AnotherTail - Asset Developement 2 - 003.swf [ 141.37 KiB | Viewed 14646 times ]
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
AnotherTail - Asset Developement 2 - 004.swf [ 167.87 KiB | Viewed 10113 times ]
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"
something like that...
SomeBodyPart gets new outfit setting "Tribal"
SomeBodyPart part swaps symbol "PilotSuit_SomeBodyPart" with "Tribal_SomeBodyPart"
SomeBodyPart is currently on "Tribal"
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).
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.
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... itmaywill 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
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.
paint-the-seconds Wrote:will this be only krystal for characters
or humans cause i favor humans so just wanna know
AnotherTail - Asset Developement 2 - 004.swf [ 190.66 KiB | Viewed 22132 times ]
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