table handie

This is the place to post your own creative works for other to play or give feedback on!
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

table handie

Postby bed_intruder » Mon Nov 29, 2010 2:14 am

I just started learning flash on CS4 last week and played around with the original fla on here, thought I'd get some feedback. To explain the first scene Krystal basically got sexed up....hard and blacked out on the bed. The things I changed around are the bedroom and bar. I might make a storyboard for it later to explain what I'm going for idk.

Also some things I'd like some help with:

- what is the code for turning objects into barriers
- how do you get the text box to close completely after you press the button
- how do you get Krystal to "interact" with the other characters
- how do you get each individual layer in an object to go a different speed and loop separately
Attachments
Click to Play
(Javascript Required)

table handie.swf [ 3.99 MiB | Viewed 58614 times ]

User avatar
bed_intruder
 
Joined: Mon Nov 29, 2010 12:10 am

Re: table handie

Postby toddymon » Mon Nov 29, 2010 8:34 am

oh i was confused for a second there. but i understand now. heh. i tried several times to figure out what that lizgirl was doing just standing there. it looks good. though i know nothing of flash so you need some one else
Image
User avatar
toddymon
 
Joined: Wed Jul 07, 2010 7:45 pm

Re: table handie

Postby MrBear » Mon Nov 29, 2010 6:58 pm

Cant wait to try this out once I get home. I can't see anything only iPod :(.
I would help with code but idk anything about code
MrBear
 
Joined: Sat Sep 04, 2010 4:38 am

Re: table handie

Postby dirtyc101 » Mon Nov 29, 2010 9:33 pm

That's a lot of questions, and each one could probably fill a page with responses. But here's some quick answers to get you on your way. Note that I'm using Actionscript2 and Flash CS3, so my answers may not match what you're using.

bed_intruder Wrote:- what is the code for turning objects into barriers


I find the easiest way is to make the objects into movieclips, give them a name, and run a hit test against them. I'll nest the hit test into the movement code, so that you can only move if are not touching the wall. Something like:
if (this.hitTest!==(leftwall))


bed_intruder Wrote:- how do you get the text box to close completely after you press the button

Unloadmovie() is probably the command you want. Are you sure you want to unload it though? It may be better to simply move it off the viewing stage:
this._y+=1000
You could also have it stop on a blank frame.

bed_intruder Wrote:- how do you get Krystal to "interact" with the other characters

That's a MUCH bigger question than you probably realize. For starters, the hitTest command is a good way to tell the game if the two movieclips are touching, but it's rather limited (it draws a bounding box around both sprites, so if whitespace overlaps whitespace it still considers them to be touching). Once you determine whether or not the sprites hit, the real question becomes what do you do? Personally, I move one of the two sprites off screen (not unloaded though), while the other sprite skips to an animation with the correct 2 (or more) characters. There are many other ways though, so play around & figure out what method you like best.

bed_intruder Wrote:- how do you get each individual layer in an object to go a different speed and loop separately

Do you mean like paralaxing, where the background moves at a slower pace to make it appear farther away? Well, how are you scrolling the background now? Assuming you're not using a Vcam, then you simply need to split the background into different movie clips, assign them unique names, and scroll them at different speeds as you move around.

If you mean like how do you slow an individual movieclip up or down, I don't know that one off the top of my head. I gotta believe there's a command for that though.

-Best of luck
-DirtyC101
dirtyc101
 
Joined: Fri May 21, 2010 10:18 pm

Re: table handie

Postby MarioMaker » Mon Nov 29, 2010 10:10 pm

bed_intruder wrote:
- how do you get Krystal to "interact" with the other characters

That's a MUCH bigger question than you probably realize. For starters, the hitTest command is a good way to tell the game if the two movieclips are touching, but it's rather limited (it draws a bounding box around both sprites, so if whitespace overlaps whitespace it still considers them to be touching). Once you determine whether or not the sprites hit, the real question becomes what do you do? Personally, I move one of the two sprites off screen (not unloaded though), while the other sprite skips to an animation with the correct 2 (or more) characters. There are many other ways though, so play around & figure out what method you like best.



You can implement a collision routine and do per pixel collision detection. I don't have time currently to port this code to action script but this is something I was using with XNA and C#
Code: Select All Code
        //Per-pixel Collision Detection.
        /// <summary>
        /// Performs Per-Pixel Collision detection on two given game objects.
        /// </summary>
        /// <param name="gameObject1">The first Game object.</param>
        /// <param name="gameObject2">The second Game object.</param>
        /// <param name="minimumAlpha">The minimum Alpha value to be checked for collision.</param>
        /// <returns>True if the collision occurs.</returns>
        /// <warning>Does not work with Rotation or Scaling.</warning>
        public static bool PerPixelCollision(GameObject gameObject1, GameObject gameObject2, int minimumAlpha)
        {
            Color[] sprite1;
            Color[] sprite2;
           
            sprite1 = new Color[gameObject1.Width * gameObject1.Height];
            gameObject1.Graphic.Texture.GetData(sprite1,
                gameObject1.Graphic.Frame * (gameObject1.Width * gameObject1.Height),
                gameObject1.Width * gameObject1.Height);

            sprite2 = new Color[gameObject2.Width * gameObject2.Height];
            gameObject2.Graphic.Texture.GetData(sprite2,
                gameObject1.Graphic.Frame * (gameObject2.Width * gameObject2.Height),
                gameObject2.Width * gameObject2.Height);

            //Set up the area of collision
            int top = Math.Max(gameObject1.BoundingBox.Top, gameObject2.BoundingBox.Top);
            int bottom = Math.Min(gameObject1.BoundingBox.Bottom, gameObject2.BoundingBox.Bottom);
            int left = Math.Max(gameObject1.BoundingBox.Left, gameObject2.BoundingBox.Left);
            int right = Math.Min(gameObject1.BoundingBox.Right, gameObject2.BoundingBox.Right);

            //Loop through each pixel.
            for (int x = left; x < right; ++x)
            {
                for (int y = top; y < bottom; ++y)
                {
                    Color color1 = sprite1[(x - gameObject1.BoundingBox.Left) + ((y - gameObject1.BoundingBox.Top) *
                        gameObject1.BoundingBox.Width)];

                    Color color2 = sprite2[(x - gameObject2.BoundingBox.Left) + ((y - gameObject2.BoundingBox.Top) *
                        gameObject2.BoundingBox.Width)];

                    if (color1.A != minimumAlpha && color2.A != minimumAlpha)
                    {
                        return true;
                    }
                }
            }
            return false;
        }


Just think of the GameObject as a sprite and look for a way to get the value of a pixel within it. hitTest is great for a trivial rejection scenario only to then do the deeper collision detection after.

Also if your sprite is rotated that opens a whole new can of worms not covered in this snippet.
MarioMaker
 
Joined: Fri Nov 19, 2010 12:35 am

Re: table handie

Postby bed_intruder » Mon Nov 29, 2010 10:39 pm

Thanks dirtyc I'll try that stuff out. and yes, I meant how you speed an individual movie clip up or down.
User avatar
bed_intruder
 
Joined: Mon Nov 29, 2010 12:10 am

Re: table handie

Postby Renara » Tue Nov 30, 2010 12:43 am

The hit detection in LoK v0.2 is relatively simple; basically there are three variables _root.movement, _root.movementleft and _root.movementright, by setting these correctly you can restrict Krystal such that she can no longer move left or right by setting them true/false when she clips with an obstruction, or with another object that can "release" her and free up her movement again. The main problem is that not all the instances of Krystal's character have the necessary checks for left and right movement, so you may have to add them or copy/paste from scenes with working obstructions.

To make a character invisible you can set character.visible=false which leaves the character where it is and simply stops rendering it.

For hit detection; per-pixel may be a bit overkill, in v0.2 most collision detection for interactions is done with an invisible symbol that defines a suitable collision area that isn't too wide.
Renara (team twitter | newgrounds)
Team Lead Programmer
Lok Team Member
Site Administrator
User avatar
Renara
Foxy Admin
 
Joined: Fri Jan 08, 2010 4:16 pm

Re: table handie

Postby bed_intruder » Tue Nov 30, 2010 1:39 am

Wow flash coding sounds really complicated, oh well. Hey guys sorry for all the annoying questions but how do you import an image into another flash project's library? I made something in another flash window for scenery but for whatever reason it keeps throwing back an error when I try the "Import to Library" option. Says "The import did not finish because an unknown error occurred."
User avatar
bed_intruder
 
Joined: Mon Nov 29, 2010 12:10 am

Re: table handie

Postby Nightmenace » Tue Nov 30, 2010 1:55 am

bed_intruder Wrote:Wow flash coding sounds really complicated,


I don't understand it either... never have, never will :?

ive been confused as fuck reading this thread, as for your work... despite the fact that u dont know how to make krystal interact, the 2 "scenes" youve added seem quite promising :)
Nightmenace
 

Re: table handie

Postby bed_intruder » Tue Nov 30, 2010 3:58 am

Hmm anyone interested in coding this? lol gave up on it. Well here's how I imagined the scenes, storyboards were way too crappy to upload.

Scene #1: Crash Site

Krystal wakes up and her stomach growls, after all, who isn't hungry after a three-way rape and plane crash? She sees a blue cherry in a nearby bush and eats it. Little does she know, it's actually called a HornaBerry which as it's name implies, makes you extremely horny but it also gives you temporary amnesia, which explains why Krystal thinks WTF when she wakes up. Liz comes walking along from her house (without the strap-on) and Krystal pounces her and eats her out. After finishing warming her up they walk off scene and it fades to black and Krystal wakes up in the bed. To regain her memory just find one of the HornaBerries again, sorta like drunken recall.

So what happened in the bedroom? Krystal got thrown down on the bed and Liz put on the strap-on. First they 69 each other, then the missionary, and they'll finish up with Krystal giving a BJ on her knees eventually passing out from too much deepthroat :D

Scene #2: Bar 1st room

That's the idle animation that you saw. When you press the "Join" button Krystal will begin by licking off the beer from Liz's tits. They'll make out on top of each other face-to-face while Dino goes in and out on both them. Dino takes the dildo and shoves it into Liz while doing Krystal. Krystal and Liz simultaneously orgasm and Dino cums on Liz.

Scene #3: Bonus Mario Scene

Find the hidden Mario mushroom and Mario pops up out of nowhere from the trees screws Krystal. More for hilarity than anything else.

Now I feel dirty :lol:
User avatar
bed_intruder
 
Joined: Mon Nov 29, 2010 12:10 am

Re: table handie

Postby Kale » Tue Nov 30, 2010 9:07 am

Ignoring the Flash discussion, I do have some things to say;

First, the actual additions you made are quite amusing. I like the Lizard Girl models and like to see them being used. I also like the idea of a lizard girl taking the initiative with a KO'd Krystal. (:

Second, the animation doesn't seem to play on the board for me - I had to save it to my computer. No huge detriment, but it confused me for a good 5 minutes as to why it wasn't loading.
User avatar
Kale
 
Joined: Tue Nov 30, 2010 7:02 am

Re: table handie

Postby Favelor » Thu Dec 02, 2010 5:52 am

i had to download the 2nd but thats normal for me. after i downloaded it though all i got a the play botten choose a charter and then a black screen with nothen but the cheat bar...gliched to did i screw up some how?
Favelor
 
Joined: Tue Nov 02, 2010 4:31 am
Location: not sure exactly...

Re: table handie

Postby toddymon » Thu Dec 02, 2010 6:23 am

i wasnt sure if i should laugh or be very confused. so i did both.
Image
User avatar
toddymon
 
Joined: Wed Jul 07, 2010 7:45 pm

Re: table handie

Postby dudelikeporn » Thu Dec 02, 2010 7:09 am

Yeah, don't set it to such a high framerate. My computer handles it fine, but others are not so lucky.

Besides, 120 frames is redundant, on account of the human eye being able to perceive around 60 frames max.
User avatar
dudelikeporn
 
Joined: Wed Nov 10, 2010 11:54 am

Re: table handie

Postby KaTsuO_O » Thu Dec 02, 2010 1:10 pm

Hold "Right" and tap "Left"
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
User avatar
KaTsuO_O
 
Joined: Tue Nov 02, 2010 6:03 pm

Re: table handie

Postby Acidrayne360 » Thu Dec 02, 2010 5:22 pm

dudelikeporn Wrote:Yeah, don't set it to such a high framerate. My computer handles it fine, but others are not so lucky.

Besides, 120 frames is redundant, on account of the human eye being able to perceive around 60 frames max.


So does that mean I'm hyperperceptive considering I can pick out the individual frames just as easy as if it was going the normal rate? :shock:
Acidrayne360
 
Joined: Mon Nov 01, 2010 9:06 pm
Location: In a galaxy far, far away.

Re: table handie

Postby Oriandu » Thu Dec 02, 2010 10:06 pm

Acidrayne360 Wrote:
dudelikeporn Wrote:Yeah, don't set it to such a high framerate. My computer handles it fine, but others are not so lucky.

Besides, 120 frames is redundant, on account of the human eye being able to perceive around 60 frames max.


So does that mean I'm hyperperceptive considering I can pick out the individual frames just as easy as if it was going the normal rate? :shock:


No, it means you think you're picking them up when all you're noticing is the fact that it's moving faster than normal.
Oriandu
 
Joined: Thu Nov 18, 2010 1:54 am

Re: table handie

Postby bed_intruder » Thu Dec 02, 2010 10:07 pm

dudelikeporn Wrote:Yeah, don't set it to such a high framerate. My computer handles it fine, but others are not so lucky.

Besides, 120 frames is redundant, on account of the human eye being able to perceive around 60 frames max.
Yea I just realized the max fps my computer runs is 60 frames so even if I make the fps higher the animation still takes 7 seconds. Definitely not making a 420 frame animation again. For some reason I can't upload the .fla the screen just freezes up trying to put it up on here, anyone know what's up with that?
User avatar
bed_intruder
 
Joined: Mon Nov 29, 2010 12:10 am

Re: table handie

Postby Nightmenace » Thu Dec 02, 2010 10:49 pm

k that mario scene was fucked up... a little slower please?
Nightmenace
 

Re: table handie

Postby Favelor » Fri Dec 03, 2010 4:33 am

i know what happened. it didnt finish downlaod (fucken internet)
one other thing. is there any reason why its only loading 1/2 way?
Favelor
 
Joined: Tue Nov 02, 2010 4:31 am
Location: not sure exactly...

Next

Return to Creative Corner



Who is online

Users browsing this forum: No registered users