WeeWillie Dialogues (Slave Bazaar Alpha 8.9 3/27/19) Added Sister (2 Viewers)

WeeWillie

Content Creator
Joined
Nov 8, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

sby said:
i could easily make a new linetype for things like:
just entering body contact
hilting/being all the way in while in body contact (could be done so only fires once per position to be like first_dt)
exiting body contact
exiting body contact after 100% vigor reached in body contact
being in body contact (that would fire a lot)
minimum resistance achieved (she is really loose)
Those would be awesome. The main thing I'm looking for is motion while in body contact, but just being in body contact would probably be good enough. That way the girl doesn't go silent during intercourse, and I'd be able to use vigorous like its supposed to be used for rough thrusting. An entering line type would be great too.

This is probably too complex, but it would be interesting if entering could cut off a speaking line in mid-sentence, just like inserting into her mouth does. This way the girl could immediately comment on entering, such as

notfuckedyet:"[entered]Don't you dare fuck me![notentered]"
entered:"Ahh!"
notentered:"Good!"
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

sby said:
i could easily make a new linetype for things like:
just entering body contact
hilting/being all the way in while in body contact (could be done so only fires once per position to be like first_dt)
exiting body contact
exiting body contact after 100% vigor reached in body contact
being in body contact (that would fire a lot)
minimum resistance achieved (she is really loose)

These would be great!

Maybe the "being in body contact" would only fire if nothing else had fired in the last 5 seconds or so? (3?) Not sure if that is quite the right interval, but sort of like the General trigger that only fires every once in a while.
 

Bruce

Potential Patron
Joined
Nov 20, 2011
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

WeeWillie said:
It sounds like this is working by design. The fuck/analthoughts section are very repeatable, since they aren't very unique or distinct. When you get a more unique line (the 1 out of 3 or 4 comments), then her pride, love and arousal may have changed by a larger amount.
I didn't take an extensive look at the mood changing lines, this is more about her being broken already. I couldn't find any mood changes in those lines.

WeeWillie said:
It's SuperDeepThroat, not SuperAssFuck :).
... yet ;) Seriously, what you guys have done with SDT is simply awesome!

WeeWillie said:
I mean, how tight is she :)

If we talk realism here, from my experience a girl either aligns her gullet with her throat so you can slide in or not. You can actually see porn girls do this a lot so he doesn't go in too deep. I did have girls though who's pussy where so tight it took quite a while to get in, even though she was really wet. And I did have my cock jammed inside a girls ass when she tried to get it in. This is fantasy anyway but from my experience anal and vaginal "resistance" is more realistic then throat resistance.
(Side Note: Don't actually push in those situations, you can SERIOUSLY hurt the girl!)
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

yes sby, MOAR line types plz!!

I had no problems getting Plexia to 100% love without spending a dollar on stuff for her. Took a while though. First I got her to 0 self esteem by choking her out, slapping her and insulting her in various ways and in different positions. After that, I found a good combination of a compliment here, a slap there, cumming inside her in various positions, choking her out, and sometimes even insulting her for kicks and then complimenting her again worked well for a net increase in love. Just don't compliment several times in a row without changing position and/or doing something else in between.
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

WeeWillie, do you know what I would very much like?

A dialogue development kit.

There are two parts to writing a dialogue A) the actual spoken or thought text, which should ideally have some literary quality and B) all the fancy coding and stuff. Right now, it feels like the bar is so high on B that I can't be bothered to jump over it just to put my ideas for A into being. The coding just feels like too much work.

Now I think we all mostly want the same things with B) - button enabled position changing, clothing scripting, mod loading etc. - but to a non-coder such as myself, doing everything from scratch is very daunting. Stealing from highly specialized works such as The Bazaar also has its problems (for one, figuring out how the damn thing works!).

So what if you could pack up some of the more universally useful snippets of code that you've developed for simple copy-pasting and adaptation to a less code savvy dia writer who still wants to do fancy stuff? An annotated advanced template of sorts. And bundle it all up with a useful mod package and preset loader version. I know something like that would get me writing again.
 

WeeWillie

Content Creator
Joined
Nov 8, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Slingerbult said:
A dialogue development kit.

That's a very interesting idea. What would be the feature set that would be universal enough for multiple people to use?
Clothing? How would you want to define the clothing to place?
Alternate positions? Which positions would people want as a baseline?
What else?
 

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

It depends on how complex you need the dialogue to be, but I have totally zero coding knowledge and it took just a bit of trial and error to find out how the scripting works - it's not that scary and really fun once you get into it. :) Although certainly something to make it easier, especially for complicated dialogues, would be awesome.

And also, for sby: I'd also love having more linetypes for animtools-based dialogues and I could even use it now.
 

EpicDT-Hunter1

Potential Patron
Joined
Jun 5, 2014
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

This is what i mean by normal girls for example:

 

Attachments

  • Talia example.PNG
    Talia example.PNG
    929.9 KB · Views: 388
  • Unbekannt2.PNG
    Unbekannt2.PNG
    566.6 KB · Views: 256
  • Unbenannt.PNG
    Unbenannt.PNG
    547.4 KB · Views: 280
  • Unbenannt3.PNG
    Unbenannt3.PNG
    550.5 KB · Views: 231
  • Unbenannt4.PNG
    Unbenannt4.PNG
    539.4 KB · Views: 242
  • Unbenannt5.PNG
    Unbenannt5.PNG
    521.8 KB · Views: 305

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 11/17/14)

WeeWillie said:
MG said:
You've implied that currently playing lines prevent buttons from working.
Why not halt all dialogue forcefully on press?

Two reasons:
1. My dialogs assume that chained Thought or Him lines are guaranteed to fire, so breaking them with a button press would break dialogs. A work around for this would be to always script the buttons off during situations where broken lines would break logic (painful, but possible).
2. I don't know how to halt dialogue from action script in DialogueActions. :)

Reason #2 is the main reason why that's not done, if you couldn't guess. Maybe you or Pim_gd would know how to do that?

Code:
g.dialogueControl.stopSpeaking();
 

zzaapp002

Staff
RM Moderator
Joined
Dec 10, 2011
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Dude! Just checked out Alpha5! So much for my free time!

Truly, some fantastic work man. Story, script, character choices, etc on "Trainer" and "Bazaar" are all really fun and well thought out. Also played "Trials" but lacked the patience at the time to deal with the timid forest nymph. But I will go back to check it out...

Looking forward for more character "DLC" in "Bazaar". I assume you won't add many more to "Trainer" as it has a bunch already. Although you could vary the races a bit. (Easy enough to change on my end depending on my mood).

Some of the positions don't occur all the time in "Trainer" or "Bazaar" but I think that is my machine. (Because sometimes they DID happen). But the Stocks seem to not work a lot for me.

But hey...just wanted to share some shots of Plexia (with the Wedding Outfit), a Syx-esque demon and then Syx herself! Thank you for the new Alpha5!

tumblr_ngyykyhRu71tts92xo3_1280.png

tumblr_ngz013KG501tts92xo1_1280.png

tumblr_ngz0ng3uyr1tts92xo1_1280.png
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

WeeWillie said:
Slingerbult said:
A dialogue development kit.

That's a very interesting idea. What would be the feature set that would be universal enough for multiple people to use?
Clothing? How would you want to define the clothing to place?
Alternate positions? Which positions would people want as a baseline?
What else?

So cool that you're interested in this! Some ideas just off the top of my head:

1) Bundling is the new black. People don't just download dialogues anymore, because dialogues require so many things to work properly. Of course, if we start a trend with standardized bundles that advanced dialogues can build upon, there will be no need for bundles because everyone will have the same stuff and we can go back to just text files again. Anyway, a standardized loader bundle would be a first step and make things very easy. Ideally, it would be updated whenever there's a new major update of the loader, dia acts or animtools (and then include any new small mods and popular clothing) and keep full backwards compatibility.
2) I'm thinking the standard dialogue.txt should contain lots of pre-defined triggers such as [SLAP] and [WHIP] that can be used if so desired, but don't do anything unless called in a core line. A standard fade-to-black and fade-in would be good too because all those parameters confuse me - how many different fade outs do we really need? A user could always modify the default settings directly in the dialogue before using a trigger though.
3) I realize it may be hard to simplify clothing changes more, but a pre-coded STRIP_ALL_HER and STRIP_ALL_HIM would be convenient. I've also made a feature in one dialogue where there is a sequential strip so if the bra is already gone it proceeds with shoes if there are any etc. - such things could also be put into standardized triggers. A more detailed tutorial (for dummies) on loading modded clothing, standard clothing and complete char codes of clothing etc. would be really useful too.
4) There are many positions to choose from, but I think a selection of the most common ones we see in porn would go very long. Frankly, many are very similar and there must be some best practices out there. Since the male head selection is currently pretty limited, I'd suggest positions that keep his head (or rather neck) out of vision (like your positions in Bazaar). The positions should be loaded with appropriate generic props (simple beds and chairs for instance) that go well with many different backgrounds.

Basically, the goal would be to take all the new functionality and present in a way that still makes writing a dialogue as straightforward as it is in vanilla.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Slingerbult said:
WeeWillie said:
Slingerbult said:
A dialogue development kit.

That's a very interesting idea. What would be the feature set that would be universal enough for multiple people to use?
Clothing? How would you want to define the clothing to place?
Alternate positions? Which positions would people want as a baseline?
What else?

So cool that you're interested in this! Some ideas just off the top of my head:

1) Bundling is the new black. People don't just download dialogues anymore, because dialogues require so many things to work properly. Of course, if we start a trend with standardized bundles that advanced dialogues can build upon, there will be no need for bundles because everyone will have the same stuff and we can go back to just text files again. Anyway, a standardized loader bundle would be a first step and make things very easy. Ideally, it would be updated whenever there's a new major update of the loader, dia acts or animtools (and then include any new small mods and popular clothing) and keep full backwards compatibility.
2) I'm thinking the standard dialogue.txt should contain lots of pre-defined triggers such as [SLAP] and [WHIP] that can be used if so desired, but don't do anything unless called in a core line. A standard fade-to-black and fade-in would be good too because all those parameters confuse me - how many different fade outs do we really need? A user could always modify the default settings directly in the dialogue before using a trigger though.
3) I realize it may be hard to simplify clothing changes more, but a pre-coded STRIP_ALL_HER and STRIP_ALL_HIM would be convenient. I've also made a feature in one dialogue where there is a sequential strip so if the bra is already gone it proceeds with shoes if there are any etc. - such things could also be put into standardized triggers. A more detailed tutorial (for dummies) on loading modded clothing, standard clothing and complete char codes of clothing etc. would be really useful too.
4) There are many positions to choose from, but I think a selection of the most common ones we see in porn would go very long. Frankly, many are very similar and there must be some best practices out there. Since the male head selection is currently pretty limited, I'd suggest positions that keep his head (or rather neck) out of vision (like your positions in Bazaar). The positions should be loaded with appropriate generic props (simple beds and chairs for instance) that go well with many different backgrounds.

Basically, the goal would be to take all the new functionality and present in a way that still makes writing a dialogue as straightforward as it is in vanilla.

Basically; you want [DEFINE_FUNCTION_functionName_AS_lineName]. Said linename must be unique in the dialogue.

Then what it does is run all the triggers (either instant or regular speed) depending on the provided line name....

and then a dialogue.txt with certain functions predefined for you?

That make sense?

It can be done, even with sublines for conditionals. Not sure I wanna spend that time, but it can be done.

A more detailed tutorial (for dummies) on loading modded clothing, standard clothing and complete char codes of clothing etc. would be really useful too.

Write a list of questions. I'll write answers.
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

That make sense?

Almost not at all, unfortunately. I think your comment is some sort of clever coding plan to implement item 2) on my haphazard list, correct?

I really think you're great and talented pim, and this community is fortunate to have you, but half the time I don't understand half of what you're saying. And that's EXACTLY what I'm getting at with my idea for a "kit". I want to:

S I M P L I F Y

Never you mind if it's implemented as this or that function or what [DEFINE_FUNCTION...] even is or does. I don't want to have to understand that. I want to be able to type [SLAP] and get a slap on screen. Yes, I understand that this means I can't have a custom line called slap (because there already is one), but that should be OK.

What I don't want is a lot of parantheses and four different variables and colons and spaces that have to just so just to do a friggin fade out. I want to put in [FADE_OUT] and there it is. Because someone has already researched what a typical good fade out looks like and pre-defined it in a template. And if I don't like it in a certain circumstance, THEN i can go and copy pase it and make a FADE_OUT_2 line where I go into the details, but 95% of the time it will work as is.

Think "user friendly". Think "for people who like Macbook Air and non-digital books". For people who think curly brackets are kinda exotic and forget what their keyboard shortcut is. I want a kit that helps people like that create dialogues with different positions, characters coming and going, scenes and backgrounds changing, button based user input and all the NEAT things you guys have already implemented in so many dialogues.

Write a list of questions. I'll write answers.

Having a good list of questions implies knowing where to begin, and I'm not sure I even have that overview of it yet. A more general question though (not sure if this is the thread for it)

It seems like any change you'd want to make you could do as a char code loading? So for example, if you want her top to become transparent, you could just go into the options menu, set it as you like, save the char code that has the updated alpha value, and load that into the dia when you want it to happen. To me, this seems like the simplest way do to any change in her appearance, big or small, and I don't need to keep track of what everything is called and what the different variables do. Do you foresee any problems with this method?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Slingerbult said:
That make sense?

Almost not at all, unfortunately. I think your comment is some sort of clever coding plan to implement item 2) on my haphazard list, correct?

You know *FINISHES* and finish1 finish2 finish3? It'd be like saying "DEFINE_FUNCTION_slap_AS_SLAP" and then whenever you do [SLAP] it will insert the slap line, like *FINISHES* inserts finish1/2/3/etc. But yeah, it's me thinking out loud.

Slingerbult said:
I really think you're great and talented pim, and this community is fortunate to have you, but half the time I don't understand half of what you're saying. And that's EXACTLY what I'm getting at with my idea for a "kit". I want to:

S I M P L I F Y

Never you mind if it's implemented as this or that function or what [DEFINE_FUNCTION...] even is or does. I don't want to have to understand that. I want to be able to type [SLAP] and get a slap on screen. Yes, I understand that this means I can't have a custom line called slap (because there already is one), but that should be OK.

What I don't want is a lot of parantheses and four different variables and colons and spaces that have to just so just to do a friggin fade out. I want to put in [FADE_OUT] and there it is. Because someone has already researched what a typical good fade out looks like and pre-defined it in a template. And if I don't like it in a certain circumstance, THEN i can go and copy pase it and make a FADE_OUT_2 line where I go into the details, but 95% of the time it will work as is.

Think "user friendly". Think "for people who like Macbook Air and non-digital books". For people who think curly brackets are kinda exotic and forget what their keyboard shortcut is. I want a kit that helps people like that create dialogues with different positions, characters coming and going, scenes and backgrounds changing, button based user input and all the NEAT things you guys have already implemented in so many dialogues.

I'll look at implementing the define function and something like #import <filename>. Then some of the guys tinkering with the advanced stuff could make a functionality dialogue file, and you could just add #import <filename> at the top and then do [SLAP] or [FADE_OUT] or whatever in the middle of your dialogue.

Slingerbult said:
Write a list of questions. I'll write answers.

Having a good list of questions implies knowing where to begin, and I'm not sure I even have that overview of it yet. A more general question though (not sure if this is the thread for it)

It seems like any change you'd want to make you could do as a char code loading? So for example, if you want her top to become transparent, you could just go into the options menu, set it as you like, save the char code that has the updated alpha value, and load that into the dia when you want it to happen. To me, this seems like the simplest way do to any change in her appearance, big or small, and I don't need to keep track of what everything is called and what the different variables do. Do you foresee any problems with this method?

Yes, in that it's incompatible with just about anything not vanilla. And even then.

Sideeffects may include dynamic hair breaking, swf clothing vanishing or freezing, breast bouncing/hair bouncing, name changes, him changes, background swaps, and more.

I can look into writing a charcode-diff to DA trigger parser. You'd put in two charcodes (old, new), and out comes a set of triggers that will make the changes without explosions.
 

taigong

Potential Patron
Joined
Apr 23, 2014
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Thanks for your hard work, i always feel like a kid in front of his christmas presents when you release something.
 

Tube33950

Potential Patron
Joined
Jun 5, 2014
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Very nice job!

A few questions : only Piexia is aviable to play with or did i miss something to do or improve to unlock other chars ? Will more chars appear or are there only 3 at least ?
 

WeeWillie

Content Creator
Joined
Nov 8, 2013
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Tube33950 said:
Very nice job!

A few questions : only Piexia is aviable to play with or did i miss something to do or improve to unlock other chars ? Will more chars appear or are there only 3 at least ?

Only Plexia is available right now. I released an early version that isn't done (i.e. an Alpha) so people could give feedback and help me track down bugs, and people really helped out on that front. Thank you all!

Right now I'm working on a new girl (not Crystal or Mysteria), and I'm trying to incorporate some changes to animtools by sby for fuck position triggers. I'll probably release a second alpha when this new girl is done, but the first real non-alpha release should have three or four girls. After that if I can keep my motivation, I'd like to just keep adding girls over time.
 

Tube33950

Potential Patron
Joined
Jun 5, 2014
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

Ok my bad.

The project is full of good wishes.

The whip mod is really good. Added to this, a piercing/snatching mod would be a good plus.

Regarding the girls, in my opinion, elfes, nymphs, diablos etc are not really the kind of dolls the player is waiting for in the context of that mod. At most, fantastic girls should be a bonus, a girl that you unlock when all your bitches are converted to hardworkers, a present from your assistant (and why not herself ? :p). It seems to me that real girls with differents types of caracters should correspond better to the story.

For now, as you are aldready working on a new girl, I won't expose you differents types of girls who shloud be interesting to put in the game, but i have got some in my mind (like every men acutally :p). The moment coming, if you need some ideas i'll be glad to give some suggestions about it.

Concerning the operation of the game, I haven't seen any bugs for now. All switches operations, backing menus etc seem to work well. The saving works as well, still no need to repair.

I hope you'll keep your motivation and i'll follow this topic carefully!
 

Hutsairb

Potential Patron
Joined
Sep 20, 2012
Re: WeeWillie Dialogues (Slave Bazaar Alpha 5 12/05/14, now with whipping)

I like the idea of having certain characters as rewards(still bought), though I don't know how difficult that would be to insert into your code. Still, this is one of the best major projects in a LONG time.
 

Users who are viewing this thread

Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.