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baboon

Dry Member
  • Posts

    21
  • Joined

  • Last visited

About baboon

  • Rank
    Dry

Personal Information

  • My pronouns are..
    he/him

My Kinks

  • I'm into..
    Ageplay
    Bathroom Control
    Bedwetting
    Diapers
    Hyper wetting
    Tickling
    Watersports
    Cuddling
    Humiliation
    Public humiliation

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baboon's Achievements

  1. baboon

    Baby Maker

    Thank you, it means a lot to get encouragement like that! Looking forward to sharing more with ya Thanks! Yes, I'm going to be working on traits quite a bit for the next update. Have some fun ideas for what happens with scaredy-cat!
  2. baboon

    Baby Maker

    Currently, having accidents means you'll end up in diapers, or at least pull-ups. Eventually there will be an option for that, but not yet.
  3. baboon

    Baby Maker

    Thanks for the comments and bug reports everyone! I have released a patched version that covers some bugs.. maybe not everything, but a lot. @dragonboy That adventure is a work in progress, it's not finished yet!
  4. baboon

    Baby Maker

    Thanks for the bug reports! I've released a patched version as of April 15. Hopefully it covers most of the big bugs, I'm sure I didn't catch everything This patch is mostly for the bugs, but there are a couple new accidents that you can check out once Kiera is in diapers- first by using the "pottypants" skill under the "abdl" trait, and second by running past the video game boys (she'll have to be desperate to go for an accident to occur). Next full update will be August 1, so stay tuned for that! See you then
  5. baboon

    Baby Maker

    Thanks for the spelling checks! What sort of device are you playing on, and what's your resolution? And were you playing with zoom at 100% or another %? I'll try to make text fit better for different resolutions
  6. baboon

    Baby Maker

    Thanks for the heads up! I'll be putting out a patch in a week or so to fix up some bugs and finish putting some events together. PS: You may occasionally get frozen and not be able to do anything. If that happens, try pressing SAVE or LOAD and you'll be able to play again.
  7. baboon

    Baby Maker

    Where are you stuck? Here's a summary of how to start playing: First, after unzipping the folder, find the file called INDEX.HTML. Open that file by either double-clicking it, or right clicking and selecting "Open." This is a browser-based game, so it will open in your browser (Chrome, Firefox, Edge, etc.). If you can, try to use Chrome as your browser, since that is what I use to develop it and there could be bugs if you use another browser. Once the game is open in your browser, you should see a screen with red text in the middle, and 3 other text areas. If you see the "..." in the bottom right, click on that with your mouse to progress through the text. You can also click on "skip intro" in the bottom left to jump past the introduction part of the game. Following those steps, you should be able to play. Just so you know, the game won't work on phones or things with rather small screens; it's meant to be played on a PC. If you are still having trouble, let me know what step you're at and I'll see if I can help.
  8. baboon

    Baby Maker

    Sure! Everyone is welcome, and I'm happy to answer any questions or feedback you have about the game. https://discord.gg/37sVzRAbnW
  9. baboon

    Baby Maker

    Thanks so much, I'm glad you're enjoying it! If you'd like to support the project, I have a patreon at LINK. Any support is much appreciated!
  10. baboon

    Baby Maker

    Wow, awesome question! The code for the game is 99% written from scratch, though I did snag some code to get it to the point of being able to move a sprite around a screen with WASD (which was a huge part of getting animation to work). I don't think I am good at explaining things but I have written a wall of text about this and am not sure if it's helpful or not. Hopefully it is! The game 'screen'- the area in which you can move Kiera around and interact with things- is wedged inside an HTML element called 'canvas'- aptly named because it is a canvas upon which you can 'paint' things into your browser, and is widely used when trying to do things like animating sprites in a browser. In this case, we are painting a background image and foreground sprites onto the canvas. In order to animate sprites on the screen, I have a function called "animate" that is constantly running in the background, refreshing what appears on the screen. It's at around line 960 in index.JS if you want to check it out. The function checks repeatedly to see if time has passed by comparing Date/time calls, then clears the canvas, then draws the canvas again immediately. At each re-render of the canvas, there are conditional statements that check which map you are on, in order to paint the background and determine which sprites to show on the screen. It also checks to see what state each sprite on the current map is in, to determine which sprite should be used, which frame of the sprite should be used, and what the position of the sprite should be relative to the background. There are 3 types of animation in the game: Movement, 'true' animation, and swapping of sprites during cutscenes. The game listens for keyboard input to execute sprite movement (wasd, arrows). It might help to explain this with an image to accompany it, so root out img > Sprites > Jeans > Panties > Content-BIG.png to see a basic sprite sheet. Any animated sprites are drawn from an image like this, composed of multiple X- and Y- frames. This is just like any sprite sheet you'd find in an RPG maker game. To draw a sprite on the canvas, I call on a function called "drawSprite" (you can find this in the index.JS file). This function creates an object that defines a few things: First, which image file I'm pulling the sprite from; second, the current frameX/frameY of the sprite; third, the width & height of each frame; and lastly, its x & y position on the screen. If you look at the Content-BIG.png file, you can see that there are 16 total frames, 4 high and 4 wide. "FrameX" is composed of 4 values, 0-3 (counting from left to right), and frameY is composed of 4 values, 0-3 (counting from top to bottom). When the frameX value changes in the code, that's the image swapping to the next frame over- with this, you get a sense of sprite movement. When the frameY value changes in the code, that would be a change in which direction the sprite is facing. The function "movePlayerInit" in index.js is responsible for the next bit: In order to execute movement, say walking up, the game will listen for when you press the "W" key. When that happens, the game will state "frameY=0," to make Kiera face upwards. Then, as long as the key is held down, the game will repaint the canvas with your character moving up by a certain number of y-pixels (changing the sprite object's y-value), and bounce between frameX values to simulate her movement (using a loop). The base image is what will determine whether she's in jeans, pull-ups, diapers, etc. Next is 'true' animation- ie, when the game is refusing input while an animation plays (during accidents, for example). You can check out img > Sprites > Jeans > Panties > Pee > PeeAccident.png for this one. This was an interesting thing to figure out. I had started with a whole bunch of single images, which I would plop in an array, and then cycle through them all. But I discovered that every time I swap image files, there's a chance for a blip in the sprite, where Kiera would disappear from the screen for a split second! (You can still see this happen when the image file is changed, but not nearly as much). So the solution was to create image files that are sort of like an old roll of film- only one frame high. So it has a lot of frameX values to loop through, but just one consistent frameY value. For each animation, I create an empty array that matches the number of frames in the animation's image, then loop through the frameX values to play the animation. The function wetAnimationDesp in accidents.JS can show you how this works. I have a setTimeout (a time-based loop) that iterates every ~200 milliseconds. With each iteration, frameX of the image file is +1'd, while conditional statements handle whatever text changes and rude sound effects need to occur at each frame (if frameX == 10, play sound gasp, if frameX == 20, play sound fart.. etc). Finally, there is the swapping of sprites during cutscenes. Not really animation, but if you're interested in this, you can check out Jeans > Panties > LoadingSprites.png. In order to avoid the aforementioned sprite clipping, there is a biiiiig image file for each outfit that Kiera has, that references the different facial expressions and such that she can have during a cutscene. Each cutscene is an array of strings, that's composed of the text that displays on the screen, as well as sprite changes, sound effects, etc. (You can find examples of these in any of the "text.....js" files). When you hit the '...' button during a cutscene, you go to the next item in the array, which is either a pure text string, or a string prefaced with something like "mood.." or "cutscene..". The game detects when a string starts with "mood.." or "cutscene.." and instead of printing the text, updates the frameX and frameY of the character sheet to display another sprite from the LoadingSprites file. Once the cutscene is done, the code determines what sprite image Kiera should be returned to, and plops her back into that to allow movement again. So.. Hopefully that helps explain a bit? Sorry if it doesn't. Happy to chat more if you have further questions!
  11. baboon

    Baby Maker

    Glad you're enjoying it! I'll consider adding bigger messes at some point, but probably not for the next update. There will be a lot more to the potty system, though! After you unzip the file, look for the file called "index.html." You can double click it or right click and press open. It should open in your web browser!
  12. baboon

    Baby Maker

    Ohh that's a weird bug, I will look into it. I'm excited that you like the game, getting art for it would be amazing, especially from an awesome artist like you! I'm not able to commission stuff right now, but will definitely let you know if we get there Thanks for your interest!
  13. baboon

    Baby Maker

    If you get close enough to the "!", it should make a noise and turn yellow. Once that happens, try using the "E" key to interact with it. If that doesn't work, something has gone terribly wrong! There is no bathroom per se, just the potty room which is on the lower side of the daycare, to the left of the changing room. I wanted to put together some desperation animations before having potty use available, and there are a lot of variables/outfits to cover, so it wasn't quite ready for this release. Kiera will be able to use the potty when this is updated in April (I know that's a long time for her to be going in her pants- sorry!)
  14. baboon

    Baby Maker

    Thank you very much for the thoughtful feedback! There are definitely a few game-breaking bugs in the game right now, so I appreciate the help finding them. I have looked into it, and that freeze bug with the boys should be fixed in the next update. It's great to hear that you're excited to try out more! Basically, I wanted to put out a demo to get some feedback before going too deep- I had been building it from the ground up for about 8 months and wanted to see if I was on a track that interested people. So stuff like this is very helpful to get a sense of what I should focus on. I know there's some teasing of ideas that ends up being a bit disappointing! I've set strict deadlines for myself and am releasing no matter what on certain dates- it motivates me to get as much done as I can, but leaves some unfortunate loose ends. Didn't mean to troll with the potty, haha! But yeah, I'm glad you like the ideas- most of the things that are lacking will have much more to them soon. As far as customization, that may be something I look into at one point, but probably not a priority for now. There will be a bit of customization with paci or thumb sucking, maybe some items you can carry around (similar to the spoon), and of course the thickness of your undies. Hopefully I can get deeper customization someday. Thanks a lot for your thoughts!
  15. baboon

    Baby Maker

    Thanks for the heads up! The adventure system is only partially implemented in the demo, so definitely good to know about that bug. That's another thing I've been working on a bunch, as it's the backbone of how you'll progress in the game! The fully implemented adventure system will track what adventures you have in that tab, and you can click on them to get a short description of what you need to do (I guess I had the sound there, but forgot the text- whoops!). When you finish an adventure, Kiera will lose some XP and lose/gain stats. Once you level down, she'll be able to unlock Traits and Skills that allow you to customize her (or "make your baby," if you will.) Anyway, sorry for the bug. Stay tuned for a lot more in the adventure system
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