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Anonymous 15/06/28(Sun)08:08 No. 16894 ID: 2b7531

>>16893
http://webmup.com/e6036/

Apparently I forgot to return uint for HSVC, that's why you see the massive jumps.
Simple fix, uint -> Number.


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WBGrock 15/06/28(Sun)18:03 No. 16898 ID: 704462

So are you going to have a different set of sliders for each character? or going to do this as 1 character at a time? in the former, you may want a character customization menu so you can adjust each character out of context with the others rather than having to quickly adjust at the last minute.

The third option i see is you are just going to do 1 character at a time, but with paper doll props like hair, crowns, and other clothing (maybe even heads)

This is more of a curiosity, keep up the good work


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Anonymous 15/06/29(Mon)03:16 No. 16899 ID: 265ae9

>>16893
Looking good there. Once skin color modifications are dealt with, the menus can be further integrated with the rest of the program.

>>16898
The plan was to edit the currently displayed character since it is simpler from a coding and ui perspective.


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Anonymous 15/06/29(Mon)03:46 No. 16900 ID: 2b7531
16900

File ppppu_uiTest2.swf - (353.94KB )

>>16899
Skin is probably gonna need more control than this, but it works.
If you want to define some kind of gradient a different control can be designed.

I've been meaning to properly get source control set up for FlashDevelop but haven't had the need.
Would you be happy to manual merge the changes?


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Anonymous 15/06/30(Tue)03:31 No. 16903 ID: 265ae9

>>16900
Skin is okay though the way it's set up now might need to change to be easier to work with for the other characters. Messing with HSV to get to "proper" color for Shantae and Daisy will be annoying.

I'm fine with manual merging in this instance but I'd prefer it not to become a common occurrence.


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Anonymous 15/06/30(Tue)03:41 No. 16904 ID: 2b7531

>>16903
Another issue. The lower leg element exists but simply cycles frames. This problem exists even in your previous template alpha.

>>16902
It's possible, but no. Right now the male components aren't named (right?) so referencing them is unreliable and subject to change.

Source for current stuff:
http://www42.zippyshare.com/v/lGmpodJy/file.html

Once you're all merged and pushed I'll sort out my Git setup.


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Anonymous 15/06/30(Tue)09:09 No. 16905 ID: 265ae9

>>16904
The merge is done. Fixed the legging issue for as3test but it's still there in the NX folder (due to gradients. Getting real tired of them). Also that's right that the male parts have no names associated with them.

>>16902
The thought of modifying the male came up but was quickly dismissed. It can be done but I'd rather the focus solely be on getting the work needed for the first full release done.


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Anonymous 15/06/30(Tue)16:29 No. 16906 ID: 2b7531

>>16905
Got the repo set up, fails to build.
You've not included any of the minimalcomps source files for the UI.
After adding them back in it works fine.


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Anonymous 15/06/30(Tue)16:34 No. 16907 ID: 2b7531

>>16906
And finally, there appears to be an alignment issue on (her right, viewer left) earring. Front and back position doesn't match. Most obvious with star earring.


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Anonymous 15/06/30(Tue)20:51 No. 16909 ID: 900508

Get a load of this.

https://e621.net/post/show/678971/2014-animated-blonde_hair-blue_eyes-breasts-butt-c

Boy I sure would like more of that with the other characters... the moaning is kinda robotic but schlicking and slurping noises have always been my favorite thing.


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Anonymous 15/07/01(Wed)00:10 No. 16911 ID: 2b7531

>>16909
Adding SFX is pretty straightforward.
You add an ENTER_FRAME listener on the animation and trigger on specific frames at runtime or add the invocation to the frames manually at compile time.
These could even be local files or sourced from some "resource" SWF to allow for custom SFX.
It's trivial, but not a priority (riiiight?). As far as I know the project lead wants to get his basic checklist complete before moving on to extra features, if you want to see this done faster then you have two options:
Assist in the completion of current tasks or add the feature yourself. Source is freely available after all.


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Anonymous 15/07/01(Wed)00:53 No. 16912 ID: 265ae9

>>16906
I don't know how I missed that. Commit was pushed and I ensured it works.

>>16907
I'll take care later today. Shouldn't be anything too complex, just a change to a couple motion XMLs.


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Anonymous 15/07/01(Wed)03:57 No. 16914 ID: 784dfa

>>16879
>>16909
Neat, I made this! Didn't think anyone would like it that much so I didn't bother posting it here. I guess I should do versions for the other girls, huh?


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Anonymous 15/07/01(Wed)04:02 No. 16915 ID: 2b7531

>>16914
You sourced sounds from SDT and zone right?
If we ever get around to implementing SFX we could use those for convenience.


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Anonymous 15/07/01(Wed)04:03 No. 16916 ID: 784dfa

>>16914
whoa. apparently i DID decide to post it here, lord what a forgetful goober i am


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Anonymous 15/07/01(Wed)04:15 No. 16917 ID: 784dfa

>>16915
Yeah, I used sound files ripped from Zone flashes and SDT. Also a few mario games. I think Mario Kart 6/8 and SSBU.

The pack of the ripped sounds is on SFMlab, which is here: https://sfmlab.com/item/273/

There's also an SDT pack at https://sfmlab.com/item/271/

Pretty useful, but the Flash pack has got a lot of extra stuff (think music, UI sounds) that balloons the filesize. If it's helpful for someone I've bundled up all the sounds used in the final Rosalina video. I can also upload a Vegas folder if someone needs to see how they're strung together.

https://d.maxfile.ro/foqtwgyfxo.rar


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Anonymous 15/07/01(Wed)10:25 No. 16918 ID: 265ae9

Pushed a tiny update for as3test. Fixed the issue with the earrings and a few other tweaks.

>>16917
Thank you for this. Since seeing your video I've thought that voices would be nice to have in the future once basic features are completed.


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Anonymous 15/07/01(Wed)14:07 No. 16919 ID: 2b7531
16919

File ppppuTest_menu.swf - (346.57KB )

>>16918
Since I'm not a contributor to this repo, fork, modify, make pull request.
Not a problem, but means I have to brush up on git.
Attached is a menu (bleak, I know). Hover the bottom of the screen and wait.


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Anonymous 15/07/01(Wed)22:49 No. 16921 ID: 265ae9

>>16919
The menu is coming along nicely. I think it's at a point where it can be integrated with the main ppppuNX side. I see what you're talking about with the knee but it's like that in minus8's original. I interpreted it as the lower leg just peeking out a bit, so I'm not sure if it's a misalignment or not.


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WBGrock 15/07/02(Thu)04:55 No. 16922 ID: 704462

>>16921>>16920
In the original, the knee also was cut off by the border, not actually showing up. it was never intended to be seen. If you don't believe me, look it up on SWFchan or even look at the border of the background. the offending appendage is outside the lines. The options i see are to fix it, or leave it. and as i am just a parasite rooting you guys on, i'll take what i get.


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Anonymous 15/07/02(Thu)08:27 No. 16923 ID: 265ae9

>>16922
That's a good point. Completely forgot about the border. With that acknowledged, the older flashes I worked on did use scrollRect to crop and that would have been used again for ppppuNX, so we shouldn't bother with fixing the animation. It'll get worked out later during the final stages before release.


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Anonymous 15/07/10(Fri)05:56 No. 16931 ID: 265ae9

Well it's time for the weekly "this isn't dead" update. Template work was coming along good until I had to work with the eyes, which are not positioned right due to changes to them. Tried working on an automated positioning system for the eyes but that failed, so I have to manually edit all the eyes in the animation (120 frames x 9 templates) so they look right. Hopefully a week from now I'll have a new test version ready that can switch between all the templates and have the menu modify them.


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WBGrock 15/07/12(Sun)09:10 No. 16937 ID: 704462

>>16934
Unfortunately, what they are doing is a little more profound and subtle than just adding a character. They are trying to make it easy to customize, change hair color, eye color, maybe add clothing. like Konishon did with Super Deepthroat. (I am merely using this as an example of the ability to add things to a flash file. The last time i used it as an example someone took offense and claimed the person who was creating the mod was comparing himself to konishion. i mean no offense to anyone, and am not affiliated with the group making this in any way other than cheering them on, nor am i the person who made the previously mentioned mod. But despite all my efforts someone will complain about this. maybe it will be the disclaimer is too long so they chose not to read it. so fuck it. Penis.)


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Anonymous 15/07/12(Sun)21:25 No. 16941 ID: 2b7531

Whelp, seen myself as a contributor for the repo so killed the fork. Only realised afterwards that I have no permissions still.
Still kinda rusty on that front.

If you set me up to commit it'll take a lot of the hassle out of making changes.

>>16938
>>16939

Pretty much this. Adding content is not a priority right now. As much as it would entertain you lot, it's far more valuable to create an extensible system that can eventually support all the shit you want well in to the future.
Bear with it.

Got banned for attempting to post an image link ending with "pw", apparently counts as spam or advertisting idk.

http://s30.postimg.org/rfxnxvqtd/jy2.png


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Anonymous 15/07/13(Mon)06:39 No. 16942 ID: 265ae9

>>16941
You (should) have read and write access to the repository now.

>>16940
No not yet. Gscot's lastest comment didn't have anything about a date but did indicate that it is still being worked on.

>>16936
Give it time, I was really interested by sago's experiment and do want to implement that.

>>16937
I don't know why someone got offended by that, though it seems that person doesn't post here or I didn't make myself more clear. This template version is heavily inspired by Konashion's SDT and is the basis for how it is designed. When the thing is finished, Konashion is getting put in the credits under special thanks.

>>16938
Thing about that is the work being done now will make it much easier for new characters and animations to be done in the future. Ideally, there would be no need to rely on a extremely small amount of people for changes. If someone wants to, they'd be able to do modifications themselves or have someone from a much larger pool of artists do it. It also reduces the amount of work needed on animations, since the creator could focus on just the animation and it'll work for all characters added, even custom ones. Otherwise, they'd need to maintain a number of copies of the same animation, one for each character and this wouldn't (easily) allow for custom characters

I know this is taking a while and there is a demand for new content but when ppppuNX is feature complete, you will hopefully see that it was worthwhile. Hopefully Gscot's new version comes soon to tide people over.


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Anonymous 15/07/13(Mon)07:43 No. 16943 ID: 568516

>>16577
underrated post, someone do this


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Anonymous 15/07/13(Mon)08:18 No. 16944 ID: 2b7531

>>16942
Nice, pushed a change.
Speaking of which I have a few preferences on this:

I don't want to commit my version of the main project file, it points to a different "flash.swc" path and therefore isn't compatible with yours.
I don't like committing build artefacts, since these are created new every time they aren't meaningful or readable.
Updating directly is best, branching should be reserved for big changes, right?

Basic menu works, I guess that task is sorted. I plan to wait until you've got animation swapping and accessories implemented (even in a basic form) before I implement menus to control them.


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Anonymous 15/07/13(Mon)12:57 No. 16945 ID: 265ae9

>>16944
>I don't want to commit my version...
Understandable

>I don't like committing build artefacts...
I'm assuming you mean files like the config files that FlashDevelop creates. If that's the case then I'm more than fine with that. I should probably create a contribute.md that outright says to never commit files like those.

>Updating directly is best, branching should be reserved for big changes, right?
Correct.

Almost done with the default animations for the templates. There are still some rough patches with them (Mouth tweaks such as no major scale changes)


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Anonymous 15/07/13(Mon)13:00 No. 16946 ID: 9e3680

>>16942
when did Gscot last have a comment stating he was working on it?


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Anonymous 15/07/13(Mon)13:45 No. 16947 ID: 265ae9

>>16946
It was more implied than outright saying but the comment is the current bottom comment at https://e621.net/post/show/615848


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Anonymous 15/07/14(Tue)04:36 No. 16949 ID: 6f21b9

Not to be rude, but I'm kinda with >>16938

I understand what you guys are doing, and I know it's going to be worth it in the end, but...


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Anonymous 15/07/14(Tue)23:47 No. 16953 ID: 2b7531

>>16949
>>16952
Because neither of us are artists, and the one guy producing such assets (gscot) isn't part of this specific project IIRC.
Feel free to get involved with getting the art in to a workable form, it's open source after all. Otherwise I ask for your patience.


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Anonymous 15/07/16(Thu)23:00 No. 16957 ID: af76ca
16957

File fuck-your-champion-2.swf - (3.66MB )

>>16956
I found the source, here.


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Anonymous 15/07/26(Sun)18:01 No. 16993 ID: 265ae9

Alright it's been a while, longer than I like but info dump time. I'd show off the recent flash but I'm not satisfied with the progress made and an issue with it currently.

There have been quite a number of road bumps since the last update. Most of them have been dealt with now but there are some left. One of which is a dynamic layer management system, capable of changing a display object's depth while an animation is running (current system is limited in this regard). This is highly important for being able to re-include "cut" characters and to allow completely new parts to be added.

Another road bump I actually just ran into is with hair, which is currently very inflexible due to relying on a created file to define how it's animated instead of being this being handled during run time. This is more of a future issue with custom hair then the current hair but it'd help now, since I ran into an problem with Rosalina's hair, which is not synced with the template body for a few animations (it seems there are some body differences between her and Peach).

That champion flash is interesting and I'll take a deeper look into it but something's telling me that it'll have conflicts with what I already have set up.

Purple, if you're still hanging around here and still want to work on the menus, I push a few commits for the main project and that should be ready to have menus integrated with it. There are some differences in how containers are accessed, especially with the Eye. Also by chance do you have any handy references for those rope physics you mentioned a while ago? It'd greatly help with the hair issue I mentioned.


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Anonymous 15/07/26(Sun)19:10 No. 16994 ID: 2b7531

>>16993
I don't have any particular reference.
It's not too difficult to find basic solutions in the form of a few classes or entire physics engines, but again I don't have anything on hand.
As for the main project, I can't get it to compile, only the test plays nice.

Error: Symbol 'MotionXML.Rosalina:RosalinaReverseCowgirlMotions_HairSideR' is multiply defined in MotionXML\Rosalina\RosalinaReverseCowgirlMotions_HairSideR.as and \ppppuNX\lib\TemplateAnimationMotions.swc(MotionXML.Rosalina:RosalinaReverseCowgirlMotions_HairSideR).
Build halted with errors (fcsh).

I assume it means it has multiple definitions.





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