velocirection - FF Update (sprite placement tool thing and some other stuff)
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velocirection - Working on a thing
About This Title
Current build with the cool new stuff below in it is here!
https://velocirection.itch.io/freaky-friendlies
(password is HHUGEGAMER)
-Fixed a bug where the needs object you were interacting with would be broken if the beginning of the interaction was interrupted by something else (such as forced climax)
-Fixed naked shrugging animation not being used (you would encounter this if you were naked, tried a needs interaction and for some reason a path couldn't be found to it which turns in the current interaction into a "shrug")
-added/fixed a couple items (the wall painting you can have as the special item in the secret cave is different + the golden vrex head urinal has fixed stream placements and improved sprites). You can find the full size version of the paintings images and the source files in a folder included with the game, there's three different paintings you might get! It's random which one if you get the game salt that determines a painting is the starting special item gift thing you get (they're public domain images that I've repurposed to be just horses pissing)
The source for this image can be found here (I cropped the horse and edited the horse's butt to be more awesome)
-Some of Theuk's conversation sprites are improved (haven't re-rendered all of them yet though, the non-couch conversation sprites are still the same)
-Re-rendered a bunch of Rinzo's animations and implemented more idle animations (this might have some visual bugs but I think it should be fine). I wanted to have his crotch be more full and have more lewdness to it! And a lot of animations needed to be rendered again anyway (because they were rendered with an outdated model).
-Big thing: made a tool to define custom extra spots on sprites.
First...
Unfortunately I didn't know about this until after I made my tool and got it working exactly how I want it. So if you're interested in placing extra positions on sprites for sprites in your game maker project... probably use this, seems pretty sweet. Idk if it's good or not though but if I'd give this a try if I didn't make my own thing for this.
https://astrobardgames.itch.io/sprite-anchor-animator
Anyway, my extra positions placement tool is made in game maker (which does have some advantages over making it an external program, one being that I can drop the editor into a game and get easy access to all the sprites and also get an exact preview of what it will be like within in the game) The idea is to create a list of all the sprites that exist within the game and allow me to inspect each one and place extra positions with the mouse then define which sprites use extra spots, if they use extra positions only from the first frame (since a lot of cases don't need animated extra positions) or if the sprite uses extra positions that are different each frame.
It saves the data in two ways- one way is for the tool to load in the information that was saved in a simple format (still a txt file though) but it also creates a script that I can use directly in the game (by writing to a text file that I copy/paste over an existing script). I could just load the information from the script it created... but at the time I didn't know how I was going to go about actually using the data created in the tool in the game itself so I went with a file for saving/loading data for use in the tool and the script file for formatting the data in a game maker script the game can use.
If you're curious the "VCRX" comments and stuff are there for me to identify which is which if I need to manually inspect/change the values. I have macros, which are game maker's version of constants, for the index in the extra position array where VCRX/VCRY (crotch) is 0 and 1, VLPX and VLPY (left pit) is 2 and 3, VRPX/VRPY (right pit) is 4 and 5 and so on (which is how I get the position to spawn stuff on a character, like [VURX] and [VURY] would be the index of the urethra's position for that frame of the animation)
I wanted to avoid loading data from a text file because eh... it's just nicer to have the data compiled with the game. I've attached a video of the extra positions tool in action below!
So in the game, whenever a character changes sprites it checks for whether or not that sprite is marked as using extra positions. If it is then that instance's extra positions data is set to that (which is an array of arrays, 1 array per frame that has all the special spots organized as seen above).
I've added a little thing where if you piss there's a timer for how long it's been since you've last pissed and if you're naked it spawns little drops sometimes until the timer has counted up enough (other characters do this too, I haven't added the extra spots to every sprite that needs it to work yet but the system works with all characters as long as the sprites have extra spots for the urethra position)
It's nothing too fancy but the drops have fake physics to them. Since I can know the next and previous frame information about where the urethra is the particle can have a little velocity it inherits from how far/which direction it's moving based on the previous, current and next frames.
Just like the piss stream systems it's not perfect and can be a bit janky but I think it adds a nice dynamic-ness to things.
However the whole reason I built that tool and this system was to see how pre-drops could look on the sprites if a character is strokin it! This has to do with a contextual interaction menu based on where you are/what room you're in and some other stuff. For example, if you're naked and press the X button (which is V on the keyboard and square on the Playstation controller) you'll have the option to "jack off." (but I disabled that in the game for now though, it needs some more work)
Current build with the cool new stuff below in it is here!
https://velocirection.itch.io/freaky-friendlies
(password is HHUGEGAMER)
-Fixed a bug where the needs object you were interacting with would be broken if the beginning of the interaction was interrupted by something else (such as forced climax)
-Fixed naked shrugging animation not being used (you would encounter this if you were naked, tried a needs interaction and for some reason a path couldn't be found to it which turns in the current interaction into a "shrug")
-added/fixed a couple items (the wall painting you can have as the special item in the secret cave is different + the golden vrex head urinal has fixed stream placements and improved sprites). You can find the full size version of the paintings images and the source files in a folder included with the game, there's three different paintings you might get! It's random which one if you get the game salt that determines a painting is the starting special item gift thing you get (they're public domain images that I've repurposed to be just horses pissing)
The source for this image can be found here (I cropped the horse and edited the horse's butt to be more awesome)
-Some of Theuk's conversation sprites are improved (haven't re-rendered all of them yet though, the non-couch conversation sprites are still the same)
-Re-rendered a bunch of Rinzo's animations and implemented more idle animations (this might have some visual bugs but I think it should be fine). I wanted to have his crotch be more full and have more lewdness to it! And a lot of animations needed to be rendered again anyway (because they were rendered with an outdated model).
-Big thing: made a tool to define custom extra spots on sprites.
First...
Unfortunately I didn't know about this until after I made my tool and got it working exactly how I want it. So if you're interested in placing extra positions on sprites for sprites in your game maker project... probably use this, seems pretty sweet. Idk if it's good or not though but if I'd give this a try if I didn't make my own thing for this.
https://astrobardgames.itch.io/sprite-anchor-animator
Anyway, my extra positions placement tool is made in game maker (which does have some advantages over making it an external program, one being that I can drop the editor into a game and get easy access to all the sprites and also get an exact preview of what it will be like within in the game) The idea is to create a list of all the sprites that exist within the game and allow me to inspect each one and place extra positions with the mouse then define which sprites use extra spots, if they use extra positions only from the first frame (since a lot of cases don't need animated extra positions) or if the sprite uses extra positions that are different each frame.
It saves the data in two ways- one way is for the tool to load in the information that was saved in a simple format (still a txt file though) but it also creates a script that I can use directly in the game (by writing to a text file that I copy/paste over an existing script). I could just load the information from the script it created... but at the time I didn't know how I was going to go about actually using the data created in the tool in the game itself so I went with a file for saving/loading data for use in the tool and the script file for formatting the data in a game maker script the game can use.
If you're curious the "VCRX" comments and stuff are there for me to identify which is which if I need to manually inspect/change the values. I have macros, which are game maker's version of constants, for the index in the extra position array where VCRX/VCRY (crotch) is 0 and 1, VLPX and VLPY (left pit) is 2 and 3, VRPX/VRPY (right pit) is 4 and 5 and so on (which is how I get the position to spawn stuff on a character, like [VURX] and [VURY] would be the index of the urethra's position for that frame of the animation)
I wanted to avoid loading data from a text file because eh... it's just nicer to have the data compiled with the game. I've attached a video of the extra positions tool in action below!
So in the game, whenever a character changes sprites it checks for whether or not that sprite is marked as using extra positions. If it is then that instance's extra positions data is set to that (which is an array of arrays, 1 array per frame that has all the special spots organized as seen above).
I've added a little thing where if you piss there's a timer for how long it's been since you've last pissed and if you're naked it spawns little drops sometimes until the timer has counted up enough (other characters do this too, I haven't added the extra spots to every sprite that needs it to work yet but the system works with all characters as long as the sprites have extra spots for the urethra position)
It's nothing too fancy but the drops have fake physics to them. Since I can know the next and previous frame information about where the urethra is the particle can have a little velocity it inherits from how far/which direction it's moving based on the previous, current and next frames.
Just like the piss stream systems it's not perfect and can be a bit janky but I think it adds a nice dynamic-ness to things.
However the whole reason I built that tool and this system was to see how pre-drops could look on the sprites if a character is strokin it! This has to do with a contextual interaction menu based on where you are/what room you're in and some other stuff. For example, if you're naked and press the X button (which is V on the keyboard and square on the Playstation controller) you'll have the option to "jack off." (but I disabled that in the game for now though, it needs some more work)
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