Showing posts with label tutorials. Show all posts
Showing posts with label tutorials. Show all posts

Friday, February 22, 2013

Another day of encoding the tutorial


Text is now encoded for everything up to the pens for the tutorial.  The events themselves still need to be done but these type of things need time.  Tutorial seems to be the number one thing that people are asking for now from the interface and I aim to please.

Daisy

Sunday, August 7, 2011

Simple Effects Tutorial

Be Advised Effects now run in the event system!!!  This information is no longer accurate.


Compared to Items, effects offer a lot of options and a lot of complications. Effects bring about a change in a timed manner, either expiring after they are done or continuing on forever. They can also be designed to change what they do depending on other variables. Something Items are just not designed to do.

Go ahead and this time open the folder

/otherworld/libs/otherlibs/effectStuff/

drop your 12 x 12 image of the effect into

/effectImages/

It must be 12 x 12 or else it will look weirdly sized when viewed.

Open up effectInfo.xml with your notepad++.

For the most part when adding effects from the fan base the effects will be associated with an item. Either given when drunk or eaten or added by wearing an item such as a tattoo. This association creates an easy way to start them.

Once started the Effect is then triggered during each time frame. They are morning, afternoon, evening, night, shift (every shift or 1/4 day), cycle (a full day). It is very important that the right trigger is used or you will have unexpected results things will either grow to fast or to slow.

The basic effect options look very similar to an items... but with a lot fewer different categories. All of the following are required though.

name - The name of the effect make sure this matches the effect name used by the item that adds the effect. Also it is dropped to lower case and then re-capitalized by the game so, odd capitalizing will be lost.

file - where the item is in the /effectImages/ folder and its name.

description - The float over text description.

maxcounter - The max number of counters that the item can have. Counters can be removed each trigger pull. Resulting in the effect being removed over a given time.

startcounter - The counter to start on or add to the current counter total. This can be important if for like alcohol that add 1 counter each time.

timedremoval - does the item remove itself when its out of counters. (true/false defaults false)

timer - when to pull the trigger

associate - where to display the effect in the character screen (health/happiness/etc)

switcher - does this effect have if conditions. (more on this later) (true/false defaults false)

That's if for the basic effect characteristics. Now here is where it gets a bit complicated or simple. The simplest type is just a mod by itself with out conditions. Even with conditions the syntax for the mods are the same the way they fire is just a bit different. * are required.



or



type - The stat (happiness, health, sanity, etc) or the effect (lactation, drunk, etc)

change - how much the stat is changed (+5 , - 10, etc)

*timer - when the change happens. THIS IS INDEPENDENT OF THE TIMER IN THE MAIN EFFECT!!! That means you can have an effect that does something different every shift.

modeeffect - we are doing an effect and not a stat

add - just like items this is true if you are adding an effect and false if you are removing one.

Note that the effect's change is automatically added to the float over.



Example of an effect spawning another effect...



And that's about that for simple effects. Will do conditional effects soon.

Saturday, August 6, 2011

Items tutorial


Items now have the option of being completely customizable. Allowing for the community to add items at will or for a bored player to alter the rules of the items to make them more in balance with how he/she feels they should be.

This is not a tutorial on XML but if you have ever done HTML you basically know XML if not there are online free classes or just fill in the blanks from a copy and paste.

To make an item you will need an image of the item, please try to hold to the current background images for items. These can be found on the items thread of the forum.

You will also need a text editor, I recommend notepad++ as it will highlight XML linkage.

http://notepad-plus-plus.org/

And just to be on the safe side an xml validation website is always nice. We will come to its use and the end of the item creation.

http://www.w3schools.com/xml/xml_validator.asp

Go ahead and go to the following folder.

/otherworld/libs/otherlib/itemStuff/

There should be a folder there called

/ItemImages/

just go ahead and drop your image file in the folder. Yep that hard.

There should also be a itemInfo.xml file in the folder. Open it up. For the most part I recommend copying and pasting an item like yours and then just changing the information as required. Saves a lot of time that way and its basically fill in the blank. Lets talk about the options that are available.

Items have a large number of options so that they are sorted correctly. When you make them try your best to get them sorted in the right category. Though you don't have to include every option most will default to false automatically if there included in the xml.

Item Variables.

*name - Name of the item. If you are linking this item to clothing it must be exactly the same as the name of the clothing item! Also case doesn't matter as it is dropped to lower case immediately.

*file - The file name to access the image. Case sensitive and has to be exact.

alcohol - does it make you drunk? (true/false)

food - is it edible? (true/false)

expendable - does using the item make it disappear. Example eating it. (true/false)

*description - The text message that explains the item. "This is a candy bar. You eat it."

set - Set's are currently not implemented they will at some later day give bonuses for the girl wearing pieces from the same set. Theoretically when they do work the set name should be exactly the same for all pieces.

tattooPlan - Is this a plan for a tattoo? (true/false)

tattoo - if this item is associated with a tattoo ( a tattoo plan) the name of the tattoo

*value - how much it costs (a number)

quest - is this an item given in a quest (true/false)

locking - does it require the blacksmith to add or remove (true/false)

lockunder - this is locking under where futa's can not wear and nothing can be worn under it

equipment - is this a worn item (defaults to true)

furniture - is the item furniture (true/false)

assistant - can the assistant wear the item? (true/false)

player - can the player wear the item? (true/false)

stack - can the item be grouped together to create a stack. Wearable equipment should not be stackable. (true/false)

garment - does a paper doll item exist for this. Not really used the association is based on the items exact name. (true/false)

That is the current list of single variable items. Most of them are not required. Only those with a star are. But there are a number of things that can have multiple changes, they are slots (what slot the item goes in on the girl), effects (timed changes from wearing the item), stat changes(the one time change from using the item), combat stat changes (the change of using the item during combat, usually more significant.)

Slot

*Name - what slots the item goes into on the rag doll and paper doll. Only needed for equipment items. Current list is hat, mask, collar, brand, bracelet, gloves, bra, top, anklet, stockings, panties, skirt, tail,
shoes, apron, cape, nipple left, nipple right, ear left, ear right, ring left, ring right, other left, other right, clit, tattoo, weapon, shield, armor, ammo. If you screw up it will default to a hat.

Effect (we will go in depth on this and how to do effects soon.)

*name - name of the effect has to exactly match up to the effect.

*add - does this item add the effect or remove it when used. If you add a dildo it should remove virgin.(true/false)

unequip - when you remove the item does it remove the effect. This is important in case the effect continues even after the girl has the item unequipped. An example for why you would want stuff to continue is if you ruined some part of the girl.(true/false)

Stat Changes

*type - what Stat is changed. (happiness, health, hp, lust, lp, etc)
*change - how the stat is changed. (+5, -3, etc)

Combat Stat Changes

*type - what Stat is changed. (happiness, health, hp, lust, lp, etc)
*change - how the stat is changed. (+5, -3, etc)

Okay at this point we are about done. So lets check for mistakes, remember that xml validator? Go ahead and drop your new item xml in it and see if there are any errors. If they're are fix them. And that's about it.
*****LOOKS OUT OF DATE FOR EVERYTHING***
Sorting is done with the sorting tag now.  Also special tag event to call events on expendable items.


This is the rough draft before posting on the boards suggestions?

Daisy

Tuesday, May 3, 2011

Explorer - Overlay - Tutorial

Overlays don't really fall into the Dungeon->Map->Square rules because, they do nothing. Instead they just float above the maps and allow for large overlays on the screen. They also allow small overlays such as monsters to appear on a single tile above the tile.

Example for Teresa:




!overlay
info = "Teresa"
x = "7"
y = "8"
scalex = "1"
scaley = "1"
file = "tile/TeresaSprite.png"
/!

Example for a large overlay (Pond):



!overlay
info = "pond"
x = "1"
y = "6"
scalex = "4"
scaley = "4"
file = "tile/pondOverlay.jpg"
/!

I want to point out that large overlays float above the map they don't look at the tiles underneath it so a person can walk on water if your not careful. Remember you can use the square commands to force the ground to be walls even on recursions but there may not be a path home.

x - the left right start top square is 0

y - the up down start top square is 0

scalex - how large the item is, left right, in TILES defaults to 1

scaley - how large the item is, up down, in TILES defaults to 1

file - where the overlay is

info - stuff to identify the overlay not brought in

Overlays should be used cautiously but allow for some large items to be added with out spending a week trying to do it all with tiles. A fun little extra though...

Daisy

Monday, May 2, 2011

Explorer - Square - Tutorial



Squares are the highest priority of the Dungeon->Map->Square. Basically squares allow you to do specific events at a specific point on a map. They are still in development so some things may change.

x - the spot on the map left and right starts at 0

y - the spot on the map up and down starts at 0

type - the most import command and required this tells the game what type of square event to trigger so far
type = "exit" - another exit out
type = "treasure" - a treasure doesn't have to be a chest
type = "event" - still working on it
type = "enemy" - force an enemy attack
type = "trap" - a trap

lootNumber - loot by its number unlike previous this is not a random list but a specific loot

lootName - loot by its name unlike previous this is not a random list but a specific loot

lootRand - use the maps or dungeons loot table

startTile - this forces a tile in a specific spot. This allows you to even in random maps and specific tiles where you want them. Be careful the recursion doesn't check it

changeTile - If an event happens change the tile to this

eventer - force an event does nothing right now

next - floor to go to when stepping here

search - search required to trigger?

end - is this a stair case that goes up?

Repeatable

Enemy - Acts just like the previous enemy versions for map and dungeon.

I'm still really working on this system and a lot of the events aren't quite working yet but it should be the standard.

Daisy

Sunday, May 1, 2011

Explorer - Map - Tutorial



Maps are the second tier in the three tier Dungeon->Maps->Square. Which means that a map can overwrite all the general setting set by the Dungeon. There are also a few specific things that are required for a Maps to work. Easiest way to do this is once again just look at the XML variables.

info - The name of the level... it is displayed under the map name.

width - Number of tiles left and right defaults to dungeon if not set

height - Number of tiles up and down defaults to dungeon if not set

random - IMPORTANT - true = random map (recursion) - False you have to add your own map

floor - The actual floor you are on. Starts with 0.

startx - starting X (top tile is 0,0) tile of the player. Default is 1.

starty - starting Y (top tile is 0,0) tile of the player. Default is 1.

endx - end X (top tile is 0,0) tile of the player. Default is set by the game if random or needs to be hard set if not random.

endy - end Y (top tile is 0,0) tile of the player. Default is set by the game if random or needs to be hard set if not random.

tiles - if you turned random false this is where you put the list of tiles comma separated. "-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,3,1,1,4,-1,1,1,1,-1,1,-1,-1,1," etc.

exchange - if a tile changes, change to this type used for treasure chests right now.

scale - height and width of the tiles. Defaults to Dungeon which defaults to 38.

next - The next floor after this one.

previous - The floor before this one.

treasureodd - Odds of a treasure chest in a random map default is 1/25

trapodd - Odds of a trap in a random map default is 1/25

enemysafe - number of safe moves after an enemy encounter defaults up to dungeon setting

enemyrandom - random chance of getting enemy attacks after the enemysafe

The following can be added multiple times:

Square - will be talked about tomorrow.

tile - type - number. The tiles that are added to the dungeon. This is basically a list of all the tiles that are displayed normally. The game knows if there walls or not. So make sure though that you had at least one negative and one positive item. Though you can add as many of each type as you want.



enemy - acts the exact same as dungeon level enemies but they supersede dungeon level and are map specific.

overlay - will be talked about later. Large items on the screen.

loot - acts the exact same as dungeon level loot but they supersede dungeon level and are map specific.

Friday, April 29, 2011

Explorer - Tutorial - Dungeon

Another update to the dungeon using the new FTP set up by Tyrranus:

Explorer Update

Everything in the explorer uses a Dungeon->Map->Square format when building and the reverse when actually checking for events. What this means is that if you set an item at the Dungeon level, you don't have to set it again, unless you want to. Examples include Width, Height, Enemy's, Treasure. So were going to talk about the dungeon today and go over each variable.

But first we should talk about xml. Except I am not an expert at the tags and a lot of the greater then and lesser then get eaten by the html of the blog. But here is what you need to know. So if you see ! its actually a < or a >.

!root!

!/root!

Don't mess with the root commands and were done.

now were at the dungeon level

!dungeon
name = "blank dungeon"
startlv = "0"
background = "greenBackground.jpg"
!


So were talking about the top level dungeon... For updated versions of all the variables head over to /trunk/otherworld/libs/otherlib/explorer/Dungeon.as (just pull off the dungeon and all lower case. Or check the parser).

I'm sure I'm going to add stuff as we go a long but this is a current list.

name - identifying tag. Shows up at the top of the dungeon. Is also used to find the dungeon called for SO MUST BE UNIQUE!
startlv - The map the player starts on.
enemysafe - How many safe steps before possible encounter default 2
enemyrandom - Odds of a random enemy encounter 1 out of random default 4 or (25%)
scale - scale of the dungeon this width and height of the tiles default 38 pixels
width - the number of tiles that is right left NO DEFAULT
height - the number of tiles that is up down NO DEFAULT
background - the background image behind the dungeon MUST BE IN /background/ folder

The following can be in declared multiple times. For each time though they have to follow the xml pattern in the file.

map - the floors we'll talk about this tomorrow
loot - loot list this is the default loot for the entire dungeon. You can add as many as you want by either name or number. More variables may be added later on.

!loot type = "Simple"/! - Loot by name
!loot number = "1001"/! - Loot by number

enemy - list of enemy's for the entire dungeon. You can add as many as you want as well. Also more variables may be added later to do strength of enemies.

!enemy name = "Mugi Zombie"/!
!enemy name = "Green Skin"/!

And at the end of all this stuff we have to close the tag with a

!/dungeon!

I'm sure I will add to stuff and change it as we go along but pretty simple. Maps tomorrow.

Daisy

Wednesday, April 27, 2011

Explorer - Tutorial - Tiles

Okay so I have 2 tiles one that's a wall and one that's a walk...



pathTanTile.jpg



redBrickTile.jpg



Drop them in the /tile/ folder.

Now comes the hard part, well not really. Open up tileInfo.xml, you should see a list of tiles.



There are basically 3 types of tiles.

less then 0 (<0) Walls (can not be walked on) 0 (==0) an empty image (this is also the default image if something breaks down.) greater then 0 (>0)

paths (can be walked on)

Its that simple if there negative there walls if there positive they are paths.

Now lets add our two test examples.



loc is just the file name in the tile folder. You can add your own folders but they have to be in the tile folder.

info (does nothing) description of the title.

wall (does nothing for now) true or false if its a wall.

id specific number that differentiates it from all the others. If your putting in your own tile set probably best to just assign it its own starting number (ie 100 and -100).

And that's it.



Tough huh?

Daisy

Tuesday, April 26, 2011

Explorer - Tutorial

So now that the exploration is about done going to write up a series of tutorials on how to make your own dungeon. First off lets give a down load of the required bits. These pieces can also be found in

mediafire

or

trunk\otherworld\libs\otherlib\explorer

(assuming doc hasn't moved it again)

You do NOT need CS4 or CS5 to make your own maps just a .swf player and an xml editor. You can use notepad or any text editor but I recommend notepad++.

notepad++

So you should have the following files...

explorer.swf
mapInfo.xml
preferenceInfo.xml
tileInfo.xml
/Tile/
/background/

First off to talk about because it does nothing is preferenceInfo.xml. This basically tells the game that your playing in Game Mode or Tester Mode. You don't have to change anything, it knows... and because your in tester mode. The little + button appears. The + button allows you to change dungeons.



tileInfo.xml allows you to add more tiles. The little blocks that make up the maps.

mapInfo.xml actually draws the maps.

explorer.swf plays the game.

/Tile/ holds all the images.

Lets do a little vocab



Tile - is the smallest piece, a square, an image pulled in from the /Tile/ directory.

Square - is a tile with an event on it.

Map - is a collection of tiles on a single layer.

Dungeon - is a collection of maps that make up an entire quest.

That seems like enough for a day,

Daisy

Sunday, December 12, 2010



So another night of playing with the combat system. Tutorial is up and running, everything seems rather fine except for some reason Teresa is getting two attacks if you kill the zombie. Something to fix tonight after that the exp screen and more work on enemy creation. Combat is killing me already 5000 new lines of code and three new screens. That's about two months worth of updates by itself and still not done.

And my upstairs neighbor creating a sail boat in his third story apartment is driving me crazy to much banging, sawing, and power drills. That I can't really think of anything else to make this wall of text longer.

Daisy

Tuesday, August 10, 2010

Slave Girl Making Tutorials Day Part 3

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Day 3 of the Tutorials, this should be the last day of them. Now its up to user questions.

As a side note you can now download an opensource version for testing out slaves. Check for it here.

8/9/10

added
mio.mio1AnalToyJob
mio.mio1FutaOnFutaTribJob
mio.mio2FutaOnFutaTribJob
mio.mio1LesbianOnFutaTribJob
mio.mio1MaleOnFutaFuckJob
mio.mio1MaleOnFutaBlowJobJob
mio.mio2MaleOnFutaStraightJob
--- all of mio's futa images added
added generics to mio
--- all of mugi futa images already added
added generic to mugi
menace.menace1MaleOnFutaBlowJob
menace.menace1LesbianOnFutaCunJob
meance.menace2FutaOnFutaFuckingJob
---all of Menace futa images added
orihime.orihime1LesbianOnFutaCunJob
orihime.orihime1LesbianOnFutaTribJob
orihime.orihime1FutaOnFutaFuckingJob
orihime.orihime1FutaOnFutaVaginalJob
--- all of orihime futa images added
added generics to orihime
princess.princessFutaOnLesbianTribJob
princess.princess1FutaOnFemaleFuckJob
princess.princess1FutaOnFemaleBlowJobJob
menace.menace1AnaristaEvent
meance event anarista training
new function girlGlobalBoolean(arch:String, spot:int, changer:Boolean)
new function girlGlobalInteger(arch:String, spot:int, changer:int)
new function girlGlobalString(arch:String, stringer:String)

Gratz to Flagnine1 who IDed
Jun Fudo from Devil Lady. Now was that really that hard? I can't call it a great series but its a definite good one. Lots of lesbians action, bondage, and big freaken monsters. I rather dislike the rest of Go Nagai's work... cutey honey is passable the rest is just brain banging boring. Devil Man lady though is a fun dark twisted watch.

Your mystery girl for the day. I am pretty sure I have found you guys weaknesses and thats Shojo Dramas... One of my specialties. At least this one is from this decade, see I can be nice.

Daisy

Monday, August 9, 2010

Slave Girl Making Tutorials Day Part 2

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Day 2 of the tutorials.

8/8/10

added
mio.mio1dildojob
generic.questionMark
generic.generic1RestBlueLongJob
generic.generic1LockDownBlondLongJob;
generic.generic1CleaningBrownShortJob
generic.generic1RapedAlleyBlackLongJob
generic.generic1WhoreOrangeLongJob
generic.generic1MaleOnFemaleBlowJobBlueLongJob
generic.generic1MaleOnFemaleStraightPinkLongJob
generic.generic1MaleOnFemaleAnalGreyLongJob
generic.generic1LesbianOnLesbianCunBrownLongJob
generic.generic1LesbianOnLesbianStrapOnBlondLongShortJob
generic.generic1LesbianOnLesbianTribBlackLong
generic.genericFutaOnFutaStraightBlueLongPinkLongJob
generic.generic1FutaOnFutaAnalBlueShortJob
generic.generic1DildoBrownLongJob
generic.generic1AnalToyLongBlondJob
generic.generic1FutaOnFemaleAnalBlondLongJob
generic.generic1FutaOnFemaleStraightBlondLongJob
generic.generic1FutaOnFemaleBlowJobBlueLongJob
generic.generic1LesbianOnFutaCunGreyShortJob
generic.generic1LesbianOnFutaTribGreyLongJob
generic.generic1LesbianOnFutaStrapOnRedLongJob
generic.generic1MaleOnFutaAnalBrownLongJob
generic.generic1MaleOnFutaPurpleLongJob
generic.generic1MaleOnFutaBlowJobBlondLongJob
new variables
girlBloodType:'UK',
girlHeight:60, //unknown metric
girlWeight:100, //unknown metric
girlBoolean1:false,
girlBoolean2:false,
girlBoolean3:false,
girlBoolean4:false,
girlBoolean5:false,
girlInt1:0,
girlInt2:0,
girlInt3:0,
girlInt4:0,
girlInt5:0,
girlString:'string',
bug - want to you know the new small pics are crashing save load - thats fxed
bug - save load is crashing again do to effects - FUCK IT will work on it at work.
tested generic it works



Hmm... still no one has gotten this one... maybe a pic of her looking in a mirror will give it away.

Daisy

Sunday, August 8, 2010

Slave Girl Making Tutorials Day Part 1

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Putting up a tutorial on how to make your own slave on the message board and thats a lot of writing so you guys are going to have to make do with that being your blog for a while.

Tutorial

8/7/10

new function miniPicsFindUsed(arch:String):Array
new function miniPicsAssign(arch:String):int
modified girls function OrihimeMakeMini(item:int):Object
bug - only first image is being linked - okay its working... the hope that the guild would allow you to change icons has been put on hold do to budget concens.
new as generic.as both put into people folder
new fla generic.fla both put into people folder

Yesterdays Image was a bit on the hard side, this should make it a little easier on you guys.