The Future of Web Technology and Barbftr - POLL
Posted 10 years agoSkip to the bottom for the poll. ANYONE that has played barbftr needs to respond!
TL;DR SECTION BEGIN
Okay, a lot has been upsetting me recently.
"barbftr" is a 12 year old flash vore game; It Has been upgraded a lot to support many custom enemies, vore features and lots of people making their own monsters.
However, FA, DA, Weasly, ect None of them support a HTML5 sandbox or plugin or anything that can do the next generation of this technology; All I can do is link to a .zip file on mega. This does not work for mobile users, and they can't use webgl with a zip without a lot of work. WebGL is the way forward to replace flash and barbftr, I've already proved this years ago. But it requires me to currently run my own server which I would rather not do.
So. Flash is convenient, but expensive, and not open meaning I've had to already hack it lots to get it to behave. People still use it, but I don't see any future with it at all. When I worked on RX8 I spent a good long time trying to extract data and save my work; It's kinda pointless so that failed.
HTML5 is a nice thought, but in practice, it doesn't support joypads nor do browsers correctly handle input when it's used in a webpage. Scrolling screens/slides when trying to click or use two buttons is an issue, so using web browsers at all for any of this stuff is a nightmare.
Unity5 / UE4 are semi-portable engines that can make content, but people have to download huge files, install and run them like programs. In this app driven instant-on world, that seems really crazy, especially since HTML5 type content can run minimally from a browser.
I do not see a way out of this mess. We have web technologies that seem promising but don't hold up in practice (HTML5), we have ancient stuff that's expensive and only works in a few places (Flash) and we have huge, bloated engines that don't really solve any problems we couldn't with HTML5 (Unity5, UE4). Not just that, but the constant idiotic war of CORS and other web failures (did you notice twitter ruined their query API so only servers can safely talk to it?) (domain specific loading is a real pain) (FA doesn't have permalinks that are safe to files, or a API to request them specifically for domain locks and such, but neither does any other site) that did not use to be a problem a few years ago.
Where do we go now? Do we design a HTML5 engine that can be embedded against and demand admins change their servers and security CORS policies, and add .zip files to make HTML5 apps happy? Do we just ignore it and keep going on with flash, screwing over mobile users? Do we risk making PC only programs with popular engines? Do we go PC only but use a more flexible engine like LÖVE? Are there any good roads to making something that allows the media and characters created to be used forever, openly?
QUESTIONS FOR YOU:
1. Are you using a mobile device? (phone/tablet, ios/Android)
2. Do you know how to download and unzip a file to play a game?
3. Do you play with barbftr? The alpha? Have you made a monster?
4. Do you care if barbftr becomes PC only (windows/mac/linux) with no mobile/browser support?
5. Opinions on this topic (the future of web technologies)
The winner might receive a prize.
TL;DR SECTION BEGIN
Okay, a lot has been upsetting me recently.
"barbftr" is a 12 year old flash vore game; It Has been upgraded a lot to support many custom enemies, vore features and lots of people making their own monsters.
However, FA, DA, Weasly, ect None of them support a HTML5 sandbox or plugin or anything that can do the next generation of this technology; All I can do is link to a .zip file on mega. This does not work for mobile users, and they can't use webgl with a zip without a lot of work. WebGL is the way forward to replace flash and barbftr, I've already proved this years ago. But it requires me to currently run my own server which I would rather not do.
So. Flash is convenient, but expensive, and not open meaning I've had to already hack it lots to get it to behave. People still use it, but I don't see any future with it at all. When I worked on RX8 I spent a good long time trying to extract data and save my work; It's kinda pointless so that failed.
HTML5 is a nice thought, but in practice, it doesn't support joypads nor do browsers correctly handle input when it's used in a webpage. Scrolling screens/slides when trying to click or use two buttons is an issue, so using web browsers at all for any of this stuff is a nightmare.
Unity5 / UE4 are semi-portable engines that can make content, but people have to download huge files, install and run them like programs. In this app driven instant-on world, that seems really crazy, especially since HTML5 type content can run minimally from a browser.
I do not see a way out of this mess. We have web technologies that seem promising but don't hold up in practice (HTML5), we have ancient stuff that's expensive and only works in a few places (Flash) and we have huge, bloated engines that don't really solve any problems we couldn't with HTML5 (Unity5, UE4). Not just that, but the constant idiotic war of CORS and other web failures (did you notice twitter ruined their query API so only servers can safely talk to it?) (domain specific loading is a real pain) (FA doesn't have permalinks that are safe to files, or a API to request them specifically for domain locks and such, but neither does any other site) that did not use to be a problem a few years ago.
Where do we go now? Do we design a HTML5 engine that can be embedded against and demand admins change their servers and security CORS policies, and add .zip files to make HTML5 apps happy? Do we just ignore it and keep going on with flash, screwing over mobile users? Do we risk making PC only programs with popular engines? Do we go PC only but use a more flexible engine like LÖVE? Are there any good roads to making something that allows the media and characters created to be used forever, openly?
QUESTIONS FOR YOU:
1. Are you using a mobile device? (phone/tablet, ios/Android)
2. Do you know how to download and unzip a file to play a game?
3. Do you play with barbftr? The alpha? Have you made a monster?
4. Do you care if barbftr becomes PC only (windows/mac/linux) with no mobile/browser support?
5. Opinions on this topic (the future of web technologies)
The winner might receive a prize.
CHECK MY TWITTER TO SEE IF I AM STREAMING
Posted 10 years agoActually, this might be better: Check my BLOG http://imaginaryzvore.blogspot.com/ and if the image at the top (THE URL BELOW) exists, I'm streaming.
https://furstre.am/stream/ImaginaryZ/snapshot
That'll be something if I'm streaming.
https://twitter.com/ImaginaryZVore
again with teh twitter. ugh.
https://furstre.am/stream/ImaginaryZ
Okay, well again, not surprised, but twitter doesn't work does it? I need a solution to have a SINGLE PLACE to tell people I'm streaming, and if it's automatic to furstream that would be great too.
[img="https://furstre.am/stream/Imaginary.....t"][/img]
https://furstre.am/stream/ImaginaryZ/snapshot
That'll be something if I'm streaming.
https://twitter.com/ImaginaryZVore
again with teh twitter. ugh.
https://furstre.am/stream/ImaginaryZ
Okay, well again, not surprised, but twitter doesn't work does it? I need a solution to have a SINGLE PLACE to tell people I'm streaming, and if it's automatic to furstream that would be great too.
[img="https://furstre.am/stream/Imaginary.....t"][/img]
OC streaming 2015-04-02
Posted 10 years agoStreaming OC stuff (networked drawing with friends talking )
https://furstre.am/stream/ImaginaryZ
RL has been hard for me lately; I might be hard to find for a lot more time.
-Z
https://furstre.am/stream/ImaginaryZ
RL has been hard for me lately; I might be hard to find for a lot more time.
-Z
You have to see this (distortable textures!)
Posted 10 years agohttps://furstre.am/stream/ImaginaryZ
Posted 11 years ago https://furstre.am/stream/ImaginaryZ
Bookmark my new stream.
Also barb alpha http://www.furaffinity.net/view/15385852/
Bookmark my new stream.
Also barb alpha http://www.furaffinity.net/view/15385852/
https://furstre.am/stream/ImaginaryZ
Posted 11 years agohttps://furstre.am/stream/ImaginaryZ
Bookmark my new stream.
Also barb alpha http://www.furaffinity.net/view/15385852/
Bookmark my new stream.
Also barb alpha http://www.furaffinity.net/view/15385852/
Barbftr 2015 ? External Enemies can be made with ANY FLASH!!
Posted 11 years agoAlpha: 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
Barbftr MONSTERMAKER 2014-10-27
Posted 11 years agohttp://www.furaffinity.net/view/14865343/
http://aryion.com/g4/view/276027
http://imaginaryz.deviantart.com/ar.....0-20-480663714
Get the maker here:
https://mega.co.nz/#!5cZ30boB!0wX8k.....ZDhRlZP6utOiBU
http://aryion.com/content/imaginaryzs-junk -> "Barbftr MONSTERMAKER 2014_10_27.zip"
The new "ExternalTemplate2.fla" is how we should make monsters from now on. Please migrate your monsters to external files so the core "maker" itself just plays the enemies you make. This will help sharing, and make developing monsters MUCH faster. Note that this new template EXACTLY mimics the monsters INSIDE the game, so you can always add them in very easily later. (By making a new symbol, and copy pasting all the enemy frames in and rearranging the library. takes a minute or two.)
It's really important to do this, but it will stop the idea of "one file == lots of monsters" which kills the ability to upload the flash to aryion, fa, da, and so forth.
Unless there is a way to host something like that, well. You might as well get used to the idea of downloading the file for use offline; and storing a list of monsters? Do people care about that? I know some people try to not store any vore on local machines or devices...
Onto better things, and randomly poking barb when the mood strikes me.
Ciao,
-Z
P.S. Trying to keep only one upload and changing the file was disastrous. Sooo I made a duplicate and we'll keep trying.
http://aryion.com/g4/view/276027
http://imaginaryz.deviantart.com/ar.....0-20-480663714
Get the maker here:
https://mega.co.nz/#!5cZ30boB!0wX8k.....ZDhRlZP6utOiBU
http://aryion.com/content/imaginaryzs-junk -> "Barbftr MONSTERMAKER 2014_10_27.zip"
The new "ExternalTemplate2.fla" is how we should make monsters from now on. Please migrate your monsters to external files so the core "maker" itself just plays the enemies you make. This will help sharing, and make developing monsters MUCH faster. Note that this new template EXACTLY mimics the monsters INSIDE the game, so you can always add them in very easily later. (By making a new symbol, and copy pasting all the enemy frames in and rearranging the library. takes a minute or two.)
It's really important to do this, but it will stop the idea of "one file == lots of monsters" which kills the ability to upload the flash to aryion, fa, da, and so forth.
Unless there is a way to host something like that, well. You might as well get used to the idea of downloading the file for use offline; and storing a list of monsters? Do people care about that? I know some people try to not store any vore on local machines or devices...
Onto better things, and randomly poking barb when the mood strikes me.
Ciao,
-Z
P.S. Trying to keep only one upload and changing the file was disastrous. Sooo I made a duplicate and we'll keep trying.
Barbftr MONSTERMAKER 2014-10-17
Posted 11 years agohttp://www.furaffinity.net/view/14465814/
More updates. Anthro Rex has a LOT of attacks. Proves shrinking, minigames, tossing/y motion, hugs/non attack victory all work. Lots of new possibilities.
Anthro Rex has the following attacks:
Up => Burp, Biteslurp
Mid => Punch, Grab
Down => Kick, Stomp, Crush
If you approach him and run away, when he's far away enough he will:
Run and eat
Run and toss
EDIT:
Yes, it seems "update file" is broken currently; Until that gets fixed, use an alternate link.
http://imaginaryz.deviantart.com/ar.....0-17-480663714
http://aryion.com/g4/view/276027
EDIT 2014-10-22:
OH YEAH, and if you tap down a bunch you can be in "hug" mode instead of "attack" mode. Try hugging anthro rex. hugs don't do anything unless a enemy is in "recieve hug" mode.
Crocadino: a test monster for a lot of things; doesn't do anything past getting gulped maybe. :C
Roo: Same, was a test vector.
Updates to the gator's belly by Al
Working on some updates to Qu, he can have a valve or be valveless.
Based on the feedback, I won't be including any more characters unless they are fairly finished. It seems to upset people!
More updates. Anthro Rex has a LOT of attacks. Proves shrinking, minigames, tossing/y motion, hugs/non attack victory all work. Lots of new possibilities.
Anthro Rex has the following attacks:
Up => Burp, Biteslurp
Mid => Punch, Grab
Down => Kick, Stomp, Crush
If you approach him and run away, when he's far away enough he will:
Run and eat
Run and toss
EDIT:
Yes, it seems "update file" is broken currently; Until that gets fixed, use an alternate link.
http://imaginaryz.deviantart.com/ar.....0-17-480663714
http://aryion.com/g4/view/276027
EDIT 2014-10-22:
OH YEAH, and if you tap down a bunch you can be in "hug" mode instead of "attack" mode. Try hugging anthro rex. hugs don't do anything unless a enemy is in "recieve hug" mode.
Crocadino: a test monster for a lot of things; doesn't do anything past getting gulped maybe. :C
Roo: Same, was a test vector.
Updates to the gator's belly by Al
Working on some updates to Qu, he can have a valve or be valveless.
Based on the feedback, I won't be including any more characters unless they are fairly finished. It seems to upset people!
Barbftr MONSTERMAKER 2014-09-06
Posted 11 years agoUpdated the monster maker, adding a lot of useful features.
http://www.furaffinity.net/view/14465814/
There were a lot of updates and changes to make enemies much more interesting.
Lots of bug fixes, new mechanic additions (enemies are more flexible now), qte integration, and in general a lot of little things that weren't done right the 10 or so years ago this thing existed.
Here's a list of the updates, identical to the HOWTO.txt included.
2014-09-06
Added:
G.pointsSetPerDamage( value ) //Set the points recieved per HP of damage dealt to enemy (0 is disable!)
G.pointsAdd( amount, dontuselog ) //Add this many points to the player's score for this battle. Optionally, you can disable the logging of these points by seeting the second argument to 1
G.pointsGet( amount ) //Get current total points scored
G.pointsGetFightDelta( amount ) //Get current number of points scored since the start of the current battle
G.enemySetIgnoreWeakHits( value ); //If set to 0 or higher, attacks that do that amount of damage or LESS will not play hit animations. Set to -1 for normal, or pass no arguments.
G.setHMLDef( vh, vm, vl ); //Sets the high, medium and low defense stats in one call.
G.setHMLAtk( vh, vm, vl ); //Sets the high, medium and low attack stats in one call.
2014-08-27
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
Added:
G.qteEvent( frames, typeobject ) //Start a quick time event! a few to choose from
G.qteCheck() //Check if the QTE was won
G.qteAbort() //Abort the QTE
2014-08-23
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
2014-08-22
FLASHERROR: Shift + F5 over a selected folder layer crashes flash.
Added:
2014-08-21
Bug: Spark clip blinks! not OK. Fix this so spark syncs with speed. fixed.
Bug: if you ever G.G. anything, serious errors occur... no possible to fix.
Added:
G.setEnemySparkAnim( uanim ); //Directly play a animation on the enemy spark, at its current wherever.
G.setEnemySparkOnScreen( anim, screenfloatx, screenfloaty, screenscale ) //Place the enemy spark on the screen, relative to the center +-1.0 unit to edge of screen. Screenscale preserves scale of thing.
G.isPlayerConsumed() Returns true if the player is consumed; should work for old and new style enemies.
G.showConsumedPlayer( true, frozen ); Allows you to show the player even if "consumed", for QTE's and such. Also sets if the player freezes frames or not.
G.unscaleEnemySpark() Sets enemy spark scale to 100,100
2014-08-20
Bug: update clips could get called from shadows; fixed.
Bug: Tapping doesn't read well for gui controls! fixed.
Added:
G.playerTapReset() Resets the tapping (in case something is currently held down, that won't count.)
G.playerTapGet() Returns current input string that was TAPPED, not HELD. B L R U D syntax.
G.histFromObject( A ) Returns an array histogram from any object histogram. IE sorts keys, returns array of values...
G.histToUnityRange( A ) Returns a list that is normalized (sum is now 1 for all elements)
G.histBlend( A, B, factor ) Blend histograms together based on a factor 0..1, lengths have to match or it will not work. Returns a NEW histogram that is the linear interpolation of the two histograms.
G.getEnemyHP() REturns the exact enemy HP
G.enemySetAttackHistogram( low, medium, high ) To adjust the enemy attack usage. Set to something like 3,3,3 or the original (1,1,7). this is a automatic histogram, the largest number is selected MORE commonly. the ratios matter, not the numbers themselves.
G.enemyReplaceWalk( newanim ) To replace walking animations... "walk" is default Only use this IN the walk animation itself...
2014-07-08
Added background color fading options for dramatic and special effects.
G.fadeBG( <time>, optionalcolor );
G.fadeInBG( <time> );
2014-06-30
Fixed rehealthing enemies that die then eat you then get health so they can die again. (Alsnapz found the bug)
2014-06-26
Added G.getEnemySpark(); so that you can manually fix the spark clip and stuff
Added G.setEnemySparkPhysics( "MoveUp,1,Shrink,50" ); To add basic motion to spark clips
Added stuff to spark clip (number0, number1, ...) which should be used more?
Added G.setPlayerStatus( msg ); so you can set the player status (to warn about stuff)
2014-06-24
Enemies can be set to NOT play the hit animations G.enemySetDontPlayHitAnimation( v ); for making bossess and more fair fights
Added function set and call, so you can make more efficient complicated enemies G.setF( "key", function ); G.callF( "key", arguments );
A frame in the enemies clip is labeled "external" and this is the LAST FRAME, don't add anyhting past this. Auto enemy count.
Call G.enableFullTrace( 1 ); to show ALL messages if something isn't working. Use trace otherwise, added trace doc
Enemies can now turn off their AI, G.setEnemyAIUseAttacks( 0 );
addValue creates one if it does not exist
Added music play, so MP3's can be played from external files (odd) G.musicPlay( localname ) G.musicStop()
2014-05-29
Added external.xml and ability to adjust amount of characters loaded; so you can load many external characters all at once.
2014-05-28
Made external enemies Identical to internal enemies, bridging THAT gap. Now external enemies CAN be created, though the issue of "new player types" remains (recompile each enemy with new players if added.)
Added additional complex struggle directions (L R U D and now LU RU LD RD including with button pressed)
Added Set HP button to test enemies that read your HP
Changed all fonts to support international character sets (No more fruity microfont)
Added conveinience setup for enemies so the setup values no longer have to be in the stupid enemy clip
http://www.furaffinity.net/view/14465814/
There were a lot of updates and changes to make enemies much more interesting.
Lots of bug fixes, new mechanic additions (enemies are more flexible now), qte integration, and in general a lot of little things that weren't done right the 10 or so years ago this thing existed.
Here's a list of the updates, identical to the HOWTO.txt included.
2014-09-06
Added:
G.pointsSetPerDamage( value ) //Set the points recieved per HP of damage dealt to enemy (0 is disable!)
G.pointsAdd( amount, dontuselog ) //Add this many points to the player's score for this battle. Optionally, you can disable the logging of these points by seeting the second argument to 1
G.pointsGet( amount ) //Get current total points scored
G.pointsGetFightDelta( amount ) //Get current number of points scored since the start of the current battle
G.enemySetIgnoreWeakHits( value ); //If set to 0 or higher, attacks that do that amount of damage or LESS will not play hit animations. Set to -1 for normal, or pass no arguments.
G.setHMLDef( vh, vm, vl ); //Sets the high, medium and low defense stats in one call.
G.setHMLAtk( vh, vm, vl ); //Sets the high, medium and low attack stats in one call.
2014-08-27
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
Added:
G.qteEvent( frames, typeobject ) //Start a quick time event! a few to choose from
G.qteCheck() //Check if the QTE was won
G.qteAbort() //Abort the QTE
2014-08-23
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
2014-08-22
FLASHERROR: Shift + F5 over a selected folder layer crashes flash.
Added:
2014-08-21
Bug: Spark clip blinks! not OK. Fix this so spark syncs with speed. fixed.
Bug: if you ever G.G. anything, serious errors occur... no possible to fix.
Added:
G.setEnemySparkAnim( uanim ); //Directly play a animation on the enemy spark, at its current wherever.
G.setEnemySparkOnScreen( anim, screenfloatx, screenfloaty, screenscale ) //Place the enemy spark on the screen, relative to the center +-1.0 unit to edge of screen. Screenscale preserves scale of thing.
G.isPlayerConsumed() Returns true if the player is consumed; should work for old and new style enemies.
G.showConsumedPlayer( true, frozen ); Allows you to show the player even if "consumed", for QTE's and such. Also sets if the player freezes frames or not.
G.unscaleEnemySpark() Sets enemy spark scale to 100,100
2014-08-20
Bug: update clips could get called from shadows; fixed.
Bug: Tapping doesn't read well for gui controls! fixed.
Added:
G.playerTapReset() Resets the tapping (in case something is currently held down, that won't count.)
G.playerTapGet() Returns current input string that was TAPPED, not HELD. B L R U D syntax.
G.histFromObject( A ) Returns an array histogram from any object histogram. IE sorts keys, returns array of values...
G.histToUnityRange( A ) Returns a list that is normalized (sum is now 1 for all elements)
G.histBlend( A, B, factor ) Blend histograms together based on a factor 0..1, lengths have to match or it will not work. Returns a NEW histogram that is the linear interpolation of the two histograms.
G.getEnemyHP() REturns the exact enemy HP
G.enemySetAttackHistogram( low, medium, high ) To adjust the enemy attack usage. Set to something like 3,3,3 or the original (1,1,7). this is a automatic histogram, the largest number is selected MORE commonly. the ratios matter, not the numbers themselves.
G.enemyReplaceWalk( newanim ) To replace walking animations... "walk" is default Only use this IN the walk animation itself...
2014-07-08
Added background color fading options for dramatic and special effects.
G.fadeBG( <time>, optionalcolor );
G.fadeInBG( <time> );
2014-06-30
Fixed rehealthing enemies that die then eat you then get health so they can die again. (Alsnapz found the bug)
2014-06-26
Added G.getEnemySpark(); so that you can manually fix the spark clip and stuff
Added G.setEnemySparkPhysics( "MoveUp,1,Shrink,50" ); To add basic motion to spark clips
Added stuff to spark clip (number0, number1, ...) which should be used more?
Added G.setPlayerStatus( msg ); so you can set the player status (to warn about stuff)
2014-06-24
Enemies can be set to NOT play the hit animations G.enemySetDontPlayHitAnimation( v ); for making bossess and more fair fights
Added function set and call, so you can make more efficient complicated enemies G.setF( "key", function ); G.callF( "key", arguments );
A frame in the enemies clip is labeled "external" and this is the LAST FRAME, don't add anyhting past this. Auto enemy count.
Call G.enableFullTrace( 1 ); to show ALL messages if something isn't working. Use trace otherwise, added trace doc
Enemies can now turn off their AI, G.setEnemyAIUseAttacks( 0 );
addValue creates one if it does not exist
Added music play, so MP3's can be played from external files (odd) G.musicPlay( localname ) G.musicStop()
2014-05-29
Added external.xml and ability to adjust amount of characters loaded; so you can load many external characters all at once.
2014-05-28
Made external enemies Identical to internal enemies, bridging THAT gap. Now external enemies CAN be created, though the issue of "new player types" remains (recompile each enemy with new players if added.)
Added additional complex struggle directions (L R U D and now LU RU LD RD including with button pressed)
Added Set HP button to test enemies that read your HP
Changed all fonts to support international character sets (No more fruity microfont)
Added conveinience setup for enemies so the setup values no longer have to be in the stupid enemy clip
Open Canvas - Multiple Monitor Support
Posted 11 years agoThanks to a certain Hyena, we fixed Open Canvas so it should work with dual screens now:
(download the "oC11b72rv1Dual.zip MULTI SCREEN Open Canvas" here, please repost anywhere you like)
http://aryion.com/content/imaginaryzs-junk
If you're paranoid about signing, (from http://www.fileformat.info/tool/hash.htm )
oC11b72rv1Dual.exe should have:
MD5 62eb3dd2d36df2fe2d089e32bd55cb98
SHA-1 ec54f9d3e9ffb5087643a18d9fbc4a0b0fb16b20
SHA-256 1a4929a032ab7acf895085f3e8b63a68f46d468a8c9e1acd94485875443ba2e4
HOPE YOU ENJOY! I know we will.
-Z
(download the "oC11b72rv1Dual.zip MULTI SCREEN Open Canvas" here, please repost anywhere you like)
http://aryion.com/content/imaginaryzs-junk
If you're paranoid about signing, (from http://www.fileformat.info/tool/hash.htm )
oC11b72rv1Dual.exe should have:
MD5 62eb3dd2d36df2fe2d089e32bd55cb98
SHA-1 ec54f9d3e9ffb5087643a18d9fbc4a0b0fb16b20
SHA-256 1a4929a032ab7acf895085f3e8b63a68f46d468a8c9e1acd94485875443ba2e4
HOPE YOU ENJOY! I know we will.
-Z
2014-07-31 OC sketch interactive request stream RESULTS
Posted 11 years agohttp://www.furaffinity.net/view/14147644/
http://www.furaffinity.net/view/14147655/
http://www.furaffinity.net/view/14147667/
Yay! hehe Loads of Fun Thank you all So much for Joining! we will have to Do this More often!
having people throw Us Ideas was Fun and Hilarious! =3
Thank you all and All this OC Stuff will be Posted on our Account
piza
http://www.furaffinity.net/journal/5986898/
http://www.furaffinity.net/view/14147655/
http://www.furaffinity.net/view/14147667/
Yay! hehe Loads of Fun Thank you all So much for Joining! we will have to Do this More often!
having people throw Us Ideas was Fun and Hilarious! =3
Thank you all and All this OC Stuff will be Posted on our Account
pizahttp://www.furaffinity.net/journal/5986898/
2014-07-31 OC sketch interactive request stream
Posted 11 years ago(1) I'd like to do an art trade! You can post ideas too.
Posted 11 years agoI'd like to art trade with someone! So if you want to do some work ( sketch, ink, flats, shading! the full shabang ) and you got an idea you'd like me to draw, propose a trade! (Don't ask if you aren't willing to DO a trade of course! Look at my art for examples of what I'd expect. And since I've been warned, I'll be using your existing art you have made as a heuristic for if it would make sense to trade, so don't take offense, it's just business.)
Please post your trade idea as a comment, I don't like drawing naughty bits / adultry, I prefer vore obviously, and I reserve the right to deny any idea if it offends me. Blatantly copyrighted characters are a no-no in most cases. If you don't already know what I like from my gallery, why are you reading this? XD lol
My idea was this, I wanna see someone re-imagine a fat, amphibious lizard/dragon with large Rhacodactylus paws that are webbed heavily like aquatic seadragons, some sort of dual dorsal fin with heavy spines, nice and fat body, maybe waddling up to grab some poor victim and pawhug them to death! or maybe noms with shoving a victim down. Color pattern being mottled and such. Total artistic license, fat aquatic lizard noms with big paws are a win.
Any takers? Or just post ideas for fun, no harm in that.
(Note there can be multiple trades! depends on the number of responders... :3)
Okay for clarity, let's use slots (updated as confirmed):
1.
Draxonis_lupisVI ( DONE, http://www.furaffinity.net/view/13856812/ http://www.furaffinity.net/view/13856855/ )
2.
akudrache (WIP, http://www.furaffinity.net/view/13848146/ )
3.
superflame
4.
Otherwise,
Updated animal idea generator: http://www.furaffinity.net/view/13592680/ for when you want a critter to draw!
If you like simple 3D vore in a realtime platforming like game sort of thing:
(full tour, monsters eating things, plants, lion, bear, lizardpeoples, gems, no gore, no gender, snake elevator)
http://aryion.com/forum/viewtopic.p.....79&t=39005
Don't forget about monster maker:
http://www.4shared.com/zip/aWMY9Vb3....._05_29_MO.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk terfightorginMKX 2014_05_29_MONSTERMAKER.zip )
Have fun, make monsters.
-Z
Please post your trade idea as a comment, I don't like drawing naughty bits / adultry, I prefer vore obviously, and I reserve the right to deny any idea if it offends me. Blatantly copyrighted characters are a no-no in most cases. If you don't already know what I like from my gallery, why are you reading this? XD lol
My idea was this, I wanna see someone re-imagine a fat, amphibious lizard/dragon with large Rhacodactylus paws that are webbed heavily like aquatic seadragons, some sort of dual dorsal fin with heavy spines, nice and fat body, maybe waddling up to grab some poor victim and pawhug them to death! or maybe noms with shoving a victim down. Color pattern being mottled and such. Total artistic license, fat aquatic lizard noms with big paws are a win.
Any takers? Or just post ideas for fun, no harm in that.
(Note there can be multiple trades! depends on the number of responders... :3)
Okay for clarity, let's use slots (updated as confirmed):
1.
Draxonis_lupisVI ( DONE, http://www.furaffinity.net/view/13856812/ http://www.furaffinity.net/view/13856855/ )2.
akudrache (WIP, http://www.furaffinity.net/view/13848146/ )3.
superflame4.
Otherwise,
Updated animal idea generator: http://www.furaffinity.net/view/13592680/ for when you want a critter to draw!
If you like simple 3D vore in a realtime platforming like game sort of thing:
(full tour, monsters eating things, plants, lion, bear, lizardpeoples, gems, no gore, no gender, snake elevator)
http://aryion.com/forum/viewtopic.p.....79&t=39005
Don't forget about monster maker:
http://www.4shared.com/zip/aWMY9Vb3....._05_29_MO.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk terfightorginMKX 2014_05_29_MONSTERMAKER.zip )
Have fun, make monsters.
-Z
Because I bet you didn't know about this...
Posted 11 years agoIf you like simple 3D vore in a realtime platforming like game sort of thing:
(full tour, monsters eating things, plants, lion, bear, lizardpeoples, gems, no gore, no gender, snake elevator)
http://aryion.com/forum/viewtopic.p.....79&t=39005
Otherwise,
Something silly and fun:
http://www.furaffinity.net/view/13592680/
AND we have a new monster maker that has the external.xml file working.
http://www.4shared.com/zip/aWMY9Vb3....._05_29_MO.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk terfightorginMKX 2014_05_29_MONSTERMAKER.zip )
Have fun, make monster.
-Z
P.S. DID YOU EVEN CLICK?? Did you even know I made this? I need to know how far removed I really am...
(full tour, monsters eating things, plants, lion, bear, lizardpeoples, gems, no gore, no gender, snake elevator)
http://aryion.com/forum/viewtopic.p.....79&t=39005
Otherwise,
Something silly and fun:
http://www.furaffinity.net/view/13592680/
AND we have a new monster maker that has the external.xml file working.
http://www.4shared.com/zip/aWMY9Vb3....._05_29_MO.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk terfightorginMKX 2014_05_29_MONSTERMAKER.zip )
Have fun, make monster.
-Z
P.S. DID YOU EVEN CLICK?? Did you even know I made this? I need to know how far removed I really am...
FUNSTUFF and NEW monstermaker!
Posted 11 years agoSomething silly and fun:
http://www.furaffinity.net/view/13592680/
AND we have a new monster maker that has the external.xml file working.
http://www.4shared.com/zip/aWMY9Vb3....._05_29_MO.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk terfightorginMKX 2014_05_29_MONSTERMAKER.zip )
Some really good changes to the system, including unicode support ( thanks
67vorelover67 ) and a new initialization setup to make stats WAY easier to work with and more robust, so now external and internal enemies work exactly the same.
So we'll get the whole thing up eventually!
Have fun, make monster. Ciao!
-Z
http://www.furaffinity.net/view/13592680/
AND we have a new monster maker that has the external.xml file working.
http://www.4shared.com/zip/aWMY9Vb3....._05_29_MO.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk terfightorginMKX 2014_05_29_MONSTERMAKER.zip )
Some really good changes to the system, including unicode support ( thanks
67vorelover67 ) and a new initialization setup to make stats WAY easier to work with and more robust, so now external and internal enemies work exactly the same.So we'll get the whole thing up eventually!
Have fun, make monster. Ciao!
-Z
NEW BARBFTR MONSTERS
Posted 11 years agoHEY LOOK NEW MONSTERS
https://www.furaffinity.net/view/8840199/
one slimy pile of awesome from da
alsnapz
and a NEW enemy from
superflame !
NEW MONSTER MAKER
http://www.4shared.com/zip/1KzIYULK.....014_05_01.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk "MonsterMaker_2014_05_01.zip")
How awesome is that?!
Go MAKE SOME ENEMIES! Should there be a contest? the hell would the prize be? noms? lol.
Peace!
-Z
https://www.furaffinity.net/view/8840199/
one slimy pile of awesome from da
alsnapzand a NEW enemy from
superflame ! NEW MONSTER MAKER
http://www.4shared.com/zip/1KzIYULK.....014_05_01.html
(and in emergencies, http://aryion.com/content/imaginaryzs-junk "MonsterMaker_2014_05_01.zip")
How awesome is that?!
Go MAKE SOME ENEMIES! Should there be a contest? the hell would the prize be? noms? lol.
Peace!
-Z
HEY LOOK! AWESOMENESS LUCY IS HAVING A RAFFLE!
Posted 11 years agoPosted of my own free will, support this awesome artist! especially if you love paws!
http://www.furaffinity.net/journal/5702204/
Let's crank that 1000 to 2000 eh? <3 Stay awesome Lucy~
http://www.furaffinity.net/journal/5702204/
Let's crank that 1000 to 2000 eh? <3 Stay awesome Lucy~
NEW OpenCanvas dedicated account!
Posted 11 years ago
piza PIZAHopefully we'll get to post them all here, for the lulz, and likely tutorials or other large collaborative efforts!
Watch and enjoy the insanity~
-Z
NEW ENEMIES added to Alsnapz Barbftr mod!
Posted 11 years agoCheck em out!
http://www.furaffinity.net/view/8840199/
Added enemies from StormyRange: frog, mimic, nini, nirby, paramite, rubydragon, scrab, selicia, worm.
Added enemies from Al: Bronto, bitinglizard, Wyvern.
Updated enemies from Z: OrangeRaptor.
Added background support (see Wyvern! Thanks PwrOf3D :D ). Some bug fixes, loading game support (not much there yet)
So just because, people involved (in order of # of things added then date): (YOU should make stuff too!)
https://www.furaffinity.net/user/imaginaryz/
https://www.furaffinity.net/user/alsnapz/
https://www.furaffinity.net/user/stormyrange/
https://www.furaffinity.net/user/darklord92/
https://www.furaffinity.net/user/ozythesquirrel/
https://www.furaffinity.net/user/PwrOf3D/
And, some media and characters are from OTHER sources! (such as duamutef's VRPG, starfox adventures, milia wars, fromage, and probably other people I don't have the names of!)
So why not contribute sometime eh?
-Z
http://www.furaffinity.net/view/8840199/
Added enemies from StormyRange: frog, mimic, nini, nirby, paramite, rubydragon, scrab, selicia, worm.
Added enemies from Al: Bronto, bitinglizard, Wyvern.
Updated enemies from Z: OrangeRaptor.
Added background support (see Wyvern! Thanks PwrOf3D :D ). Some bug fixes, loading game support (not much there yet)
So just because, people involved (in order of # of things added then date): (YOU should make stuff too!)
https://www.furaffinity.net/user/imaginaryz/
https://www.furaffinity.net/user/alsnapz/
https://www.furaffinity.net/user/stormyrange/
https://www.furaffinity.net/user/darklord92/
https://www.furaffinity.net/user/ozythesquirrel/
https://www.furaffinity.net/user/PwrOf3D/
And, some media and characters are from OTHER sources! (such as duamutef's VRPG, starfox adventures, milia wars, fromage, and probably other people I don't have the names of!)
So why not contribute sometime eh?
-Z
Slight update to barbftr
Posted 11 years agoNuff said. Go make that raptor happy.
My friend is having a raffle!
Posted 11 years agoGo here and enter if you are
1. Watching and love Aku's art
2. wanting a vore picture that you can describe in more than a few sentences!
3. Aren't a douche
http://www.furaffinity.net/journal/5589448/
I'm posting this under my own free will, as per rules from admins.
Best of luck!
1. Watching and love Aku's art
2. wanting a vore picture that you can describe in more than a few sentences!
3. Aren't a douche
http://www.furaffinity.net/journal/5589448/
I'm posting this under my own free will, as per rules from admins.
Best of luck!
OC Session posting test!
Posted 11 years agoTesting posting our OC sessions since they are of great humor to us!
http://www.furaffinity.net/view/12874043/
Give us some feedback.
Don't forget you can make your own barbftr enemies! ( http://www.furaffinity.net/view/12732662/ )
Here's a COMPLETE tutorial
http://www.youtube.com/playlist?fea.....nCSDYKbVstThTd
And a link to the monstermaker
http://www.4shared.com/zip/cixatCQc.....r_edition.html
http://aryion.com/content/imaginaryzs-junk "Barbftr MonsterMaker edition.zip"
http://www.furaffinity.net/view/12874043/
Give us some feedback.
Don't forget you can make your own barbftr enemies! ( http://www.furaffinity.net/view/12732662/ )
Here's a COMPLETE tutorial
http://www.youtube.com/playlist?fea.....nCSDYKbVstThTd
And a link to the monstermaker
http://www.4shared.com/zip/cixatCQc.....r_edition.html
http://aryion.com/content/imaginaryzs-junk "Barbftr MonsterMaker edition.zip"
FLASH TUTORIAL VIDEO
Posted 11 years agoI recorded a flash tutorial for how to make Barbftr characters, from zilch to raptor:
http://www.livestream.com/imaginary.....b-eb7429c5228c
http://www.youtube.com/playlist?fea.....nCSDYKbVstThTd
all live, so. You'll have to expect mistakes and such.
I'll clean them up and put them on youtube tomorrow hopefully.
-Z
http://www.livestream.com/imaginary.....b-eb7429c5228c
http://www.youtube.com/playlist?fea.....nCSDYKbVstThTd
all live, so. You'll have to expect mistakes and such.
I'll clean them up and put them on youtube tomorrow hopefully.
-Z
About RX8 and the future
Posted 11 years agoYou're not going to like this. Better sit down.
RX8 is undergoing a paradigm shift for the reasons that will immediately be obvious to everyone playing or working on this updated barbftr:
1. Flash is dead, adobe publicly announced they will no longer support it. That likely means a slow push to remove flash player from existence. the open source community must make plugins to save flash, and why would they if:
2. The IDE I use (Macromedia Flash 8 Professional) is no longer available for purchase, Adobe explicitly refuses to sell any licenses, and it is therefore illegal to use for any new user.
The tools I have used dearly for years are now illegal for anyone else.
Adobe decided that I can no longer purchase and use their tools.
The tools I use are now dead, no hope of them working in the future without complex VM's or ridiculous amounts of hacking together OS's
CS3/CS4/CS5/CS6 cannot compile Flash 8 files, I tested this in stream with RX8. they ran 1/4 as fast, at best. And capped the FPS to 30. (RX8 is 60, so yes, adobe. I tried your new versions. they don't work.)
...
This kills my soul. What would you do in this situation?
3. Flash does not work on portable devices properly (phones, tablets) which are much more popular now.
4. Wall. RX8 needs much more power to operate correctly. Why continue using a decade old product, when better, more future permanent solutions exist? Not only that, but MUCH shinier, easier to work with open solutions. And faster, portable...
Therefore, RX8 is going to be upgraded to C/C++ and my game engine (based on blender's GHOST code, very heavily modified). This will take some time, but will be far better for the project.
Luckily, I have learned a LOT from making it, and so It'll be mostly a port at first.
This also will shift the focus to a releasable steam game instead of a side flash project. So that in itself will be quite a undertaking.
Thems the breaks. Once I get enough going, I'll likely release the old dead flash version since it'll be useless then. Pretty much everyone is going to hate on me, so don't. Leave me alone about it until I have something to show, I'll stream as it goes forward later.
Best of luck to you all, and may you see the future before something horrid like this happens to you. (I was blind) Support open source projects like Blender, Code::Blocks, GNU, to prevent this from happening ever again. Don't do future-dead work.
Don't forget to play http://www.furaffinity.net/view/8840199/ and have fun.
Make us some monsters for barbftr: http://www.furaffinity.net/view/12732662/
At least barbftr is still fun to mess with. :3 thanks Al~
-Z
RX8 is undergoing a paradigm shift for the reasons that will immediately be obvious to everyone playing or working on this updated barbftr:
1. Flash is dead, adobe publicly announced they will no longer support it. That likely means a slow push to remove flash player from existence. the open source community must make plugins to save flash, and why would they if:
2. The IDE I use (Macromedia Flash 8 Professional) is no longer available for purchase, Adobe explicitly refuses to sell any licenses, and it is therefore illegal to use for any new user.
The tools I have used dearly for years are now illegal for anyone else.
Adobe decided that I can no longer purchase and use their tools.
The tools I use are now dead, no hope of them working in the future without complex VM's or ridiculous amounts of hacking together OS's
CS3/CS4/CS5/CS6 cannot compile Flash 8 files, I tested this in stream with RX8. they ran 1/4 as fast, at best. And capped the FPS to 30. (RX8 is 60, so yes, adobe. I tried your new versions. they don't work.)
...
This kills my soul. What would you do in this situation?
3. Flash does not work on portable devices properly (phones, tablets) which are much more popular now.
4. Wall. RX8 needs much more power to operate correctly. Why continue using a decade old product, when better, more future permanent solutions exist? Not only that, but MUCH shinier, easier to work with open solutions. And faster, portable...
Therefore, RX8 is going to be upgraded to C/C++ and my game engine (based on blender's GHOST code, very heavily modified). This will take some time, but will be far better for the project.
Luckily, I have learned a LOT from making it, and so It'll be mostly a port at first.
This also will shift the focus to a releasable steam game instead of a side flash project. So that in itself will be quite a undertaking.
Thems the breaks. Once I get enough going, I'll likely release the old dead flash version since it'll be useless then. Pretty much everyone is going to hate on me, so don't. Leave me alone about it until I have something to show, I'll stream as it goes forward later.
Best of luck to you all, and may you see the future before something horrid like this happens to you. (I was blind) Support open source projects like Blender, Code::Blocks, GNU, to prevent this from happening ever again. Don't do future-dead work.
Don't forget to play http://www.furaffinity.net/view/8840199/ and have fun.
Make us some monsters for barbftr: http://www.furaffinity.net/view/12732662/
At least barbftr is still fun to mess with. :3 thanks Al~
-Z
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