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Anonymous 15/09/04(Fri)14:13 No. 17238 ID: 1cb393

>>17225
Excuse me sir, you seem to have posted the wrong Mirror B. theme.

https://www.youtube.com/watch?v=gZsOwo9rhsQ


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not gscot 15/09/05(Sat)10:04 No. 17244 ID: bbd6db
17244

File leak.swf - (28.83KB )

did everyone already see this


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not gscot 15/09/05(Sat)17:47 No. 17247 ID: bbd6db

>>17246
i'm aware, that's how i got the image. also kind of figured that most people had seen it anyway, but the picture's there now.


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Anonymous 15/09/05(Sat)19:46 No. 17248 ID: 6fa25b

>>17197
>>17207
The part that bothers me is that there's too much variation in the sound. It's fine in some things, but the repetitive rhythm and beat has become such an ingrained part of PPPPU that it's not enough to just match the beat because even minor changes in the sounds end up sounding like a random assortment of noise if they don't at least have a pattern following the rhythm. It seems largely random whether it's going to be a "SQUELCH", an "AGH", an "UGNH", or a "HA!", and it just clashes horribly with the extremely well-defined pattern that the preexisting sound and visuals follow.


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Anonymous 15/09/06(Sun)23:44 No. 17256 ID: 2b7531
17256

File ros.swf - (137.28KB )

>>17246
>>17254


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Anonymous 15/09/07(Mon)03:13 No. 17259 ID: 2b7531

>>17257
Text files makes it easier for users to manually edit the file, which probably won't happen for the majority.
SOL files are generated when using SharedObjects, which are essentially glorified dictionaries. All you do after this is add in a loading routine and you're done.
As for actually doing it, ask the dev. It's a possibility though.


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Gscot 15/09/07(Mon)11:44 No. 17264 ID: 7a9ecd

>>17261
Could you clarify that, please?


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Delays Gscot 15/09/07(Mon)19:13 No. 17267 ID: bd478c

My computer is out of commission at the moment and work has stopped. The files are backed up and a solution is known, but I can't work until it's fixed.
I'm still aiming for a Fall release.


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Anonymous 15/09/08(Tue)06:48 No. 17275 ID: bb9dd7

>>17259
Shit. I didn't know that you'd need a loading routine for that.

Is there any other way you can think of where you can save the settings in the game so that you don't have to do it every time you open the flash animation?


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Gscot 15/09/08(Tue)13:29 No. 17279 ID: bd478c

>>17276
Despite what he said on Tumblr, I'm not as good as him; not even close. I took up this project to learn from him. Once I've done my final update, I'll be moving on to my own projects.


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john+pollack 15/09/09(Wed)00:09 No. 17283 ID: a6da05

It can be done. methinks

http://www.gamesofdesire.com/action/fuck-your-champion-2/


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Anonymous 15/09/09(Wed)11:58 No. 17293 ID: 265ae9

Seems I've fallen behind a bit. So getting the bad news out the way, there have been some difficulties with the hair physics. Even though the current implementation is very basic, it doesn't seem flexible/accurate enough (currently) and too visually jittery to work with the current animations and future ones. That may change once I further refine how it works but I still have some reservations. I might work on a less critical aspect that would be more "fun" to work on now to avoid getting burned out.

>>17285
Making a mental note for a save file to add. It'll be especially useful with the additional changes to the new version. As for the choppiness thing, I want to look further into this because I was under the notion that the average user wouldn't notice. Anyone have any specific animation/character/parts that are choppy compared to the original?


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Gscot 15/09/09(Wed)13:19 No. 17294 ID: bd478c

>>17293
On the choppiness; it was first pointed out after the LoZ/ACNL update, and I suspect it has to do with the flash not being fully loaded when someone selects a character. The next update has a load bar and that should take care of the problem.


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Gscot 15/09/09(Wed)19:50 No. 17296 ID: bd478c

>>17286
What I like about Minus8 is his art is fun. There's a lot of artists and animators that make very sultry or intense porn, but he specializes in the fun of sex, and that really appeals to me.
As for his animation, I've always been interested in setting animation to music rather than it just being a mood setter in the background. It makes the piece more complete.
I'd really like to know what his methods of working are, but the guy's like a ghost, so I just put together the hints left behind in his flash files to get better myself.


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Anonymous 15/09/10(Thu)20:59 No. 17300 ID: a7464a

>>17298
I'll do a mega post with grunts on 2's with everyone once I get through them all.

>>17299
He?

Peach has too many options! When I put, like, Mario Party next to SSBU it sounds like different people, so the problem is finding things that all blend together. It'd be so much easier if they'd stop changing her voice actor!

It seems like I'll be all set for voices for all 8 characters, so it's just a matter of time now! Making Isabelle and Midna's tiny voice samples into something approaching sexy is gonna be a hell of a job.


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Back to work Gscot 15/09/11(Fri)11:25 No. 17302 ID: bd478c

My computer has been fixed and my software reinstalled.
Progress report: Pokèmon slot just needs a little clean up on the hair and face, but is basically done. Fire Emblem slot is mostly set up, but needs extensive work on the hair. Music has been chosen. WiiFit hasn't been started, but the music has been chosen.
https://www.youtube.com/watch?v=en35ZgLsmF0


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Anonymous 15/09/11(Fri)14:34 No. 17303 ID: 64a4e9

>>17302
https://www.youtube.com/watch?v=2sSofokAIiw


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Anonymous 15/09/12(Sat)08:50 No. 17304 ID: bb9dd7

>>17302
https://www.youtube.com/watch?v=juf6dPHLhc8

How much longer till an update you think?


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Gscot 15/09/12(Sat)11:44 No. 17305 ID: bd478c

>>17304
I'm going to estimate early October. I've thought up a little tweak that should make the customization modder's job a little easier and it shouldn't take long to implement.


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Anonymous 15/09/13(Sun)02:03 No. 17306 ID: 265ae9
17306

File ppppu_VoiceTest.swf - (768.46KB )

So I got a little thing I worked on to get away from hair troubles, a simple voice system. Ignore Peach having Rosalina's voice, that's a placeholder since I only had those voices lying around (Thanks Sago). The voice system has an anti-repeat system for voice sets where the last few sounds can not be played again and has modifiable voice play chance (this will be modifiable on the menu at a later time). Also worked in modifiable background element colors (light and diamond pattern) but that's not that important.

>>17305
Curious to see what you have planned for that.


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Gscot 15/09/13(Sun)03:02 No. 17308 ID: 232cb6

>>17306
It involves boobs.


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Gscot 15/09/13(Sun)09:24 No. 17311 ID: bd478c

>>17306
That's pretty neat. What script did you use to not make them repeat? I was looking into that a long time ago for the animations but couldn't figure it out.

>>17309
That's not me. I won't talk trash about you guys and gals.


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Anonymous 15/09/13(Sun)11:50 No. 17313 ID: 265ae9

>>17310
I just want to add it as an option for those who do like that kind of stuff. That and I just needed a small break from the more critical aspects of the project while getting something done but I should be good now. Don't plan on working on this part any further until much later (like after first release later).

>>17311
No worries, didn't believe that >>17309 was you for a second.

Now onto other things. The script has a fixed size vector created when the voice set is changed and it has a tracker to know what index of the vector to insert the next sound at. When a sound is played, the sound's id (using the sound itself could also be done) is added at the index that the tracker has set. The tracker is then incremented (or set to 0 if it's >= the vector's length). Now for actually stopping repeats. There's code where the id of the sound to use is stuck in a while loop and it only breaks out when the id generated is not contained in the vector. Here's a link to the script used (it was done quickly so no comments): https://github.com/ppppuProgrammer/ppppuNX/blob/master/ppppuNX/lib/ppppu/SoundEffectSystem.as


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Anonymous 15/09/13(Sun)18:42 No. 17316 ID: 2b7531

>>17314
Again, zoom is hardcoded into the animations. You'd need to remake a lot of content for that to be possible.

Having said that, why the hell isn't the zoom simulated properly using some kind of container scaling? Having each element in an animation scale vs. the entire thing at once seems counter-productive.


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Anonymous 15/09/13(Sun)20:49 No. 17317 ID: 265ae9

>>17316
Because minus8 didn't employ that technique in the animations for some reason. However I think I got something. Just did a quick test, only one animation but it should work with the others. Replacing F1-15 with F16-30 and F106-120 with F91-105 effectively removes the zoom. After that, just have the container that has the animation do whatever scaling/position needed at the right point (130% scaling was what I used for the zoom in at its closest.)


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Anonymous 15/09/14(Mon)22:59 No. 17322 ID: 2b7531

>>17321
Easy solution might be to have separate voice pools for each bar of rhythm. That way you can effectively negate random as well as somewhat map intensity to beat.
Simplification isn't necessarily a solution, but aligns well with the original.
NX isn't an attempt to remain within the boundaries imposed by the original however, and aims to customise and extend.


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Lil&!5ihixTOPh. 15/09/15(Tue)05:54 No. 17323 ID: cd7288

https://www.youtube.com/watch?v=DBCj7-RX_EE

Look no further for Fire Emblem music


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Gscot 15/09/15(Tue)12:45 No. 17324 ID: bd478c

>>17323
I was planning on this actually: https://www.youtube.com/watch?v=1viCLKD3Fsk&index=91&list=PL58D398750F1219D8


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Anonymous 15/09/15(Tue)14:22 No. 17326 ID: 265ae9

>>17321
Very valid points and you're right, I messed with it too much. Perhaps a selection between every beat or every other beat with 100% play chance would work better. Working in suggestions from >>17322 would have to be done because otherwise I can't visualize not having randomly selected sounds playing.


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Anonymous 15/09/15(Tue)20:13 No. 17327 ID: a7464a

>>17326
Don't be down on yourself, you had good ideas and you executed them just fine.

Sounds on the 2's and an option for on every beat would just make your implementation perfect!


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Anonymous 15/09/16(Wed)00:06 No. 17328 ID: 2b7531

>>17326
>>17327
It's really a great idea to have flexibility even if you don't plan to make use of it. "Oh this is trying too hard" never makes for valuable commentary.
You should allow for simpler use cases but definitely build towards advanced applications.





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