Another Tail [Original]

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Re: Another Tail...

Postby Outonbail » Fri Mar 18, 2011 7:48 pm

lol, stay on target everyone! I was just joking! Sheeesh.
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Re: Another Tail...

Postby ByHisBillowingBeard » Fri Mar 18, 2011 8:22 pm

We are just joking
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Re: Another Tail...

Postby xcommando » Sat Mar 19, 2011 6:19 am

You rock man keep up the great work! I think its better you take long breaks because its like writing an essay. The more you get away from it and come back to it, the more good ideas and changes there are that come to you. I wish I could like donate to this project >.>
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Re: Another Tail...

Postby revilnemesis3 » Sat Mar 19, 2011 3:30 pm

this great and love the thresome with melvin and lily
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Re: Another Tail...

Postby AnotherArrow » Sat Mar 19, 2011 6:10 pm

Meh... didn't finish all the code updates, its such a tedious task going through each and every symbol. I'm looking into rewriting the code now so that I don't have to make all these edits every time I create a new outfit. For you coders out there... how would I... oh... er... how do I explain this...

Currently, I have 1 symbol for each body part that has a frame for each outfit for that body part... much like how playshapes did in the original LoK. This is what is getting tedious... adding a frame for each body part with the new outfit, creating the label for the frame, etc, etc...
What I want to do is have that 1 symbol per body part swapped with another symbol in the library by name (or probably going to have to be class identifier)...
pseudo code of what I mean:
    SomeBodyPart outfit is currently on "PilotSuit"
    SomeBodyPart gets new outfit setting "Tribal"
    SomeBodyPart part swaps symbol "PilotSuit_SomeBodyPart" with "Tribal_SomeBodyPart"
    SomeBodyPart is currently on "Tribal"
something like that...
Well, that's what I'm looking to do.

Anyway... meh...
(oh, for the other positions, click on the last Krystal, I was testing out some other code).
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Re: Another Tail...

Postby anonymous174 » Sat Mar 19, 2011 11:36 pm

Now the one her on hands and knees just needs to have the skirt parted made to obey physics and it will be approval stamped. :3
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Re: Another Tail...

Postby ByHisBillowingBeard » Sat Mar 19, 2011 11:36 pm

Really is fantastic work. Never be under the impression that this stuff isn't appreciated.
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Re: Another Tail...

Postby AnotherArrow » Sun Mar 20, 2011 12:29 am

donkeykon174 Wrote:Now the one her on hands and knees just needs to have the skirt parted made to obey physics and it will be approval stamped. :3

On my to-do list. Right now, my goal is to finished my "planned" outfits, then go back and tweak them where needed,
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Re: Another Tail...

Postby Outonbail » Mon Mar 21, 2011 2:40 pm

Most impressive.
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Re: Another Tail...

Postby AnotherArrow » Sat Mar 26, 2011 4:34 am

Finally got an hour to finish updating the last of the code for the tribal outfit (not looking forward to adding code for 10+ other outfits still in dev)... >_<
I removed the cloth around the waist... I haven't decided yet on my approach for dresses, skirts, etc... probably going to have to have a separate symbol for them... pants and shirts are so much easier.
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Re: Another Tail...

Postby ByHisBillowingBeard » Sat Mar 26, 2011 5:54 pm

A wise choice. Isn't exactly necessary and would be more of a headache than is needed so early on.
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Re: Another Tail...

Postby FuzzFace » Wed Mar 30, 2011 4:39 am

This looks very promising! Since there hasn't really been a more recent release, There’s not much I can’t comment on that others haven’t already. Programming is like learning a different language…If only I could speak code monkey, I’d love to help :)
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Re: Another Tail...

Postby Thraur » Wed Mar 30, 2011 6:33 am

AnotherArrow Wrote:Meh... didn't finish all the code updates, its such a tedious task going through each and every symbol. I'm looking into rewriting the code now so that I don't have to make all these edits every time I create a new outfit. For you coders out there... how would I... oh... er... how do I explain this...

Currently, I have 1 symbol for each body part that has a frame for each outfit for that body part... much like how playshapes did in the original LoK. This is what is getting tedious... adding a frame for each body part with the new outfit, creating the label for the frame, etc, etc...
What I want to do is have that 1 symbol per body part swapped with another symbol in the library by name (or probably going to have to be class identifier)...
pseudo code of what I mean:
    SomeBodyPart outfit is currently on "PilotSuit"
    SomeBodyPart gets new outfit setting "Tribal"
    SomeBodyPart part swaps symbol "PilotSuit_SomeBodyPart" with "Tribal_SomeBodyPart"
    SomeBodyPart is currently on "Tribal"
something like that...
Well, that's what I'm looking to do.

Anyway... meh...
(oh, for the other positions, click on the last Krystal, I was testing out some other code).


I just saw this now... I've actually been brainstorming on a good way to do this myself. Are you using AS3 or AS2? It might be possible, at least in AS3, by carefully adding and removing children (aka body parts) to/from the parent object.
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Re: Another Tail...

Postby AnotherArrow » Wed Mar 30, 2011 1:44 pm

Thraur Wrote:I just saw this now... I've actually been brainstorming on a good way to do this myself. Are you using AS3 or AS2? It might be possible, at least in AS3, by carefully adding and removing children (aka body parts) to/from the parent object.

I'm using AS3. I looked into the whole adding and removing children at first... it may will work... but all the tracking that it requires is more complex and more troublesome then its worth. The other problem I have that I came across with this method is that I would have to hard code each new part every time... grr...
For instances:
I couldn't add a child by its name (using a string). I would have to add it by its identifier. This means I would have to have a switch statement to take the string and call a function that would add the appropriate identifier. While this isn't hard, the problem now is that its feels more tedious then simply adding new frames. There are other problems that came up when attempting such an advance method that I decided to stick to the frames method rather then give myself a headache.

Anyway, got the day off, not raiding till late, and no chores to do... guess what I'm going to be doing for a few hours :D
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Re: Another Tail...

Postby Lord Panzi » Wed Mar 30, 2011 4:56 pm

masturbating?
i could fuck her all night, not a regular night, one of those north pole six month nights
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Re: Another Tail...

Postby Thraur » Wed Mar 30, 2011 5:30 pm

AnotherArrow Wrote:
Thraur Wrote:I just saw this now... I've actually been brainstorming on a good way to do this myself. Are you using AS3 or AS2? It might be possible, at least in AS3, by carefully adding and removing children (aka body parts) to/from the parent object.

I'm using AS3. I looked into the whole adding and removing children at first... it may will work... but all the tracking that it requires is more complex and more troublesome then its worth. The other problem I have that I came across with this method is that I would have to hard code each new part every time... grr...
For instances:
I couldn't add a child by its name (using a string). I would have to add it by its identifier. This means I would have to have a switch statement to take the string and call a function that would add the appropriate identifier. While this isn't hard, the problem now is that its feels more tedious then simply adding new frames. There are other problems that came up when attempting such an advance method that I decided to stick to the frames method rather then give myself a headache.

Anyway, got the day off, not raiding till late, and no chores to do... guess what I'm going to be doing for a few hours :D


Yeah, but on the flip side, if you stick with frames... you could write 1 super class and provide it functionality to gotoAndStop(specific frame #). Something like this:

class SwapableArmor extends MovieClip {
public static const TRIBAL = 1; // Align these to specific frames
public static const PILOT = 2;
...
public SwapableArmor () { swapArmor(SwapableArmor.PILOT); /* Assuming you want pilot to be default positioning */ }

public swapArmor(index:int):void {
gotoAndStop(index); // where index should be one of the above static constants
}
}

Then you would simply have to extend that class for each body part, but you wouldn't need to provide any additional coding. In terms of frames, all you need are the background stuff. You could skip labels and actions.
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Re: Another Tail...

Postby AnotherArrow » Wed Mar 30, 2011 6:42 pm

Thraur Wrote:Yeah, but on the flip side, if you stick with frames... you could write 1 super class and provide it functionality to gotoAndStop(specific frame #). Something like this:

class SwapableArmor extends MovieClip {
public static const TRIBAL = 1; // Align these to specific frames
public static const PILOT = 2;
...
public SwapableArmor () { swapArmor(SwapableArmor.PILOT); /* Assuming you want pilot to be default positioning */ }

public swapArmor(index:int):void {
gotoAndStop(index); // where index should be one of the above static constants
}
}

Then you would simply have to extend that class for each body part, but you wouldn't need to provide any additional coding. In terms of frames, all you need are the background stuff. You could skip labels and actions.

This is what I have been doing.... kind of... well... the big difference is that I use labels rather then frame numbers... Your method would save me the trouble of having to label each and every frame if I kept the outfits in order for each part... hmmm... there was a reason i didn't use numbers from the start.... but I can't remember why...
meh... I'll give it more thought when I get back to adding the other outfits. Right now, I've been focus on coding in the outfits states and adding some bra and pantie symbols :D as well as giving some love to the other characters...
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Re: Another Tail...

Postby Anonymous » Wed Mar 30, 2011 11:51 pm

will this be only krystal for characters
or humans cause i favor humans so just wanna know
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Re: Another Tail...

Postby AnotherArrow » Thu Mar 31, 2011 12:53 am

paint-the-seconds Wrote:will this be only krystal for characters
or humans cause i favor humans so just wanna know

my story involves a lot of characters, krystal isn't the only female. Yes humans are in the mix.
The cast is quite big, at least as i read through my notes, but here are some of the main female characters I've got so far in the story: Krystal (duh), Peach, Zelda, Midna, Blazekin(? needs better name), Samus, Miyu

Another Tail is still going to follow the basic idea/story of the original LoK. I'm just adding a bit more drama, a touch of realism, and pinch of story.
As I read over my notes, I'm torn between starting the game like the original (being shot down) or starting in the "zone" before to get the background story of why your there...
or a mix of the two... Krystal is shot down, wakes up in village, learn how to control Krystal, after first day, dream/flashback to prior "zone"...hmm... i'm liking that idea more now...hmmm

well, back to work... there's much to do before I can even start on the game itself.
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Re: Another Tail...

Postby AnotherArrow » Thu Mar 31, 2011 5:29 am

Well, got outfit states code working... on one outfit... meh
oh, and added plain black and white underwear...
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