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limesseur

Member
Oct 7, 2019
297
304
It's such a minor thing, but one that drove me crazy: Jezzel's doll play option to lower her dress top had no stop script.

So I fixed it (after a few hours of figuring out how everything was connected), and also added an extra line so her sprite "moves" when her top lowers. Her top now lowers to the frame before it would disappear and stays there. The biggest thing that tipped me off to it being a script was the XMLdialog_manual that was made for Tabby's version.

Put the swf in ..\data\subdata\swf\npc\sprites
Put the xml in ..\data\dialog

Small edit: I should mention that this was done using the files from High Tail Hall (v0.673) version, which has a download link in the first post of this thread.
 
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BlackJaxHUN

New Member
Nov 3, 2022
10
10
Can you hide the hud during sex-scenes somehow or view the sex-scenes in the files(if yes where are the sex-scene swf-s + what program can I open them with)?
 
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limesseur

Member
Oct 7, 2019
297
304
Can you hide the hud during sex-scenes somehow or view the sex-scenes in the files(if yes where are the sex-scene swf-s + what program can I open them with)?
I don't think there are any scenes that let you hide the hud, and all the sex scene files are what you see when playing the game. It would be possible to program a button probably to hide the hud and then show it again, since you'll want the controls for some scenes that don't support hotkeys (like pressing a number key to change speed, or pressing X to cum).
 
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D4n0w4r

Member
May 21, 2020
365
1,237
HTH Studios on Game Development and the Use of AI
New
4 hours ago
I’ve had a few people come to me with questions about the current state of game development and why I’m embracing AI moving forward, and I’d like to explain things to everyone in one place. There are a lot of reasons that have led me to make this decision. I realize not everything has been clear and without more regular updates about it, some may be left in the dark. I’m here to fix that. I’ve broken it into chunks so you can jump to the parts you're missing if you’re familiar with some of the info.
The Fall of Flash and the Slow Switch to Unity:
I want to address why the workload has drastically changed from uploading a scene per week to an update (or two) a year. When Adobe abandoned Flash that meant I could not work on updating the game AT ALL. All work stopped because, without Adobe’s support, Flash became so unstable that it crashed every few minutes when I was working. The only option left to me was to transfer everything over to Unity.
The problem with Unity is that the code language is entirely different from Flash, so I’ve been learning a new coding language that often goes counter to the languages I’m familiar with. It’s been hard, and I haven’t picked it up as fast as I’d hoped. I have been able to hire coders to help me, but that has also been complicated. I had to let go of two coders who worked for me because of different issues. One lied to me about their skill set and would undo my work while I was asleep to hide their mistakes. Another got so involved with outside passion projects that work wasn’t getting done. Currently, I have someone helping me, but they have another job and I don’t have the funds to be someone’s only source of income. I will say that funds from Patrons like you are the ONLY reason I can afford help at all.
Working with Artists, Animators, and the Rise of AI:
I did hire animation help, but that was also met with people who did not want to do the work I needed of them so I had to let them go as well. Frankly, finding coding help has been more successful than working with artists.
This brings me to my reasons for turning to AI. AI is NOT going to replace my work. I’m using AI as a substitute for the sketch artists I’ve been trying to hire, and frankly, I’ve been getting better and more consistent results this way. What I’m doing with the AI is training it on my style so that when production is in full swing again, I have a sketch artist who knows my style and can give me something I can break up and animate. The hope is that it should go faster now that I won’t have to dick around in the sketch phase anymore, I can get right into animation.
The Current State of Updates and Our Games Moving Forward:
The way updates went with Flash, was the peak of what I could achieve with Flash. That was me at full production, but I’d been working on that system for years. Where we are now, the game in Unity is not even close to peak efficiency. Where we’re at with Unity is the startup phase, we’re barely into production, and that’s because writing code in Unity takes up so much time and it’s hard. Eventually, when I get a handle on this we will get back to that level of production we had at the height of Flash.
This is another reason I’m turning to AI to help with production. I’ve been working with AI in a variety of ways. From what I’ve seen, I see a lot of potential for use as an in-betweener, for voice work, and code writing. Frankly, I’m not ruling anything out because, let's face it, I’m not getting any younger, and I need all the help I can get. The way I see it, if I can’t hire the help I need and there’s a tool out there that has the potential to help me get back to where I want to be, I WILL use that tool. I’ve watched artists and animators I admire reject new technology and get left behind. I will not make those mistakes. I will adapt and continue to create!
I want to thank everyone who came to me with your concerns. I know this is something that I’ve needed to address for a while and your questions have allowed me to get that information down.
Please feel free to let me know if you have any further questions or concerns
 

DoorFive

Member
Dec 3, 2019
489
547
What artists got left behind because of new technologies? Can we name specific ones please? I think it would be interesting to see those that stuck to a medium and got eclipsed by something new.

Unity was the "only option." If I may, I would like to call balderdash.

Unity was a free option. Their Legacy model is pretty good.

Then you had other available methods of building a game, usually you'd have to like, pay for some royalty, like say...example, buying a license for Norton (Not saying to do that!!)

Perhaps homework was not done, and there was no shopping around. Who-who claims that Unity was the only game option? There were plenty of others 'bout...fifteen years ago.

Overall technology has not changed dramatically in recent years, like with the boom of computers.
5G is the same exact technology as 2.5G, just different wave lengths.
 

rawr32

Newbie
Apr 12, 2019
59
22
TheBoogie basically stopped making flashes entirely once Flash got boxed. Zone hasn't done much either.
 

limesseur

Member
Oct 7, 2019
297
304
TheBoogie basically stopped making flashes entirely once Flash got boxed. Zone hasn't done much either.
Would not surprise me if part of the reason why is because Flash was perfect for the games they made, and with it essentially gone they just stopped since they lost the perfect game engine for what they made.
 

buddy86

Member
Dec 7, 2017
311
280
Is there any newer art or scenes with Bella?I really enjoyed her anal scene! Ai with anal or something?
 

jojo13

Newbie
Feb 26, 2020
84
41
Is there any newer art or scenes with Bella?I really enjoyed her anal scene! Ai with anal or something?
not really, crow's gonna recreated earth on the games before he even gonna put a n AI prompt for making that scene
 

-FlavorTown-

Newbie
Aug 2, 2017
95
97
Realistically, what would it take and who would be willing to get a team together to make a game like HTH? This wouldn't be a remake but a new game with a similar style and gameplay to HTH with added improvements.

My talents only extend to writing, music, and audio design. I just started learning coding (C++) but I'm nowhere near capable of making a game yet so we'd need an artist, animator, and coder.

There's also the question of which engine to use. Considering this is a point and click game would a simple engine like Ren'Py be adequate to achieve this or would it severely limit the game?

I would consider this a learning opportunity for me but I also find it odd that there isn't a lot more games like this except for a handful (Furry Beach Club, No Vacancy, Crowjob)
 
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Buziol

Active Member
Jun 5, 2017
804
1,521
Realistically, what would it take and who would be willing to get a team together to make a game like HTH? This wouldn't be a remake but a new game with a similar style and gameplay to HTH with added improvements.

My talents only extend to writing, music, and audio design. I just started learning coding (C++) but I'm nowhere near capable of making a game yet so we'd need an artist, animator, and coder.

There's also the question of which engine to use. Considering this is a point and click game would a simple engine like Ren'Py be adequate to achieve this or would it severely limit the game?

I would consider this a learning opportunity for me but I also find it odd that there isn't a lot more games like this except for a handful (Furry Beach Club, No Vacancy, Crowjob)
Writing is a really undervalued skill that can make up for a loooot of things in games.

Take a look at Fenoxo text games. They have their own share of bad stuff (some characters are just inconsistent due to influences of several writters + prolonged development time during which vision for each characters could change) but you can't deny that their sex scenes are well written.

Anyway, I myself was hoping to jump on some amateurish/experimental gamedev train but faced the same issue - lack of decent artists. It's not that there is none or that they lack skill. It's just that 90% of the artists are very likely to throw random fits and it can throw your entire project under the bus if you really too much on their very specific artstyle.
Look at what happened with ViperV's Divine Arms and other weird projects they touched. The bad blood with the artist caused the entire project to derail...few years into the development.

Thankfully, these days you can minimize the impact of such event by using AI-generated arts to both ease the load of the artist (you'd need solid batch of training materials to train the model for it) and to eliminate the need for the artists altogether. The latter approach will of course antagonize a lot of people "because AI is bad" so it would have to be a purely passion project at first in this case (+ legal matters if you are even worried about that).

So, to get to the point, realistically, assuming you want to make something akin to HTH:
1.) Artist
2.) Coder
That's it.
Animating this crap is easy these days, you don't have to deal with flash-based stuff like Crowchild did.

If you want to make a solid game that engages people, you add writer skill to that but that is the point when you divert from HTH model and move into your own territory...not that it is bad.

There's also the question of which engine to use. Considering this is a point and click game would a simple engine like Ren'Py be adequate to achieve this or would it severely limit the game?
Don't fucking touch RenPy, Gamemaker or RPGMakers. Nothing of this sort if you don't want it to be a oneshot low effort jap-crap.
You will fuck yourself in the brain, sooner or later.
Also, not RAGS. Holy hell, this stuff is a cancer that should be killed and officially is.

Godot is a nice one to look at. It has a promise but requires learning.
 

DoorFive

Member
Dec 3, 2019
489
547
Writing is a really undervalued skill that can make up for a loooot of things in games.

Take a look at Fenoxo text games. They have their own share of bad stuff (some characters are just inconsistent due to influences of several writters + prolonged development time during which vision for each characters could change) but you can't deny that their sex scenes are well written.

Anyway, I myself was hoping to jump on some amateurish/experimental gamedev train but faced the same issue - lack of decent artists. It's not that there is none or that they lack skill. It's just that 90% of the artists are very likely to throw random fits and it can throw your entire project under the bus if you really too much on their very specific artstyle.
Look at what happened with ViperV's Divine Arms and other weird projects they touched. The bad blood with the artist caused the entire project to derail...few years into the development.

Thankfully, these days you can minimize the impact of such event by using AI-generated arts to both ease the load of the artist (you'd need solid batch of training materials to train the model for it) and to eliminate the need for the artists altogether. The latter approach will of course antagonize a lot of people "because AI is bad" so it would have to be a purely passion project at first in this case (+ legal matters if you are even worried about that).

So, to get to the point, realistically, assuming you want to make something akin to HTH:
1.) Artist
2.) Coder
That's it.
Animating this crap is easy these days, you don't have to deal with flash-based stuff like Crowchild did.

If you want to make a solid game that engages people, you add writer skill to that but that is the point when you divert from HTH model and move into your own territory...not that it is bad.


Don't fucking touch RenPy, Gamemaker or RPGMakers. Nothing of this sort if you don't want it to be a oneshot low effort jap-crap.
You will fuck yourself in the brain, sooner or later.
Also, not RAGS. Holy hell, this stuff is a cancer that should be killed and officially is.

Godot is a nice one to look at. It has a promise but requires learning.
You sound like a guy that knows their foundation to games.
Every project could use a project manager. But by the sound of things, you don't need me to tell you that.

Everybody has a hat! They are tall or short, wide brimmed or duck billed. We just have to toss them in and get that machinery fired up!
 

-FlavorTown-

Newbie
Aug 2, 2017
95
97
Writing is a really undervalued skill that can make up for a loooot of things in games.

Take a look at Fenoxo text games. They have their own share of bad stuff (some characters are just inconsistent due to influences of several writters + prolonged development time during which vision for each characters could change) but you can't deny that their sex scenes are well written.

Anyway, I myself was hoping to jump on some amateurish/experimental gamedev train but faced the same issue - lack of decent artists. It's not that there is none or that they lack skill. It's just that 90% of the artists are very likely to throw random fits and it can throw your entire project under the bus if you really too much on their very specific artstyle.
Look at what happened with ViperV's Divine Arms and other weird projects they touched. The bad blood with the artist caused the entire project to derail...few years into the development.

Thankfully, these days you can minimize the impact of such event by using AI-generated arts to both ease the load of the artist (you'd need solid batch of training materials to train the model for it) and to eliminate the need for the artists altogether. The latter approach will of course antagonize a lot of people "because AI is bad" so it would have to be a purely passion project at first in this case (+ legal matters if you are even worried about that).

So, to get to the point, realistically, assuming you want to make something akin to HTH:
1.) Artist
2.) Coder
That's it.
Animating this crap is easy these days, you don't have to deal with flash-based stuff like Crowchild did.

If you want to make a solid game that engages people, you add writer skill to that but that is the point when you divert from HTH model and move into your own territory...not that it is bad.


Don't fucking touch RenPy, Gamemaker or RPGMakers. Nothing of this sort if you don't want it to be a oneshot low effort jap-crap.
You will fuck yourself in the brain, sooner or later.
Also, not RAGS. Holy hell, this stuff is a cancer that should be killed and officially is.

Godot is a nice one to look at. It has a promise but requires learning.
Yeah I agree. HTH in particular would be leagues better but the lack of writing is holding the game back in a massive way. Most of the characters have no personality and there really isn't any sort of goal besides clicking on NPCs and picking a sex position. The sex scenes also feel stiff, lifeless, and boring without any audio and dialogue. They may seem like subtle details but they have a major impact on the game.

Anyway, I myself was hoping to jump on some amateurish/experimental gamedev train but faced the same issue - lack of decent artists. It's not that there is none or that they lack skill. It's just that 90% of the artists are very likely to throw random fits and it can throw your entire project under the bus if you really too much on their very specific artstyle.
If you don't know how to cook then the chef owns the restaurant. I saw the same thing happen with Breeding Season. The game was incredibly successful but the artist screwed over the team when he decided to leave the project and there was no way to salvage it without him.

I don't really like to mess with AI. It can pull off some impressive things when it comes to voice work and music but I also wouldn't want to rely on it for the actual game art and assets.With all that said, finding a reliable artist would be the primary concern.

If anyone thinks they would be interested in taking on this project then I can share my thoughts on what I'd like to do with the game. In the meantime I can try to put together some sound effects for the sex scenes in Tabby's build but I have no idea how to implement them into the game.
 
May 31, 2021
112
236
Crowchild: "The problem with Unity is that the code language is entirely different from Flash, so I’ve been learning a new coding language that often goes counter to the languages I’m familiar with."
The problem is that he could never code in Flash either.
You can find only 4 of ActionScript2 statements in entire HTH:
1. gotoAndStop(frame)
2. play()
3. stop()
4. "if" statement
There is literally no other AS2 language construct used in entire HTH. That's why it is such unstructured mess.
The first three are just movement in frame sequence and he really sucks at using IF statement. Just series of IFs, no ELSIF, missing ELSE statement for catching uncommon situations breaking the game....
Programming is all about logic and breaking complex tasks into a set of simple algorithms. Once you can do that, language is just a tool. Learning another programming/scripting language is like learning to drive another car.
Crow could not learn to make any code in Flash/AS2 in 15 years of doing that. No way in hell he can ever tackle C# or Java in Unity3D.
 
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2.20 star(s) 5 Votes