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Messages - kilif

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Dev Updates / Re: On text and parsers
« on: January 17, 2017, 01:38:31 AM »
It's been a long time since the last release, so I thought I'd write a little about what has been going on. The game (like lots of IF) spends a lot of time messing around parsing text and expressions. I'd got to the point where there were three separate expression parsers being used, all with slightly different "features" (and bugs) and it was getting, at best, confusing. After a lot of work there is just one, and it's better than any of the old ones it replaced.

The final straw for doing this was wanting to write descriptions that were only applicable to certain sized characters and NPCs. It started with the breast fondling code, and I can finally write scripted tests like "$0.body.bust.mass > 4000" (here $0 refers to the character instigating the action which could be the player, or an NPC.

The other big parsing challenge is generating the textual output. As this is a weight gain game, it needs to generate descriptions that are specific to the character. As there are transformations you can't assume the character has hands; they might be paws or something else. Then there's the changes for whether it's the player or an NPC doing the action. The input text ends up looking something like this:

  "{subj,0}gently{verb,cup}the pliant flesh of one "
+ "{part,0,bust,a1mkzn}"
+ "in{posadj}{part,0,hand,n},"
+ "{npc,0,seemingly}enjoying the sensitivity and heft"
+ "{pc,0,{comma}thinking of the way men check you out in the street}."

And the code parses and substitutes the bits in {}'s. Here {subj,0} sets the subject of the sentence to the first arg which is the person doing the action, it also outputs "you", "the kobold", or "Rochelle" etc depending on whether it's the PC or an NPC and if the player knows their name. The {verb,cup} generates "cup" or "cups" depending on the subject. "{part,0,bust,a1mkzn}" describes a body part, in this case the bust of the character. The string of gobbledygook says that 'a' a size adjective should be used, '1' one breast should be described, 'm' emotional state (if applicable), 'k' describe the skin type if it is different from the torso, 'z' extend the description, 'n' include the noun. The code also re-orders adjectives so they occur in the right order before the noun. The {posadj} generates the correct possessive adjective (your, her, his). The hand part will output hand, paw etc for the character. Finally the "pc" and "npc" ones apply if the character is the PC or an NPC respectively - the PC can describe what they are thinking, for an NPC the narrative can only describe what the player can observe (usually).

Getting this stuff to work right has been a major pain. It gets even more confusing during speech, where the first person becomes "I" whether they are the PC or not.

It should pay off by avoiding generating awkward text I hope!

Fun stuff. While it is complicated and tedious, I actually somewhat enjoy working on text parsers. Did you put in an escape sequence for the curly brace? Its a minor detail, but one I see a few people forget when working on stuff like this.

Unclaimed Projects / Re: Unclaimed List
« on: January 16, 2017, 10:37:20 PM »
I've run a few programs that do that. It's usually a sloppy bit of code that requests the best possible refresh rate from the graphics hardware -- more than the display needs. The whine you hear is probably the power regulation chips "sympathetically" screaming about the graphics refreshing internally at such an insane rate. It's generally not harmful.

That would be your graphics card rendering at like 1200 fps. Use a frame limiter software to prevent overheating if you have inadequate cooling.

Unclaimed Projects / Re: Unclaimed List
« on: January 16, 2017, 09:22:46 PM »
Don't worry so much about the colors, dingotush; each fruit in this game is a different shape. The game is interesting in that you are not just trying to match three but you need to match the fruit that increases the size of your favorite body part, while avoiding matching the fruit that DECREASES the size of said body part.

I have uploaded TumbleBE Onto an anonymous filehosting service. I didn't want this associated with any of my accounts, for what I think are obvious reasons.

Do feel free to rehost on Mega if you guys want though.

When i try to download it, it says it's malicious. I am paranoid so i don't want to download it yet i want to play it

Its probably just an overzealous antimalware program. A lot of things like this tend to trip their sensors (something in the malware profiles). I just know that if it was a virus, its a shitty one that has yet to do anything to my computer. That being said, it does make my computer make this hideous high pitch sound that doesn't seem to come from the speakers, but the actual motherboard. Don't know what that's about.

Programming Help / Re: A Question
« on: January 14, 2017, 07:51:05 AM »
Strictly speaking, at least for web tech, all you need is a text editor. 

Other Projects / Re: Undertail: Can Spiders Even Get Fat??
« on: January 07, 2017, 06:55:56 AM »
Yeah sorry! The art dude just finished my commission and I got excited.

Most of the engine work is done. I just gotta write some words, hook up pictures, rewrite the CSS so it works on phones. And then find a place that can host html + css + javascript and doesn't have a no lewd policy.

No game yet. Still in the making. Will have some thing playable soon I hope.

I promise to you all, this WILL be playable at some point. Even if it just turns into a parody quiz game. I'm going to finish something and not just write poorly thought out posts about game mechanics and engine design.

My hosting doesn't have a no lewd policy, obviously. Cheap too.

Forum Help / Re: Recent Post Refresh
« on: January 03, 2017, 02:23:12 AM »
Hey Kilif,

I've noticed this for quite some time, but have only been using a user account recently.

If you go to the recent posts page, after some time the page will refresh and bring you back to page 1. As you may be reading posts on, say, page 4 when this refresh occurs, it seems that this is a bug of some sort.

In case this issue is local to my browser, I'm running Google Chrome.


It isn't a bug, but rather its the page auto refreshing to show any new posts. It was a feature requested awhile ago when the RPs started up. I might make a poll and see if people like that feature or would rather me disable it (as you aren't the first to think its a bug).

So I've been lurking a while. I'm here for the same reason as a lot of you, and generally found a lot of games that are proof-of-concepts, teasers, adaptations, mods, and afterthoughts.

Could I make my own? Definitely maybe.

This game is a project I've been working on sporadically for a couple of years. There were several false starts, different ideas, and different platforms. (I considered different game engines, dabbled in Flash/HTML5, and eventually got traction working in Twine after seeing what Leupai achieved with Boundless). I'm not entirely useless with graphic design, but decided a bare-bones look would suffice unless the graphics could add something to gameplay. I figured out a bit of CSS recently, which helped dress things up a little.

Your character has a fattening childhood, graduates from school, enters the workforce, and tries to holds down a job while they save their money, lay the groundwork to support their advancing obesity, and slowly (or not so slowly) watch that groundwork crumble. How long can you last, and how big will you get?

It borrows inspiration from a few games, off the top of my head:
Leupai's Boundless (Twine platform, some of my UI choices)
dj_sharp's "A Game" (Some of the food inventory handling, automated purchase system)
noone's "Fatty Text Adventure" (Probably the closest thing I can recall to a "finished product" in this genre)
Several others: (inspiration for Metabolism, stomach, and digestion simulation)

Some planned features (* mostly implemented):
- Opening framing story, with basic questions that affect your starting situation (*)
- Metabolism simulation (*)
- Daily cycle, with rest and sleep (*)
- Food shopping, inventory, and fast food delivery (*)
- Health, stamina/energy, and morale personal stats (*)
- Work days for income, career events, telecommuting options
- Mobility "check" challenges, with risk/return mini-game.
- Employable Housekeeper / assistant / nurse
- shop for medical items, home amenities
- Medical emergencies
- Random events, flavor text
- Soft endings / bailout events
- Final ending (spoiler: you ded)

Call this a tease if you like. I'm not going to promise anything like regular updates, and a playable release is a ways off. But hey -- I saw a lot of other WIP posts, and figured I'm not doing too bad. I'll try to drop by from time to time with progress updates. Happy New Year, all.

Let me know if/when you want a development board of your own.

Hey, should this be moved to a different page, or should it stay here, since people ARE apparently interested?

Would it be worth it to have basically an industry board? With games that are built by companies for profit? That's the only place I could see this working.

On the subject of controls...some things I've figured out: While mashing the grab button during a grapple, you can keep pressing forward to push the opponent towards the edge, as long as you have the upper hand in the grapple. IF you've got the charge meter up all the way, you'll start glowing and be able to perform a finishing move, by pressing either down and grab mashing, or forward and down grab mashing, I'm not too sure on that one. Also, in Chanko, I can't tell if getting combos, or 'refills' is a good thing to do, like it adds bonus calories, but see if you guys can figure it out.

I am ashamed to say I never even knew about the refill combo thing.

Unfortunately, I'll need to edit out the dropbox link in this. This is technically piracy, and while I don't particularly care about that, Nintendo might. However, I don't monitor PMs, so if someone were to PM DarkToonLink45 and ask for the link to the game (which is quite fun, by the way), I'd not know about it, and couldn't remove it.

Just sayin'

Forum News / Re: Rule #2: Useless Posts
« on: December 21, 2016, 10:43:24 PM »
The issue was mainly the people posting multiple empty update requests across multiple projects and incessantly. It might be reduced if there was a main page for the site beyond the forum, but given our size at present, that's probably overkill.

I would like to see us work with sites with a similar bent (ie a bit more too, but yeah. I would encourage the application of this rule with discretion and avoid going too close to a forum autocracy black hole.

I would hope you all would know me better than that. I try to keep this place lighthearted, where people don't need to step around rules. You needn't worry about it becoming overly strict. Besides, with the warnings in place, most anyone is most likely ever going to get is a slap on the wrist.

Forum News / Renewal
« on: December 17, 2016, 09:15:26 PM »
Domain name came up for renewal today, and I decided to not renew it. I hate you all and you all suck.

But seriously, I'm very pleased with the progress these forums have made, the small yet fairly active community you've all built, and the projects that you all churn out. As long as I'm able, I will continue to fund and keep this site running, maybe even expand if it ever comes to that. But for now, everyone keep on doing what you do. The site wouldn't exist without you.

Introductions / Re: Long-time Lurker
« on: December 15, 2016, 08:11:04 PM »
Indeed, welcome to the forums. Hope you enjoy your stay.

Project Discussion / Re: Does anyone else have trouble saving?
« on: December 15, 2016, 08:10:06 PM »
If you have less than 2GB of RAM, then Java is simply running out of it. If that's your physical limit, there's nothing you can really do at this point.

Couldn't they use a flash drive and set it to run as the ram augment (Called ReadyBoost in Windows 10) or set their computer to use harddrive space for extra ram?

Not sure about ReadyBoost, but they should be able to use the virtual memory for the task. I don't think Java restricts itself to only using physical RAM.

Project Ideas / Re: Raymarching; a potental solution to limitless growth.
« on: December 15, 2016, 08:06:53 PM »
You may have noticed a game I posted to the Unclaimed List. In this game, you match various fruits to increase the size of a female character. If you've actually played the game, you'd noticed that such growth on a polygonal model doesn't work so well. Breast scaling works okay as they are attached to the body at constant points. That game's belly, hips, and butt mods fail to exhibit any meaningful growth in the same way.

This problem occurs because connection points (where each bodypart joins the main form) need to change in response to the growth in a way that can't easily be programmed as a mesh morph. A potential solution to this problem is to forgo using polygonal models all together, and to use a shape-based raymarching technique. With shape-based raymarching, a model is drawn pixel-by-pixel and are defined geometrically.

Basically we can define a model to be a bunch of spheres, increase the size of those spheres to simulate fatness, and the raymarchign technique handles the rest. If we want to be able to simulate limitess (or even simply massive) growth, we'd need either something like this or a polygonal mesh with hundreds of thousands of vertices.

What do y'all think? Is this technique worth perusing or is the more traditional method of polygonal mesh and shapekeys/mesh morphs still worth the trouble?

That's actually what I was attempting in the past. Couple it with spring physics, and you have the potential for limitless growth that should more or less match how things actually get fat, that you can interact with. The challenge is in the details though, the biggest being doing it all efficiently enough for it to run on most people's computers.

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