Barbftr 2015 ? External Enemies can be made with ANY FLASH!!
11 years ago
Alpha: http://www.furaffinity.net/view/15385852/
Source Code & Maker:
https://mega.co.nz/#!5YQFlDbB!-G3FR.....vB0uhF15UZ9lHs
This year we're going to make a new game as discussed by the current team. No spoilers till we have something working.
For now, working on the new version and keeping the current version working. I know you all have liked the features, thank you for keeping active in playing and informing us of bugs and glitches; there will never be a true end to bugs thanks to the closed source nature of flash.
Here's what I would like to make clear again, in case you missed it:
1. External Enemies can be made with ANY FLASH VERSION that compiles to AS2.0. Yes, for your CS6/CS5/CC/CS4 peoples, YOU CAN MAKE MONSTERS so you have no excuse now. Remember, tell your project to use AS2.0 (ActionScript 2.0 for flash player 8)
2. Make ONLY external enemies. This makes building them faster, you aren't limited in size (10 MB) and can use custom audio. It's faster to test and build, and you can always open the monstermake.fla while making your enemy, and test them with trace working in flash.
3. Please don't modify the monstermaker itself; if you want to modify it talk to me first! I don't mind if you do, but I worry about compatibility problems if it's not done right. It's not like I coded the darn thing well, so it's easy to cripple it when I fix problems.
4. With the current barbftr model, "making new player characters" is basically impossible; We're intending to create a generic player that can swap skins as a 5th option, so that should help. You can still do it, but it's hard to keep them compatible as you might have painfully noticed. Remember how old this game is, 12 years! it was created in 2003, laid dormant for a few years, and then just kinda sat. Out of the things I've made this one is something people seem to like the most, and who can blame em. It's just really, really old.
5. Moving enemies to the external template is easy; simply open your file, left click the top left frame so it's selected, then scroll to the end of your timeline, scroll to bottom, then hold SHIFT and left click the lower right frame. Right click the black selected frames, Copy. In the NEW ExternalTemplate5, open the !EnemyName symbol (or create a new one) and select the entire frame range there, and paste. Adjust the symbols in the library, and test.
SO
You have all asked so many questions in so many comments! I can't keep track of it! So where should we put an "official" question forum? It's a pain on FA so I'll just have to deal, but. What do you think would help most? uploading a guide to mega? forum on ekas? other ideas? ignoring it?
Also the question of hosting, I don't like abusing FA like I am, it feels dirty. I kinda need my own site to host this stuff, and I DONT WANT TO DO THAT, so it's a question of scope I suppose. I'll toss a Q to the admins with a clean request and see if they can accomodate what I want:
Q. Flash loads from a swf url, can I have a tool that converts a "http://www.furaffinity.net/view/15385852/" link into the current download link, readable by flash loadVariables / LoadVars? With domain checking, and whatever security you need. This should only be allowed for IN DOMAIN flashes, so only the versions hosted on FA can read the FA monsters, ect... and have protection against poorly written scripts (flood @ 1 second interval per link!)
That's my thoughts, make more monsters people!!!
-Z
Source Code & Maker:
https://mega.co.nz/#!5YQFlDbB!-G3FR.....vB0uhF15UZ9lHs
This year we're going to make a new game as discussed by the current team. No spoilers till we have something working.
For now, working on the new version and keeping the current version working. I know you all have liked the features, thank you for keeping active in playing and informing us of bugs and glitches; there will never be a true end to bugs thanks to the closed source nature of flash.
Here's what I would like to make clear again, in case you missed it:
1. External Enemies can be made with ANY FLASH VERSION that compiles to AS2.0. Yes, for your CS6/CS5/CC/CS4 peoples, YOU CAN MAKE MONSTERS so you have no excuse now. Remember, tell your project to use AS2.0 (ActionScript 2.0 for flash player 8)
2. Make ONLY external enemies. This makes building them faster, you aren't limited in size (10 MB) and can use custom audio. It's faster to test and build, and you can always open the monstermake.fla while making your enemy, and test them with trace working in flash.
3. Please don't modify the monstermaker itself; if you want to modify it talk to me first! I don't mind if you do, but I worry about compatibility problems if it's not done right. It's not like I coded the darn thing well, so it's easy to cripple it when I fix problems.
4. With the current barbftr model, "making new player characters" is basically impossible; We're intending to create a generic player that can swap skins as a 5th option, so that should help. You can still do it, but it's hard to keep them compatible as you might have painfully noticed. Remember how old this game is, 12 years! it was created in 2003, laid dormant for a few years, and then just kinda sat. Out of the things I've made this one is something people seem to like the most, and who can blame em. It's just really, really old.
5. Moving enemies to the external template is easy; simply open your file, left click the top left frame so it's selected, then scroll to the end of your timeline, scroll to bottom, then hold SHIFT and left click the lower right frame. Right click the black selected frames, Copy. In the NEW ExternalTemplate5, open the !EnemyName symbol (or create a new one) and select the entire frame range there, and paste. Adjust the symbols in the library, and test.
SO
You have all asked so many questions in so many comments! I can't keep track of it! So where should we put an "official" question forum? It's a pain on FA so I'll just have to deal, but. What do you think would help most? uploading a guide to mega? forum on ekas? other ideas? ignoring it?
Also the question of hosting, I don't like abusing FA like I am, it feels dirty. I kinda need my own site to host this stuff, and I DONT WANT TO DO THAT, so it's a question of scope I suppose. I'll toss a Q to the admins with a clean request and see if they can accomodate what I want:
Q. Flash loads from a swf url, can I have a tool that converts a "http://www.furaffinity.net/view/15385852/" link into the current download link, readable by flash loadVariables / LoadVars? With domain checking, and whatever security you need. This should only be allowed for IN DOMAIN flashes, so only the versions hosted on FA can read the FA monsters, ect... and have protection against poorly written scripts (flood @ 1 second interval per link!)
That's my thoughts, make more monsters people!!!
-Z
FA+

I seem to remember you saying you were creating your own vector art program/monster maker sort of deal because of how Adobe dropped older Flash support... Hmmm
Not one of the 3 things you mentioned, but very interesting.