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This is resource C719J5D, an Archived Thread.
Discovered:15/8 -2017 18:12:41

Ended:16/8 -2017 02:31:35

Checked:16/8 -2017 03:05:11

Original location: http://boards.4chan.org/f/thread/3272719/oc-and-1-inter…
Recognized format: Yes, thread post count is 16.
Discovered flash files: 1





File: Faces of the damned.swf-(1.78 MB, 679x1050, Loop)
[_] OC and +1 internet if you know what it's from dedo !drZ3h7esek 08/15/17(Tue)11:37:38 No.3272719

  So I recreated this in flash, tried a bit of different timings on when to turn their heads but I
  don't think basic timer events will cut it since this is too much random.

  Well anyways the sauces are under the flash with clickable links to their respective videos.

  Enjoy.

Marked for deletion (old).
>> [_] Anonymous 08/15/17(Tue)12:33:13 No.3272733

  >>3272719
  >+1 internet if you know what it's from
  It's from a computer!
  Send my internet to Google, they'll get it one way or another anyhow.

  Too much to describe here, but you can directly access audio bitstream data on the fly in
  Actionscript, and use markers to trigger events, and conversely use events to manipulate audio
  bitstreams.
  It's a pain doing it by hand, but there was a 3rd party API called Sonoport that did this and
  more rather easily, you might still be able to wayback it.

>> [_] Anonymous 08/15/17(Tue)12:50:28 No.3272738

  nice one op

  >>3272733
  works well to just have 120 fps in the flash and a OnEnterFrame event. in it you check the
  timestamp of the audio stream and every time it passes certain points you just do what you want
  to happen at that point

>> [_] dedo !drZ3h7esek 08/15/17(Tue)13:10:53 No.3272749

  >>3272733
  >>3272738
  but that would be completely predetemined, wouldn't it?

>> [_] Anonymous 08/15/17(Tue)13:15:33 No.3272753

  update:
  It seems Sonoport has gone full-HTML5.
  http://sonoport.com/
  https://github.com/Sonoport

  HOWEVER
  I found my copy of the Flash API as downloaded a few years ago (when they announced they were
  dropping it and moving to Sound as a Service on their way to HTML5)
  Here is the last stable full Sonoport collection if you or anyone wants to screw with it
  (as I recall, they removed the audio watermark when they deprecated it and offered it free):
  >https://www.dropbox.com/sh/9m4a3c2lhrf6hoj/AABtma1kXuaDzj3xzc3k93Mda?dl=0

  and the page as it appeared in 2010, containing links to the samples, tuts, and online docs:
  >https://web.archive.org/web/20110207095133/http://www.sonoport.com/

>> [_] Anonymous 08/15/17(Tue)13:18:23 No.3272757

  >>3272749
  predetermined audio cues, but you could randomly assign object actions as a result of such cues.
  >>3272738
  That could work too, nice approach... I'd say, do a little math and some precision loop-cutting
  and get a framerate that coincides with the bpm, or multiples of it

>> [_] Anonymous 08/15/17(Tue)13:35:53 No.3272762

  top tier flash

>> [_] dedo !drZ3h7esek 08/15/17(Tue)15:00:00 No.3272778

  >>3272753
  >>3272757
  well the audio is only 40 seconds long and there are 8 heads which have 2 actions (turn front and
  turn back) so I don't think it's sufficient. Or could it be possible for it to not look
  repetitive too much?

  The way it is now is

  var clock:Timer = new Timer(934, 0);

  clock.addEventListener(TimerEvent.TIMER, headmove);
  clock.start();

  function headmove(e:TimerEvent):void
  {
  if (clock.currentCount == 1)
  {
  FramNum = Math.random() * 27;
  if (FramNum != 1)
  clock.reset();
  clock.start();
  if (FramNum == 1)
  gotoAndPlay(2);
  clock.reset();

  }
  }

  I put different milliseconds (this one has 934) for each Timer so they don't turn heads at the
  same time but it looks like they do anyway

>> [_] Anonymous 08/15/17(Tue)15:10:13 No.3272779

  Legacy of Kain: Soul Reaver :)

>> [_] dedo !drZ3h7esek 08/15/17(Tue)15:52:53 No.3272783

  >>3272779
  I've played for 2 hours today when I decided to save the game but with no avail, because the
  saving screen doesn't tell you you're supposed to write something so I stared at it for about 10
  minutes thinking it was saving it lol

>> [_] godk 08/15/17(Tue)19:35:32 No.3272831

  >>3272778
  I think you are waaaaaay overcomplicating the exercise here...
  Looking at it in Sothink., I see you have tons of repetitive code; very inefficient.
  It grates against the concept of reusable code, having 2 copies of a function, each identical
  except for a hardcoded constant; furthermore, each of the 8 sprites has copies of this
  duplicative spaghetti...
  I'm not bashing, just pointing out the inefficiency.
  I think I'd approach it from a different angle, leveraging the mechanics of Symbols and their
  timelines. I'd have to think on it for a bit, but I believe you could get better, more
  lightweight (and 'natural') performance if you used markers over the audio track (or some other
  such triggering cue) to pick a random one of the 8 sprites to perform its animation, each enabled
  to "pause" its animation for a reasonable, random time.
  >so they don't turn heads at the same time but it looks like they do anyway
  and that would be a drawback of the shared spaghetti. There's no natural marshaling of duplicate
  code on all the sprites; no "gatekeeper" so to speak.

  Sorry I'm having a bit of trouble conveying my concept... maybe I'll try to make an example to
  show what I mean if and when I sober up here :D

  Top flash though, I really like the concept, and it works pretty good (though some faces seem to
  get "stuck" oddly)

>> [_] dedo !drZ3h7esek 08/15/17(Tue)19:52:58 No.3272837

  >>3272831
  Basically what I did was I made 8 movie clips (the head animations) and put the code in each and
  every one of them, twice, because I had to change the gotoAndPlay a different frame for turning
  front and turning back. I probably just could have put the functions in the main timeline and
  call them in the movie clips, if that's even possible. And I really don't know how to make
  markers. I mean I'm learning stuff as I think of what I want to do and then googling it how to do
  it. It's hard when I don't know what AS3 is even capable of and when I see those chunks of codes
  I don't understand it becomes overwhelming and I pussy out so I stick to what I'm able to do so
  far and take the baby steps.
  Anyway here's the .fla if you want to see what a mess it is.
  http://www.mediafire.com/file/v15xe965ccvu77a/faces_of_the_damned.fla

>> [_] Anonymous 08/15/17(Tue)19:59:15 No.3272844

  soul reaver my dude

>> [_] godk 08/15/17(Tue)20:08:17 No.3272850

  >>3272837
  Yes, I see that...
  What I was trying to say was, you should have ONE function, not 16, and simply pass it a value
  instead of hardcoding it. (see what I mean? pure OOP)
  that way, you can concentrate on triggering its response, instead of managing so many instances
  of hardcode hell.

  >http://www.mediafire.com/file/v15xe965ccvu77a/faces_of_the_damned.fla
  Thanks for that, though I pretty much have it via Sothink.
  >it becomes overwhelming and I pussy out
  Don't even think like that, just take a deep breath, and maybe dig deep into OOP concepts after
  pulling up your Big Boy pants :p
  The funny thing of Flash is, using AS, you can finely control the movie via OOP scripting, but it
  doesn't look much like what you'd expect if you're used to say, Visual Studio, since Flash has a
  weird abstraction layer via the IDE.
  But seriously, concentrate on writing a single function ONCE, and passing to it pertinent
  arguments per action.

>> [_] godk 08/15/17(Tue)20:10:30 No.3272853

  Sorry, I meant to include this:
  https://www.google.com/search?q=using+markers+in+Actionscript&ie=utf-8&oe=utf-8
  filter through it, there's many good links in it that pertain to this.

>> [_] dedo !drZ3h7esek 08/15/17(Tue)20:28:02 No.3272858

  >>3272850
  >>3272853
  I didn't know what OOP stands for until I googled it right now. You see, I don't have any
  programming skills nor do I know any computer languages nor have I learned the proper syntax yet
  (where should semicolon or curly brackets go and where not).
  I learned all this by reading examples and trying them until I figured them out and then I save
  them and copypasta them when needed.
  I'm not too much into reading articles about AS3 and I can listen to some pajeet on youtube just
  for so long.



http://swfchan.net/38/C719J5D.shtml
Created: 15/8 -2017 18:12:41 Last modified: 16/8 -2017 03:05:32 Server time: 28/03 -2024 09:39:39