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Hey guys, coming into the home stretch here. I've got almost all the art done for the next build, and almost all the coding I intend to do, all that's left is the handjob and blowjob animations, which hopefully won't take forever to work out. That leads into the topic of today's post, Renpy's ATL animation system.

I kind of hate this system. It's a real pain in the ass to work with. You can't really see the results of what you're doing without reloading the game, so a lot of the process is trial and error of "did this number change alter the animation how I wanted? Reload, wait ten seconds or so, see. . . no, ok, how about this change? . . over and over. :D

I'll start with the easy stuff though. "anchor (x,y)" defines where the "hook" for the image is. This defaults to the top left corner of an image, and all movement of the image is relative to this point. This means that by default, if you just drop an object into the world, its top left corner will be at the top left of the stage. You can move this anchor point, either by using pixel numbers, "anchor (120,160)", or decimals to place it relative to the image, so "anchor (.5,.3)" will place the  anchor halfway across and 1/3 of the way down the image. One good use for moving the anchor is that you can set the anchor on an image slightly above the bottom of it, and then whenever you place the image along the bottom of the stage, it will automatically leave that margin off the bottom.

"pos (x,y), xpos #, and ypos #" are used to move the image around, relative to that anchor point. Like with anchor, you can use pixel placement, or relative placement, depending on the result you're trying to achieve. I almost always use pixel values for animations. One thing to keep in mind is that if you're using pos to define where an image is on the stage, then the pos values will be relative to the top left of the stage, so pos (300,500) will be 300 right and 500 down from the top. This can get a little confusing in that raising the y value makes the object move down the screen.

It's also important to consider that when you layer images, like I often do in my animations, the pos values you use may instead be relative to their position within the new image, rather than relative to the stage. For example, if the main image you're laying down is at location (500,500) relative to the stage, and then an image contained inside that larger image (which we'll get into later) has a pos value of (100,100), then that value will be relative to the anchor point of the larger image, not relative to the stage. That means that it will end up at the position  (100,100) pixels away from the anchor of the image, or (600,600) relative to the stage.

"align" can be useful for simple things, like UI, but is a bad fit for actual animation. What it does is combine both anchor and pos, which is good for centering things, for, say, locking a UI element to a particular place on the stage, but I find that any time you aren't centering something, the results are too unpredictable. Better to just fix an anchor and then use pos to move around it.

"offset (x,y), xoffset #, and yoffset #" can be a bit tricky as well. Like pos, they move the image around, but they actually move the image relative to its own anchor point. basically if you do xoffset 50, and its anchor point is (.5,.5), then it will move the image 50 pixels to the right. Functionally, this doesn't mean much more than pos, but in practice you can do some tricks with it. For example, this allows you to choose to establish either pos or offset as a fixed state, and then use the other one to move around that point. In some image layering techniques, the pos or offset values might end up "locked" to a higher layer of the image, so that even if you try to change the smaller part's pos values, it refuses to move. In these cases, adjusting the offset instead can allow it to move. It's basically like having two different options to achieve similar results, so it's important to keep them both in mind.

Those are just some basic elements, and I'll get into some more stuff in the next update. The actual game release should also come relatively soon, maybe next week, or even late in this one if testing runs smoothly.

Oh, and if you were wondering about that post last week, it was just a preview of some of the art from the next build, I wanted to get a little feedback on it and also send a little extra reward toward the $3+ patrons, which I really don't do as much as I should. If you haven't seen it, don't worry, you'll get it in the game soon enough.

Comments

Iru

sounds like fun.

Booty4Bass

Maybe you should hire a coder. Someone who can work renpy like workhorse pussy. Those Modders did a damn good job

OniArtist

It's not really an issue of needing a coder, most of the time consuming aspects are creative, editing dialog, building animations, that sort of thing. the actual "programming new things" stuff takes up only a tiny fraction of the design process. In terms of hires, 90% of what I need is a few more quality artists. One more that could put out a good pace could massively speed up releases, and two more could allow me to add additional pose options. I'm also always looking for scenario writers, but even in ideal cases that's 80% "can write good dialog/scenes," and only 20% "can learn very basic Renpy coding. " I'm picked up a little writing help from one of our own going into the next build, but I also lost the artist that was working on backgrounds and some clothing options.

OniArtist

Send'em my way. :D I still need to get Laura's room done, as well as a few other BGs.

madmaxxlr

Mr. Oni, will this be on the test? I just want to know if I should be taking notes. Hahaha Feels like an instruction booklet. All the same, I my just copy past into my tutorial folder. I feel this may help me somehow.... I can use all I can get lol. Sadly i lost a great deal of progress on my own game since my external committed suicide a few days ago. 🤬

Anonymous

Yeah... i just jumped from 1 to 3 just because i really wanted to see what's happening :)

Anonymous

I got a plot for ya right here, *in atypical New York Italian Accent* You see there is this mutant guy an he has this huge salami in his pants and he wants to bang boom every lady part he sees and every lady in this learning place what do the smart people call it? Hey?! Vinny! Oh yeah an Academy for gifted horny people want to ride his salami pole, then just put vintage porno music and he goes from dorm room to dorm room as the pizza delivery schmo boom you got a game my dude! All jokes aside and I hope my parody writing scenario gave you a good chuckle I await your next release with patience, take your time it is worth it.

Booty4Bass

Scenario? Like random events like when kitty grabs your dick from nowhere

OniArtist

That's a bummer, I'm terrified of hardware failures. I try to back things up as best I can, but I just know it won't be enough. ;)

OniArtist

Basically any kind of new content is good. I write what I can, but more people could write more. If all they can do is write some prose that could be turned into gameplay, that can be helpful, but it requires more work from me to actually make gameplay from it. If they can also pick up how to implement simple dialog coding themselves, even better because then I could just touch it up a bit and plug it in. I think I'll make the next tutorial about how I write scenes, just to give an idea of how simple it is once the tools are set up.

Booty4Bass

I got two easy scenes for you that uses the characters opinions of each other

OniArtist

Remember, the hard part is in actually fleshing out the dialog and interactions, rather than just the "concept" itself, but if you'd like to give that a try, just shoot me a message and I'll see what I can do.

Ozan

when can we expect the next update. guessing wise

OniArtist

Well, like I said, hopefully next week, possibly earlier if things go very smoothly. I want to get it out as soon as it's done, and I know that there's not much more new content that still needs finishing, so it all comes down to how smoothly I can finish out the last few animations and some basic testing.

ZULEYKA GAMES

Good news! Very looking forward to it :)

Anonymous

cant wait to play it. hope all goes well

Anonymous

Seeing what you have done so far, I'm surprised you haven't added a scenes of girls catching you showering. Not that I know how much work it would take but I'd be nice to have in the game. :)

Iru

that thing is already ingame, when u go into showers and dont see any girls they can invade on you. well u can see them on the minisymbol, indicating they are nearby, these girls will show up and react to you. it wont happen if u wait all day in the showers. but if u enter there might be a chance.

Anonymous

Oh they do, never even realized that was a mechanic. Thanks!

OniArtist

Yup, this was a patron suggestion a few months back, and I might continue to tweak exactly how it works, but I'm always trying to evolve things, so keep the suggestions coming. :D

Anonymous

I'd highly recommend learning to use something like git and github (you can create private repos!) I'm happy to help if you have questions

Anonymous

Best erotic game as for now btw

Cronrik

do you have a date for us with the new build ?

Julian Banks

could we have an update?

OniArtist

I'm really looking at the next few days. I've got all the animations done and am working out final testing on my end (not that the first build will be bug free, but hopefully I'll work at least most of the junk out of it).

OniArtist

I'll try to put something up, but the short answer is that the new version should be out in a few days, I'm in final polish at the moment.