Game Bog

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MudBait
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Re: Game Bog

Postby MudBait » Thu Aug 22, 2019 2:28 am

Crackle Cradle Plus Extended dev here. don't mind me, just lurking in this thread 8-)

I was actually originally inspired by BogDog here and his YT videos to start my ventures into modding this game. Dunno if you've noticed, but F8 activates a Free Camera. You can move it using the Arrow Keys. F1 to disable the GUI, and CTRL+F1 to enable the Default Mouse Pointer. You can configure any good screen recorder not to pick up your Default Mouse, and with these I (hope I) made it way more interesting to shoot 'mini-movies' if you will. I hope you find them useful.

I hope this isn't derailing the thread a little too hard, but I'm open to any critiques and feature suggestions on my mod if you have any. I'm super-active on DeviantArt rn, shoot me anything in a Note or a public Comment on my Post. Even if I don't respond, I guarantee I'll have read it.

BogDog wrote:I already did some experiments with my modded characters in the extended game and found some interesting changes. For one, my models had their feet amputated after a good struggle in the muck due to a new feature that can make a victim lose their shoes and socks in the pits. I need to make some updates... ;)


Yeeah. I had a weeeird bug where you could see the sides of her feet through her shoes for some reason. I have no idea why that was happening, but I managed to 'fix' it by hiding the feet sprite until they're 'meant' to be shown, after you lose your socks. It's a bit clunky, I admit, maybe I'll add a hotkey to quickly toggle your shoes/socks, idk. I'm open to feedback.

BogDog wrote:The only change I do not like is the inability to climb the taller tree to get back to the left side of the tar pit. Dunno why that was done. :?


Eh? I didn't change anything pre-existing on the map, I only extended it to add new things. That tree was difficult to climb in the Demo as well: You have to make sure you double-jump at the apex of your first jump to climb it.

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BogDog
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Re: Game Bog

Postby BogDog » Fri Aug 23, 2019 1:10 am

Welcome. Pull up a toadstool and join us here in the marsh. Nice work with the additions. The new sand-scene is reminisce of Super Mario a bit.

Not sure what it was with the tree, but it seems to be OK now. Never mind. :?


I like the lost-shoes thing. Already fixed the issue with my early models too. Maybe "cave girl" will get some sabertooth tiger footwear to shed ;)


Zero Stamina seems too hard. She's immobilized in ankle deep mud. How about a stamina setting that makes her tire faster instead? Just a thought.


The super-sticky quicksand at the end was cool too, but visually the brown muck needs some of the stretchy-strands effect of the tarpit, like you see QS do in comic books and cartoons. Only it would be the color of the sand. That effect would keep it from resembling the mudpits too much visually (and look awesome too!). :)
"Life is tough. It's tougher if you're stupid." - John Wayne

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luckykid77
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Re: Game Bog

Postby luckykid77 » Fri Aug 23, 2019 1:49 am

BogDog wrote:Welcome. Pull up a toadstool and join us here in the marsh. Nice work with the additions. The new sand-scene is reminisce of Super Mario a bit.

Not sure what it was with the tree, but it seems to be OK now. Never mind. :?


I like the lost-shoes thing. Already fixed the issue with my early models too. Maybe "cave girl" will get some sabertooth tiger footwear to shed ;)


Zero Stamina seems too hard. She's immobilized in ankle deep mud. How about a stamina setting that makes her tire faster instead? Just a thought.


The super-sticky quicksand at the end was cool too, but visually the brown muck needs some of the stretchy-strands effect of the tarpit, like you see QS do in comic books and cartoons. Only it would be the color of the sand. That effect would keep it from resembling the mudpits too much visually (and look awesome too!). :)


I think it should also add some slime pits for caves. It can be sticky like tar pits, but far more easier to escape.

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SinkerCutie
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Re: Game Bog

Postby SinkerCutie » Fri Aug 23, 2019 1:56 am

I say we also need some pleasurable sinking.

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MudBait
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Re: Game Bog

Postby MudBait » Fri Aug 23, 2019 2:51 am

Ty! I can't take credit for the Dry Sand, though. That was 100% made by MrBlackGoo. Believe it or not, but it was actually hidden away in the Demo's files all this time, fully working but never used once. I was actually quite surprised when I put some down to find it to be fully functional.

BogDog wrote:Zero Stamina seems too hard. She's immobilized in ankle deep mud. How about a stamina setting that makes her tire faster instead? Just a thought.


Hmm. I can't directly modify the rate at which you lose Stamina due to it being very 'hard-coded' in. Whenever you lose Stamina, code that looks like "global.PlayerST = global.PlayerST - 10" is run. This subtracts 10 from the current Stamina amount directly, and this line is individually placed hundreds of times throughout the game's code. So realistically I can't edit every one of these instances to modify the rate of stamina loss, but I could modify the Max Stamina value so you have less to work with. How about two new Hotkeys, "Subtract 10 from Max Stamina" and "Add 10 to Max Stamina"?

BogDog wrote:The super-sticky quicksand at the end was cool too, but visually the brown muck needs some of the stretchy-strands effect of the tarpit, like you see QS do in comic books and cartoons. Only it would be the color of the sand. That effect would keep it from resembling the mudpits too much visually (and look awesome too!). :)


Interesting idea. I'll think about it, although to be honest I'm not confident in how this engine handles it's visuals/rendering. The feet sprites already have weird issues with the coating system I couldn't seem to fix, but I'll try messing around with it and seeing if I can get anything that looks cool.

luckykid77 wrote:I think it should also add some slime pits for caves. It can be sticky like tar pits, but far more easier to escape.


I like the idea, but I have no idea how I'd create the art for this. I'm a programmer, not an artist. I can't draw slime pits. Unless you mean change the colour of an already existing pit to be green, then I could try it, but I worry it won't look all that great.

SinkerCutie wrote:I say we also need some pleasurable sinking.


Sorry, but you'll have to be a bit more specific. What does "pleasurable sinking" mean in the context of the game & it's mechanics? Do you want a mode that changes the struggling animations and SFX with slightly less 'panicked' alternatives? I'm not an animator so I can't animate anything new in, nor can I add any new voice lines in that aren't in the "Sound/Voice" folder, keep that in mind. I can only work with what's already there.

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quagmire_uk
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Re: Game Bog

Postby quagmire_uk » Fri Aug 23, 2019 10:44 am

MudBait wrote:Crackle Cradle Plus Extended dev here. don't mind me, just lurking in this thread 8-)


Ah great to see you here!

Since you added new sound effects to the game... is there any way to extract the sound effects from the game? One of the best things about the game is it's brilliant mud/quicksand sound effects.

The only sound files I can see in accessible folders are voices and music, there's no way to get at the rest of the sound effects. You very kindly linked to where you got the additional sound effects that you added to this version (that kind of thoughtfulness is really appreciated), but I'd love to have a pack of all the sounds. Or alternatively I'd love to have whatever modding tools that you used to the mod the game and add your own new sounds.

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GothicSimmer
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Re: Game Bog

Postby GothicSimmer » Mon Aug 26, 2019 2:17 pm

I have decided to make a video showing all 4 quicksand types included in Crackle Cradle Plus Extended. The character I used in the video is Ryoko.

Here's the video: https://www.youtube.com/watch?v=F5FbfJ7mwyo

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MudBait
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Re: Game Bog

Postby MudBait » Tue Aug 27, 2019 8:33 pm

Thank you! :D

quagmire_uk wrote:Since you added new sound effects to the game... is there any way to extract the sound effects from the game? One of the best things about the game is it's brilliant mud/quicksand sound effects.


It's possible. I have access to every sound in the game, but I can only export them one-at-a-time, so it would be a pretty tedious process to export them all. If you just wanted the Mud/QS sounds, almost all of them can be found here: https://www.soundrangers.com/index.cfm/ ... ffects.cfm

(Psst, if you right click anywhere and click "Inspect/Inspect Element", go to the "Network" tab and then play any Sound, you should see the MP3 file link pop-up. If you don't, refresh the page. You can then right-click that, open it in a New Tab and Save Audio As. You didn't hear this from me though ;))

quagmire_uk wrote:Or alternatively I'd love to have whatever modding tools that you used to the mod the game


I don't want to reveal how I modded this game yet, at least until after I release V2: There are still quite a few surprises left hidden in the Demo's files that I don't want revealed yet. You could probably find the same tools I used if you dig around. I won't stop you if you decide to look into it, but if you manage to get a working build I'd prefer that you don't show anything outside of the Demo level.

DIDLilGirls wrote:I have decided to make a video showing all 4 quicksand types included in Crackle Cradle Plus Extended.


Cool stuff! Looking forward to more CC+E videos in the future ;) I couldn't help but notice the fact you called the last Quicksand type "Sticky Quicksand" lol. In case you were wondering, internally the official name for that Quicksand type is actually "objQuicksandPit". Other types are "objQuicksand" for the swampy area, "objMud" for the small pit to the left of the Vore creature, and then "objSand" and "objTar" for the obvious ones.

I was just thinking that, considering that the Quicksand Pit type was in an unfinished state when I first looked at it, should we as a community come up with a brand new name for it? How about "Cave Quicksand"? Or we could stick with "Quicksand Pit", or try "Sticky Quicksand". If we go with the latter I might have an excuse to attach a few tar-like properties to it 8-)

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SinkerCutie
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Re: Game Bog

Postby SinkerCutie » Tue Aug 27, 2019 9:46 pm

MudBait wrote:
SinkerCutie wrote:I say we also need some pleasurable sinking.


Sorry, but you'll have to be a bit more specific. What does "pleasurable sinking" mean in the context of the game & it's mechanics? Do you want a mode that changes the struggling animations and SFX with slightly less 'panicked' alternatives? I'm not an animator so I can't animate anything new in, nor can I add any new voice lines in that aren't in the "Sound/Voice" folder, keep that in mind. I can only work with what's already there.

Basically, my idea is to have the chance for the girls to sink without worry of death. Though the extra pleasurable effects will help.

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BogDog
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Re: Game Bog

Postby BogDog » Wed Aug 28, 2019 2:20 pm

MudBait wrote:I was just thinking that, considering that the Quicksand Pit type was in an unfinished state when I first looked at it, should we as a community come up with a brand new name for it? How about "Cave Quicksand"? Or we could stick with "Quicksand Pit", or try "Sticky Quicksand". If we go with the latter I might have an excuse to attach a few tar-like properties to it 8-)


I consider the earlier pit mud bogs, because you have to get fairly deep in them to get trapped. The cave pit holds her even if ankle deep, so I call that quicksand, and is the reason I suggested some sticky effects like the tar pit uses.

Essentially, it's quagmires (including the big one next to the carnivorous plant), thena tar pit, dry quicksand (Mario-style) and finally sticky, clutching quicksand.




Basically, my idea is to have the chance for the girls to sink without worry of death. Though the extra pleasurable effects will help.


But any controller input results in a struggle action when sinking. The game would have to be completely re-done to make them perform new actions.
"Life is tough. It's tougher if you're stupid." - John Wayne


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