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Anonymous 15/05/22(Fri)12:55 No. 16776 ID: 265ae9
16776

File ppppuTemplateAlpha0.swf - (237.14KB )

It's been a while but I finally got something in somewhat presentable form to prove that this is still being worked on. Visually it's not a lot but internally there's a bunch going on that will allow for changing of animations during run time.

As usual there's a convoluted assortment of key presses used. Assuming QWERTY keyboards: Q to I changes iris color, and A to K changes sclera color. Z-C changes the base skin color. And for the big one, which allows changing from Peach's animation to Rosalina's. V restores to Peach entirely, B changes hair and hair animations, N changes Earrings, M changes Headwear, Comma does eye related changes, Period changes lips color, P changes body parts so the character's right hand is on their hip and O undoes this (along with other animations that were changed but ignore that).

Oh also you can change hair color using the sliders on the right side of the window.


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Anonymous 15/05/22(Fri)18:00 No. 16778 ID: 2b7531

>>16776
Nice one. Having looked at the implementation again in terms of shape assets, I can see you've separated lines and fills so good job on that. You might want to consider making your life easier in regards to skin tones and clothing.
Right now, you've got 3 shapes per tone per element, that adds up quick and makes maintenance tedious. Consider having the actual base skin shapes to be completely black, then apply fills over them. For those with linear fills I believe there's a means to convert shapes drawn in flash to their AS3 equivalent. You can use this to create a little helper method that can take any series of 0xRRGGBB ints and draw up the necessary shapes to form the base body. In this way you have even more power than HSL transforms.
As for clothing, you've got a few shape assets that are drawn with body elements, it might make for less work in terms of customisation to separate these from the body such that the shapes contain only the clothing.
In reference to the above elements, you can utilise the benefits immediately since the crown exists in two different forms in the assets. You can do away with one, and draw using specified fills depending on the correct character.
You've used the Flash UI elements to form your sliders, nothing particularly wrong with that but they're bulky for the minor convenience, they also litter your library with their resources. Consider writing a small control lib to better suit your aesthetic.
Having this control lib and then abstracting it will allow you to build common components for manipulating complex objects like your iris/sclera/hair etc.
What else... oh. Consider restructuring your code such that related components are part of some hierarchy. You have body elements like BaseEyebrow just sort of hanging around at the top level, having them occupy some lower level would keep things tidy.

Looking forward to further development, make a blog or something so you can throw up pictures, receive asks etc.


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Anonymous 15/06/03(Wed)21:39 No. 16801 ID: 265ae9

Still slowly but surely making progress. Just finishing up the template movie clips for all the base animations and the setup necessary to make them animatable in the flash.

>>16778
I didn't think about the skin tone like that but that definitely would make things easy. My original thought was to have those as "presets" and then use HSV to modify but like you said, I can just do that with defining the color with 0xRRGGBB. The crown thing is no longer doable as I edited Rosalina's crown to better match its actual appearance (though it's kind of ugly right now with the coloring). However I will still work on adding fills for headwear. As for the clothing, those were from another edit to be used strictly for quick test purposes in the prototype but I didn't get around to removing them. I do have a plan for handling clothing and other body part modifications but that will be implemented later.

Flash ui stuff is temporary, just used so I don't need to mess around a day to present alpha 0. After the tedium of setting up those sliders for it, I'm definitely not keen on using them in that form again.

As for the hierarchy optimization, I moved the eyebrows into the eye container. I'll try to look for more opportunities to do more condensing but the only practical one is already done (the eye).

Finally, making a blog. It would be a good way to keep people informed (people in gscot's vote thread that was on /f/ of 4chan a few weeks ago wished someone was making a template version of the flash and I has already been working on this for weeks at that point). I'm not much of a blogger but I'll contemplate making one. Wordpress or tumblr would be the most likely places I'd create it on.

>> 16797
Something on those lines was the plan. Just need to create all the objects for the menu and code them, which will be one of the last tasks done before the first release of the template based version. That might also be a good time to remove the side menus (character and animation switch/lock and the music selector) and have those menus contained in the retractable panel. Though I'm unsure how much users would miss having instant access to the switch/locks.

>>16795
>>16796
When someone creates decent looking assets for cum and that's not going to happen from me. I hate creating new art assets and also don't want to do a lazy and/or bad job on that (no string shot looking cum shots).


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Anonymous 15/06/08(Mon)20:37 No. 16813 ID: 2b7531

>>16801
By restructuring the code hierarchy, I meant the actual classes.
They're pretty much in a flat structure right now, that could be improved for your editing comfort.
Right now you've got:
Base________.as
Button________.as
Costume________.as
Eye________.as
Peach________.as
etc. Sitting at top level. Might be useful to throw in folders.


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Anonymous 15/06/22(Mon)03:43 No. 16851 ID: 265ae9

Update time. Got nothing for you all unless people want to see the custom sliders I finished programming for the menus. Now I have to design and program the main menu.

Also I finally caved and created a blog. 2 in fact. Which one I'll use depends on how much people value anonymous asks. If that feature is desired I'll use Tumblr. If not I'll use soup io.

>>16850
None so far. I haven't seen Gscot post anything on e621 or 4chan or tumblr.


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Anonymous 15/06/22(Mon)10:58 No. 16856 ID: 2b7531

>>16851
Even something as trivial as a slider can be a worthwhile update in terms of criticism etc.
Also, it might be worth adopting a game framework like Starling in order to guarantee performance. That being said however, this isn't a particularly intensive animation.

http://gamua.com/starling/
http://feathersui.com/

Updates are trickling through, slow but appreciated. Consider working with an artist. You're obviously quite passionate about coding but not producing art assets. Waiting on gscot is one thing, but you're limiting yourself to his vision and pace.


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Anonymous 15/06/23(Tue)00:18 No. 16859 ID: 265ae9
16859

File Slider_preview.swf - (10.08KB , Slider preview.swf )

>>16856
Okay then, here's the slider swf. Also I used some of your slider example code in this, so I must ask: how do you wish to be credited in the next full release?

I'll keep those frameworks in mind but it shouldn't come down to needing them. As for finding an artist, I'll have to see. Currently there is no huge need for one (this isn't at the point where new assets are absolutely needed for things like new animation templates or new characters).

>>16853
It's not used for much (there's only 2 reblogs there) but if you still want to see it, it's at generalscot.tumblr.com

>>16857
Both blogs are still empty now but they are ppppuProgrammer.tumblr.com and ppppuProgrammer.soup.io

I'll try to update them both equally at first but the one that in a few weeks that has the most activity is the one I'll keep updated.


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Anonymous 15/06/23(Tue)07:53 No. 16863 ID: 2b7531

>>16859
If you plan to use something I've written I insist you work from properly tested and extensible code.
Try this example + framework out:

http://a.loveisover.me/bdczfp.zip

Uses the following:
https://github.com/minimalcomps/minimalcomps

Example here:
http://www.bit-101.com/minimalcomps/

Yeah, it's a bit spartan but I like how basic it is.
I don't really need credit, keep doing what you do and we'll keep suggesting improvements.





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