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Redoing the player in Flash 
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Meph wrote:
Yes. ;) It's just a backend change that allows for better improvements.



Ah, thats good. XD

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Last edited by Nevfx on Sun Jun 20, 2010 10:38 pm, edited 1 time in total.



Sun Jun 20, 2010 10:26 pm
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I think you might need to correct your BBCode in your post. :P

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Sun Jun 20, 2010 10:33 pm
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...

How the hell did that happen.

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Sun Jun 20, 2010 10:37 pm
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So I feel like actually doing this. But the issue I have first is the animations.

What I mean here is a lot of small things. The first being, what is the correct framerate? The second is, how should I get the animation data? I need to know what picture to show when and for how long. And I need proper pictures too. As in clearly separated and aligned bitmaps. Not the mess that unofficial sprite sheets has. The best would be to read the animations directly from the game data itself. Anyone know someone with tools for that?

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Currently working on a trial engine in Flash. I am looking for assistance.


Sat Jul 10, 2010 3:23 pm
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Surprise surprise! Guess what?

I actually did it! (old version)

I have a working cross exam system now. I will just add in objections before making the next release. Also, expect a feature that no other trial player has.

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Currently working on a trial engine in Flash. I am looking for assistance.


Mon Jul 12, 2010 11:49 pm
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henke37 wrote:
Also, expect a feature that no other trial player has.

It's almost as though you're... bribing us. :P I have to admit, however, that this is intriguing.

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Tue Jul 13, 2010 12:15 am
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No, I am not bribing. I am just teasing. Btw, I forgot to thank you for providing with the hosting, thanks Meph.

But there is one thing that I do need assistance with. That is getting the animations in order. As will be more and more obvious, I have no clue how fast the animations should run. So, I need help deciding on the framerate to use for the player. The acceptable range is 24 to 60 frames per second. Once that is settled, the animations themself need to be scaled to work at that rate. I will need either someone with Flash that can directly tweak things or someone who thinks that it will be exciting to write screen after screen of animation data into a text file that I can manually read and apply.

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Tue Jul 13, 2010 9:00 am
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The framerate depends on the FPS for animated GIFs in Firefox.

And you're welcome. ;)

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Tue Jul 13, 2010 11:20 am
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Meph wrote:
The framerate depends on the FPS for animated GIFs in Firefox.

Why are you talking about framerates in GIF files ?
In an animated GIF, each frame has its own length set. It's not "change frame every x milliseconds" with x a global value, it's "jump to the next frame in x milliseconds", with x a property of the current frame.

If that can help, usually the lowest possible interval between two frames is 10ms, but that's not part of the GIF spec as far as I know, it's just a common use because lower values use the processor too much.

henke37 wrote:
Once that is settled, the animations themselves need to be scaled to work at that rate. I will need either someone with Flash that can directly tweak things or someone who thinks that it will be exciting to write screen after screen of animation data into a text file that I can manually read and apply.

Can't you read the data contained in the gif file at runtime, to know what's the length of each frame and then round "length of the gif frame * your flash framerate" to get the number of your frames that'll be used by that gif frame ?
Doing that at runtime would avoid the need to prepare all data like you're wanting to.

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Tue Jul 13, 2010 1:07 pm
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Unas wrote:
Meph wrote:
The framerate depends on the FPS for animated GIFs in Firefox.

Why are you talking about framerates in GIF files ?

Oh! Sorry! I meant to say the "FPS for Flash" :P

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Tue Jul 13, 2010 1:19 pm
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I could read the gif files. I am sure there is some library to extract the data out of them. But I want to have just one file to load for each character. This both in order to save bandwidth (requests are not free) and to allow data sharing. True, there will be some unused, yet loaded, assets, but the file will be cached soon enough and most of the time, there will be more used ones than unused ones.

Of course, I am still thinking that some of the characters should be split.

I am also using a fair amount of scripting in the character animations to ensure that they will interact just right.

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Last edited by henke37 on Mon Aug 30, 2010 10:56 pm, edited 1 time in total.



Tue Jul 13, 2010 1:35 pm
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henke37 wrote:
Of course, I am still thinking that some of the characters should be split.

You mean, like, in half? :shock:

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Tue Jul 13, 2010 10:11 pm
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I mean that groups of poses should be split into separate characters. For example, when there is different clothes. For some reason, people want the clothes to stay the same.

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Tue Jul 13, 2010 10:22 pm
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Ah, I see.
henke37 wrote:
For some reason, people want the clothes to stay the same.


Can't think of any reason why people would want such a thing. :?

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Tue Jul 13, 2010 10:25 pm
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It's called constiency. People tend to note when things changes with no explanation.

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Tue Jul 13, 2010 10:43 pm
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