Legend of Krystal AE (from G) - 1.02 ALPHA (ON HIATUS)

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Re: Legend of Krystal AE (from G) - 1.01 ALPHA

Postby napala » Fri Jul 18, 2014 5:24 am

Ivan-Aedler Wrote:I think its now fixed, please test again.


Played through some weeks, everything seems normal so far. Keep the good work up!
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (16 July 2014

Postby DaraeusUnbound » Fri Jul 18, 2014 5:56 am

Already enjoy the new touches :)

Just a few notes:
-Even with the sound turned off some sounds seem to come though (ex: Footsteps)
-I tried out using the 'v' to masturbate key, but couldn't get her to stop. (Cold shower maybe?)
-Some of the hitboxes on the chat things are very finicky, as in, there's a VERY specific spot you have to stand to get it to go. (In Gorp's version they had the crystal over them to click that brought you closer, but now we're just walking, so it can be a bit difficult)
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (16 July 2014

Postby Zeus Kabob » Fri Jul 18, 2014 7:13 am

Ivan, you should use "on_depress" and "on_release" for controlling Krystal's walking. Using "on_press" gives inconsistent movement controls.
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (16 July 2014

Postby Ivan-Aedler » Fri Jul 18, 2014 11:50 am

Gorepete Wrote:Couldn't be in better hands :)

You're great! You did a marvelous job!

DaraeusUnbound Wrote:-Even with the sound turned off some sounds seem to come though (ex: Footsteps)

I noticed it too. playSound is ignoring mute. Fixed!

Gorepete Wrote:-I tried out using the 'v' to masturbate key, but couldn't get her to stop. (Cold shower maybe?)

Just walk!
EDIT: Ohhhh...when we USE THE MOUSE to walk, she keeps mastubating. With the keyboard it doesnt happen. Fixed!

Gorepete Wrote:-Some of the hitboxes on the chat things are very finicky, as in, there's a VERY specific spot you have to stand to get it to go. (In Gorp's version they had the crystal over them to click that brought you closer, but now we're just walking, so it can be a bit difficult)

I will increase the hitBox interval, so the icons will show up in a bit far distance, but I prefer to let as is, because there will be special buttons its great for them to show only if Krystal is near.

Zeus Kabob Wrote:Ivan, you should use "on_depress" and "on_release" for controlling Krystal's walking. Using "on_press" gives inconsistent movement controls.

I use 'KeyboardEvent.KEY_DOWN' and MouseEvent.CLICK. The problem is that Krystal walks by a TARGET item set by the mouse (e.g. if you click in a given area, target will be that area and Krystal will walk there until TARGET.x is the same as her character x. When we walk by using the keyboard, target get incremented by -10 (LEFT) or +10 (RIGHT).
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (16 July 2014

Postby usernamesarehard » Fri Jul 18, 2014 11:13 pm

Are we going to finally see Krystal give birth?
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (16 July 2014

Postby Digfree » Sat Jul 19, 2014 3:02 am

Ivan-Aedler Wrote:PRIORITIES:
[ ] Make a backside pose (so we can see her butt).
[ ] put a bath in a given area of the forest
[ ] krystal crouching with 'raised butt' (engat) pose
[ ] Add more 'nature' background objects (trees, foliages, bushes) and improve background quality.
[ ] Select better and alternate music to be in some game areas (any idea?). If you have MIDI examples or CC music (instrumental), I can reuse it / remaster it / add or remove instruments to make it better.


I can take a shot at some of these, just need the Krystal model if you would. No promises I'll hit all of them though, but at the very least will help with BG stuff. Also love of god gota fix those kyrstal faces when you talk to people, they are so brief you got to be right on it exactly to see it. Also the nurse one is horribly hard to hit for me as it is directly behind kyrstal. My suggestion is to make the character themself clickable from any range and maybe give them a slight glow when moused over them so you know you can interact with them.

As for music, highly recommend using or at least looking into some new grounds music. Long as it's not commercial you can use them I believe and even so you can still ask for the artiest blessing. I spent about 5-10 mins just peeking around for some ideas, here some examples of what I mean. Most of them are pretty short but I am sure you could cut them even shorter if needed.

Armory: http://www.newgrounds.com/audio/listen/581512

Bar: http://www.newgrounds.com/audio/listen/547160

house: http://www.newgrounds.com/audio/listen/567840

Hospital: http://www.newgrounds.com/audio/listen/555480
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (16 July 2014

Postby Ayeka » Sat Jul 19, 2014 7:22 am

It is hard to talk with villagers without mark dialogue option. Isually I must do few try to approach and puch down arrow. I think blue dots from previous verison worked better as now.
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Re: Legend of Krystal AE (from G) - 1.02 (20 July 2014)

Postby Ivan-Aedler » Sat Jul 19, 2014 1:57 pm

UPDATED GAME (20th july). Check the changelog.

usernamesarehard Wrote:Are we going to finally see Krystal give birth?

Possible but low priority.

Digfree Wrote:I can take a shot at some of these, just need the Krystal model if you would.

Ok, check your PM soon!

Digfree Wrote:No promises I'll hit all of them though, but at the very least will help with BG stuff. Also love of god gota fix those kyrstal faces when you talk to people, they are so brief you got to be right on it exactly to see it.

Ayeka Wrote:It is hard to talk with villagers without mark dialogue option. Isually I must do few try to approach and puch down arrow. I think blue dots from previous verison worked better as now.

I made it better already - UPDATE 20th JULY

Digfree Wrote:Also the nurse one is horribly hard to hit for me as it is directly behind kyrstal. My suggestion is to make the character themself clickable from any range and maybe give them a slight glow when moused over them so you know you can interact with them.

As said above, the idea is to make the buttons hidden in order to find some goodies. Krystal might be able to crouch in the future, so a new button could appear if she is crouching under a given dick ;)

Digfree Wrote:As for music, highly recommend using or at least looking into some new grounds music. Long as it's not commercial you can use them I believe and even so you can still ask for the artiest blessing.

I am using remastered songs (CC) from the game Star Fox Adventures, many of them made from scratch.

Digfree Wrote:I spent about 5-10 mins just peeking around for some ideas, here some examples of what I mean. Most of them are pretty short but I am sure you could cut them even shorter if needed.

Thank you, I'll have a look ;)
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby DataLoss » Mon Jul 21, 2014 5:32 pm

Ivan-Aedler Wrote:If its a white screen, please wait it load. If you know how to fix the white screen, please PM me.


Hi, I'd PM you but apparently I'm not allowed yet so this'll have to do.

The white screen is caused by all the assets having "Export in frame 1" checked, which causes them to load on frame one. As the file cannot start playing until the first frame is fully loaded this means you get a white screen until everything is loaded. However, if you don't check the "Export in frame 1" box the asset must appear on the main timeline in order to load at all, specifically in a frame before an instance is created with a "var foo:MovieClip = new assetNameHere();" statement. For the "fixed"version I posted in the other thread I put all assets onto hidden layers in frame 2 then skipped over it once the preloader said it was loaded, you can (hopefully) find a zip of the FLA + as sources for this below (I split the code off into separate files that are then included in the appropriate action as a first step in an effort to refactor the code into something easier to mess with that I ultimately never really got round to) - not sure how easy it will be to merge it into your changes. If you choose to keep the "Export in frame 1" method I'd actually recommend removing all the preloader code as in this case it would be doing nothing useful and it only causes problems. If you have any questions you can PM me but I'll have to reply here until I get PM privileges on this forum :).

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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby OwnerOfSuccuby » Mon Jul 21, 2014 6:54 pm

It is cool that on the legend of Krystal forum it is a project about Krystal :mrgreen: ;)
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Ivan-Aedler » Mon Jul 21, 2014 10:55 pm

OwnerOfSuccuby Wrote:It is cool that on the legend of Krystal forum it is a project about Krystal :mrgreen: ;)

She deserves it more than Peach, period ;) (I like Furries but...Peach is still on the way and she makes me have creativity and persistence!)

DataLoss Wrote:Hi. The white screen is caused by all the assets having "Export in frame 1" checked, which causes them to load on frame one. As the file cannot start playing until the first frame is fully loaded this means you get a white screen until everything is loaded. However, if you don't check the "Export in frame 1" box the asset must appear on the main timeline in order to load at all,

YES! Thats what occurs in MIM PUT too.
But I just CANT put all 50+ level MC in the frame one / frame two without huge bugs and 'memory full' errors. I tried once, then it was hard to move 'huge level l4_5' around. Then I did it at least with music! As they are generally 400kb or more each, I can join a couple of MB of them in frame 1 (with 'music_mc_all', each frame inside being a music waveform), making the white screen last a less time.

DataLoss Wrote:Specifically in a frame before an instance is created with a "var foo:MovieClip = new assetNameHere();" statement.

I also noticed you can export to frame 2, 3, 4...manually. But in the case of the preloader, the sooner, the better.

It doesnt work for the music (this below doesnt work):
Code: Select All Code
//DOESNT WORK (I am using AS2 here)! It wont be loaded in first frame.
_root.BGMsound = new Sound(_root.MUSICMC);
_root.BGMsound.attachSound("level1-1");
_root.BGMsound.attachSound("level1-2");
...
_root.BGMsound.attachSound("level6-3");


but we can create a 'MUSIC_MC' where each frame is a 'waveform' music (drag each file in the library and paste in this frame).

DataLoss Wrote:For the "fixed"version I posted in the other thread I put all assets onto hidden layers in frame 2 then skipped over it once the preloader said it was loaded, you can (hopefully) find a zip of the FLA + as sources for this below (I split the code off into separate files that are then included in the appropriate action as a first step in an effort to refactor the code into something easier to mess with that I ultimately never really got round to) - not sure how easy it will be to merge it into your changes.

But is it possible to use only the main FLA to create the 'only one SWF'? I cant have more than one SWF for the same game.
So I could have 3 FLA's.....one of them for special assets, then use the 'main.fla' to get those other FLA and generate 1 swf. This is great to load music and sound resources in AS2 (if I recall, you cant use that URL function to load an asset in a given DIR with AS2).

DataLoss Wrote:If you choose to keep the "Export in frame 1" method I'd actually recommend removing all the preloader code as in this case it would be doing nothing useful and it only causes problems. If you have any questions you can PM me but I'll have to reply here until I get PM privileges on this forum :).

No problem to answer here ;)
Thank you for the help so far! I'll check the file.
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Digfree » Tue Jul 22, 2014 7:05 am

Here is part of her backside… you could say *puts on Sunglasses* I did the leg work for this one….

Image
YEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAHH!

BUTT REALLY, Image I didn't do full backside Krystal, but hope this gives you a head start mate. I really suck at drawing human and human like stuff so Krystal gonna need some touch work (heh I can do this all day).

I will at some point work on some of the level elements for you (BG, maybe tub/wash pool). I didn't catch if you already said this, but is peach still your main project with this on the side or going halfsies or taking a break from peach?

P.S (That is your peach's butt painted blue, might need a little adjustment like a bit of hair or something, idk I am not a fox human thing)
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby el zilcho » Tue Jul 22, 2014 7:47 am

I don't know if I can PM yet, I rarely post.

I would have too look at the file, but I don't want to just rudely tell you guys what to do, your learning. I'll give two things, if the preloader is being introduced with a white screen first, its simply to complicated of a frame, including the preloader. As the preloader is made of graphics it to must be loaded onto the screen. you can always have the preloader on frame 1, the the items export on a blank frame 2. I use AS3 now so I just use OOP(object oriented programing) all my FLA's usually only have 3 blank main frames save the preloader on frame one, and a blank movie clip on frame three too link the file too the main AS3 file. Everything usually just sits in the library too be called too the screen when needed, this cuts the load down on the SWF.

I wouldn't try to externally load sounds, I would make them there own asset in the library and call them up with a listener. I think you would use soundClip.start(); and soundClip.stop(); and just have the sounds in the library.

Sorry if this is old news. I'm around if you need advice. but google is you best bet as I have pretty much dropped AS2 for AS3 years ago.
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Ivan-Aedler » Tue Jul 22, 2014 12:47 pm

Digfree Wrote:Here is part of her backside… you could say *puts on Sunglasses* I did the leg work for this one….

Wow you're great! I didnt expect this one with so great attention ;)

Digfree Wrote:I didn't do full backside Krystal, but hope this gives you a head start mate. I really suck at drawing human and human like stuff so Krystal gonna need some touch work (heh I can do this all day).

No problem! I will open the file when I reach home then I'll see whats need to be finished!

Digfree Wrote:I will at some point work on some of the level elements for you (BG, maybe tub/wash pool). I didn't catch if you already said this, but is peach still your main project with this on the side or going halfsies or taking a break from peach?

Peach is still my main project. But its possible to work in both games during some nights ;) Flash is still loading both without memory errors :mrgreen:

Digfree Wrote:P.S (That is your peach's butt painted blue, might need a little adjustment like a bit of hair or something, idk I am not a fox human thing)

Hair? :o You mean fur? Okay ;) Tonight I'll check!
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Ivan-Aedler » Tue Jul 22, 2014 12:55 pm

el zilcho Wrote:I don't know if I can PM yet, I rarely post.

You're in your 9th post. I think you just need one more to be checked by the moderators, then you will be able to PM.

el zilcho Wrote:I would have too look at the file, but I don't want to just rudely tell you guys what to do, your learning. I'll give two things, if the preloader is being introduced with a white screen first, its simply to complicated of a frame, including the preloader. As the preloader is made of graphics it to must be loaded onto the screen. you can always have the preloader on frame 1, then the items export on a blank frame 2.

Oh yes, the "export to frame 2, 3, or 'n' thing". It may work in both games. But for sure, PASTING entire assets in a given frame doesnt work when we have a huge game like MIM PUT. It crashes when saving, destroyng the save file too!

el zilcho Wrote:I use AS3 now so I just use OOP all my FLA's usually only have 3 blank main frames save the preloader on frame one, and a blank movie clip on frame three to link the file to the main AS3 file.

Which file? Another FLA? An already compiled SWF?

el zilcho Wrote:I wouldn't try to externally load sounds, I would make them there own asset in the library and call them up with a listener. I think you would use soundClip.start(); and soundClip.stop(); and just have the sounds in the library.

Yes, in AS3 it works, but in AS2 I use the BGMSound = new sound(); and BGMSound.play() thing, which doesnt make the sounds loaded after the preloader correctly. I still need to disabler 'export to frame 1' on all of them, then put in frame 2 (a blank frame), making the preloader load frame3 when clicked in 'play' button.

el zilcho Wrote:Sorry if this is old news. I'm around if you need advice. but google is you best bet as I have pretty much dropped AS2 for AS3 years ago.

Thank you! Well, google is not always my friend... There were some problems (even an old one regarding a front layer that could be moved to a background layer. I wasted almost an hour along 100+ pages of google with no avail. I ended up putting the same object in those two layers, making visible=true to one of them when the character is in front of it, and visible=true in the other if not.)
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby FurrinGok » Tue Jul 22, 2014 6:45 pm

Using the mouse to move and then using the arrow keys results in Krystal "stumbling" like crazy until changing screens. I can no longer escape the stumbling. This is annoying, since clicking to move makes it difficult to find dialogue points.

Changing backgrounds can result in the ambience/background music playing once more even on mute.
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Zeus Kabob » Tue Jul 22, 2014 7:04 pm

FurrinGok Wrote:Using the mouse to move and then using the arrow keys results in Krystal "stumbling" like crazy until changing screens. I can no longer escape the stumbling. This is annoying, since clicking to move makes it difficult to find dialogue points.

Changing backgrounds can result in the ambience/background music playing once more even on mute.


This "stumbling" is a result of command queueing, I believe. Once Ivan changes the control system to use "on_depress" and "on_release" it should work better.
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Ivan-Aedler » Tue Jul 22, 2014 7:17 pm

FurrinGok Wrote:Using the mouse to move and then using the arrow keys results in Krystal "stumbling" like crazy

Fixed

FurrinGok Wrote:Changing backgrounds can result in the ambience/background music playing once more even on mute.

I'll check that later. Problem in the secondary function 'music' not checking playSound = noBGM / SFX.

Zeus Kabob Wrote:This "stumbling" is a result of command queueing, I believe. Once Ivan changes the control system to use "on_depress" and "on_release" it should work better.

Are you referring the keyboard keys? I use KEY_DOWN right now. I can check 'on_depress'.
I'll answer your PM about the mini games soon ;) Thanks!
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Zeus Kabob » Tue Jul 22, 2014 7:23 pm

IIRC, flash has three separate key handlers; KEY_PRESS, KEY_DOWN, KEY_UP, or some combination of the three.

KEY_PRESS is activated when a keypress is sent to the game. Keyboards typically send a keypress when first depressed, then a stream of keypresses after a short delay.

KEY_DOWN is activated when the key is pressed down, and is de-activated when the key is lifted.

KEY_UP is activated when the key is released.

Typically I like systems that start movement on KEY_DOWN and stop movement on KEY_UP. If this isn't the system you're working with, then this advice isn't really relevant, but you'll definitely have to figure out why the movement isn't working properly at the moment.
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Re: Legend of Krystal AE (from G) - 1.01 ALPHA (206 July 201

Postby Ivan-Aedler » Tue Jul 22, 2014 11:36 pm

Game updated with 'Stumbling' errors fixed.
Zeus Kabob Wrote:Typically I like systems that start movement on KEY_DOWN and stop movement on KEY_UP. If this isn't the system you're working with, then this advice isn't really relevant, but you'll definitely have to figure out why the movement isn't working properly at the moment.

Yes, I'll check it out, thanks! For now, we're (Me and Gorepete) using KEY_DOWN only. This might cause some issues, so I'll use KEY_UP events to cancel the DOWN ones. The 'problem' (if one) is just the 'duplicated' events (one for DOWN, other for UP) on each key.

Her backside so far:
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