7531

>>16615
Makes sense, having a separation between visual content and code can be tedious.
To break it down in to steps, it might go something like this:

Design a single set of animations using a blank or "template" character.
For each element in that character (head, arms, leg etc.), create multiple frames within that object, each relating to a single character.
At runtime, simply invoke gotoAndStop(CHAR_NAME) on each object and that'll be your swapping code done.

The reason why this is such a convenience is that you suddenly gain perfect consistency between all characters.

After this, it becomes possible to separate out accessories or clothing from the body itself. You could simply add in layers above each element which contains its own set of frames, and in the same way shift between them.

This would allow for say, one character to wear the clothing associated with another. It would also allow adjustment of body properties independent of the accessories such as hue shifting (HueColorMatrixFilter.as).
In scenes where multiple characters are defined, you could easily adjust the frames such that any two could be selected etc.

The benefits are enormous, and you really open up customisation for what is essentially a one time job, this also reduces your work load for adding in new characters.

Keep us posted.





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