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/bfed/ - Banned from Equestria (Daily) - Thread 51: Skibidi toilet edition 04/26/26(Sun)22:04:21 No. 43202910
/bfed/ - Banned from Equestria (Daily) - Thread 51: Skibidi toilet edition 04/26/26(Sun)22:04:21 No. 43202910
/bfed/ - Banned from Equestria (Daily) - Thread 51: Skibidi toilet edition Anonymous
04/26/26(Sun)22:04:21
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43202910
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/bfed/ - Banned from Equestria (Daily) - Thread 51: Skibidi toilet edition
Discussion regarding Banned from Equestria (Daily) by Pokehidden, aswell as the community efforts surrounding the game and concept.
Banned from Equestria (Daily) is a point-and-click clop game where the objective is to get with as many mares (and stallions) as you can in the span of three days.
>Play Banned from Equestria (Daily) online:
https://pokehidden.archive.hexstream.net/banned_from_equestria_daily/g ame.swf.html
Some ressources:
https://pokehidden.archive.hexstream.net/banned_from_equestria_daily.h tml
Ongoing projects:
Translation repository - https://codeberg.org/BlackCatPixelMares/BFED-Translation (slow AF, will be moved to codeberg)
Laid Zeppelin (SFW ongoing game, NSFW patch? Name May change)
Previous efforts included engine re-writes (at least one in Godot, one in python(Kazeged), and one in C/Lua (https://github.com/jsteel2/bfeg/))aswell as original stories made in the style of BFED.
Feel free to post drawings, animations, tips for the original game, ideas of new games, or whatever BFED related.
This is a somewhat monthly thread (I will try to make a thread at the begining of each month if one is not ongoing. So don't worry, post as you please, no need to bump endlessly.).
And of course, share progress about your projects, drawings, stories, and anything.
And have fun!
Previous thread:
>>43085583
https://desuarchive.org/mlp/thread/43085583
(Game and resources links in anchor post)
Showing all 334 replies.
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>>43202910
anchor post
>Download game
[Unfortunately, due to spam detection, ask in the thread or look in the archives for links to older versions]
Banned [FOREVER] (Halloween Special): https://d.facdn.net/art/pokehidden/1383259961/1383259961.pokehidden_ba nned_forever.swf
alpha 1.5: https://static1.e621.net/data/ca/e8/cae81f07bb49f8e5a95b121b46965c95.s wf
>Not official
alpha 1.0:
RD_Fix.swf: https://files.catbox.moe/z1otws.swf
alpha 1.5:
Russian translation: https://www.yapfiles.ru/files/1703796/bfe_daily_15.swf
wrapped in pink (Horsemas special): http://h-flash.com/data/swf/2018/11/wrapped_in_pink.swf
1.6:
(mostly 'alpha 1.5', 'Banned Forever', and 'wrapped in pink')
EN:
https://u.smutty.horse/meyjearxscy.swf
http://www.mediafire.com/file/d8gi7gcga6t63y6/BannedfromEquestria_ENU. apk/file
CH:
https://u.smutty.horse/mfjufpghksz.swf
http://www.mediafire.com/file/42couackeuyh0i6/BannedfromEquestria_CHT. apk/file
>Play the game locally
Flash Player projector content debugger: https://web.archive.org/web/20220331041116/https://www.adobe.com/suppo rt/flashplayer/debug_downloads.html (Thanks Adobe! Not really.)
Ruffle: https://ruffle.rs/
>Archive sites
https://web.archive.org/web/20150328080957/http://www.furaffinity.net/ user/pokehidden/
https://web.archive.org/web/20140712121759/https://inkbunny.net/Pokehi dden
http://web.archive.org/web/20131208214200/http://pokehidden.tumblr.com /
https://pokehidden.archive.hexstream.net/
>Original ressources
https://pokehidden.archive.hexstream.net/banned_from_equestria_daily/s pritesheet/
OST playlist: https://www.youtube.com/playlist?list=PLh5cfJBCQ4sgY_-u3WosreRDzGDFS2t UO
>Ressources extracted from the game
Use JPEXS to decompile and explore the game: https://github.com/jindrapetrik/jpexs-decompiler
Sounds (mp3): https://u.smutty.horse/mevzxmuedjn.zip
Text: https://u.smutty.horse/mewhvlxlxwd.txt
Sprites:
png: https://u.smutty.horse/mevzucmydci.zip
svg: https://u.smutty.horse/mevzultwzre.zip
Fixed (png): https://u.smutty.horse/mfhbpdxznug.zip
Font:
woff, woff2, ttf, otf: https://u.smutty.horse/mevzmuzbznl.zip
Source (Emulogic): https://www.fontspace.com/emulogic-font-f3327
>DED
BFED dedicated site: https://bfed.ga/
Translation effort: https://explore.transifex.com/testt57y56h56u/bfed2/
https://desuarchive.org/mlp/thread/
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>>43202922
Nice!
>>43202928
Kek
I'm not alone to bump it, at least 3 anon do so.
But yeah, it's not the most active thread for sure.
Still it lives more than other, that's why I stay here.
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>>43203170
kek
Come on, Skibidi Toilet is two years old, it's almost vintage at this point.
Seriously, Anons ask me to make a new image for the threads, I oblige, and now you want something else.
Fine, give me ideas for thread 53 then...
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>>43204071
Too tired to draw tonight.
But if you want a drawing of a mare, I'll add it to the list.
>>43204398
Yeah, and the dress up game is a nice project too!
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File: Sassaflash's_costume_S02E04.png (98.4 KB)
>>43205411
You mean this turbo cutie?
https://mlp.fandom.com/fr/wiki/Sassaflash
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>>43206755
He always had reflections.
What he is lacking is the pupil.
Like newborn in the show.
...
How shit, what if you are a toddler/child irl, and Trixie brought you, saying "he is X years old, that's an adult here, right?" and gives you an adult body!?
Imagine the trauma...
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>>43208057
From what I remember, no, no modern english version exist.
If you want to repack it you will have to find tutorials / ask AI on how to do so. I guess Ruffle will be your best option.
Beware, if you are not a developer, you probably will have to install some stuff.
But that would be an interesting experience for sure.
Good luck anon! Maybe someone else can help you better than me?
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File: displeased Trixie.png (32.5 KB)
>>43209305
I bet he could find the mares by smell alone...
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>>43210487
kek, now I imagine Brian with a "heat vision mode" (but not the same kind as nocturnal vision).
You enter an area and suddenly the whole scree becomes tungsten burning white.
When you remove heat vision, it's a peaceful meadow with Fluttershy in it.
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File: More Progress.mp4 (1.9 MB)
>>43204734
>>43205077
Glad to see people are still interested! I got a little distracted last week and didn't work on it much, but I'm back at it and I've almost completely filled out the hats section, added one of Rarity's outfits from the original game, and added all of the suggestions I got in the last thread (I think).
Also, some of the placeholder buttons have been replaced and there are tooltips, although the tooltips are a little buggy right now.
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>>43219420
>>43219732
I didn't check, I only watch a handful of threads.
Was is some "rea"l slide threads (to damage the board quality) or just some event that naturally brought anons (like the mlp even in that game a few days ago)?
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>>43217783
>>43218391
Or trying to remix it on the fly, like on ep100
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File: rarihack.webm (3.5 MB)
>>43220434
Sure! See attached vid.
...
You want the truth?___no, really, it's deceptive..._________okay, go ahead then! ______but don't tell I didn't warn you_____...__You literally can't buy the dresses, whatever your money. There is no code in the game to do that.
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>>43221237
I think it's both because it's a pain to mod and the audience would be small.
Also, you would have to add a way to earn shitload of money, and/or reduce he dresses prices.
But be my guest, it would be funny.
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File: BFEDG.webm (1.9 MB)
Would there be interest in a Godot port of BFED?
Started something as a side project for fun now that I know how to use it, and to see how accessible the resources of the original are and such.
Remade the whole intro with Trixie in it (bedroom menu and the transition to the new game are still WIP), and even if not 100% sure, I believe a total port should be feasible.
That would make an Android port easy, and mods and other updates easier too.
If there is interest, I can continue to work on it on the side.
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>>43221510
Nice!
It's always good to have projects going.
Do it for you of course, no pressure, but I think most will be glad to be able to play it on modern hardware.
What kind of system do you use to store the scenes?
Would you be interested to think about a "standard bfed scene" format? (Probably based around json)
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>>43221866
>What kind of system do you use to store the scenes?
>Would you be interested to think about a "standard bfed scene" format? (Probably based around json)
That's sort of already what I'm doing. Each reconstructed scene is stored as JSON manifests, not hard-coded into Godot scene logic.
The only thing is that the format is still organic right now. Will probably define a proper standard once I've advanced further and seen more of the tricks the original scenes can use.
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>>43221908
I would be really interested to have a look at your JSON.
I can also post mine.
It would reduce a lot the work of everyone if we can agree on a common format.
Heck, some non programmer could even help recreating some scenes, and any engine would be able to read it.
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>>43221908
>>43222071
This is good. Any remake should definitely be based around some common, engine-independent format like JSON. Remaking the whole game using the built-in tools of some big, fancy engine would just be kicking the can down the road and creating problems for the next person once Godot inevitably stops being developed. Plus, mods could be made using the same common scene format and then any efforts to continue the preservation of the core game would automatically preserve all of the mods as well.
I think Godot also has its own asset bundle format, so that's something that might also have to be sidestepped in order to make something adequately portable and future-proof. It's a good thing that BFED has a pretty consistent formula throughout the whole game, but I feel like the Rainbow Dash minigame might be hard to work into the scene format in a clean and sensible way.
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File: BFED.webm (1.6 MB)
>>43222071
>I would be really interested to have a look at your JSON.
Give me until the end of the week and I will share what I have.
>>43222297
>I feel like the Rainbow Dash minigame might be hard to work into the scene format in a clean and sensible way.
Yeah, I don't think minigames can be clean this way. Should still be possible for users to easily change the text, backgrounds, and sprites in it without going into the full code IMO.
Worked a bit more on it today since I had some time. The menu and the transformation scenes/systems advanced.
Also, if you check >>43221510, you can see some fuckery going on at 0:27 for instance with the clouds and the ground.
It's fixed and won't appear in the future.
https://u.pone.rs/qlkzbhaz.png
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>>43222297
>Future proofing
Exactly, you read my mind!
>Rainbow minigame
"Au contraire !" in my JSON format, I simply define it as a "mini game".
You set up some parameters (spritesheet, music, number of lanes, difficulty, etc.) and you are good to go!
And any other game with this engine can change these parameters to drastically change the look and feel, while easy as setting up a handful of parameters.
Luna fight? Apple bucking? all mini games!
Heck, technically, the fucking would be a mini game too.
This way you separate it from the main engine, it's way cleaner.
>>43222653
Take your time.
Here is my current JSON file, but it can change in the future.
https://ponepaste.org/11893
Feel free to criticize.
>clouds and the ground
I think it's just the road's "cobblestone".
But you catch some ruffle bug here.
It's clearly visible too during the night.
If you want to clone the game as close as possible to the original, then, try to use the flashplayer/projector instead.
Sorry, for some dumb reasons, I can't access pone.rs...
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>>43222837
Damn, I forgot about all the other minigames... It seems like a kludgy solution to have the minigames be hardcoded with the JSON scene format needing to have extra properties just to configure specific one-off minigames.
The JSON format you've made so far looks more like a regular imperative programming language, especially with the variables and control flow. I'm gonna do some brainstorming on this problem too and I look forward to seeing what the other anon is cooking up, but maybe an imperative language would be more appropriate than a data serialization language, especially given the game's visual novel-style format.
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>>43223638
> hardcoded minigame
Well you have to find a balance when you make a game engine.
Flash was really particular, so the range is basically: recode flash -> custom engine with some hard codes -> full hard code
recoding flash is a no go, too much work (well, it might be easier in the end)
hardcoding everything will have the same problem that it would be hard to change / update / mod.
So the custom engine is a good solution I think.
And it have to streamline and ease the main game core (point and click aspect of the game).
So coding the mini-games with the game engine itself would be hard, and would need to implement specific functions anyway.
It's kinda classic in old games to hard code the minigames not using the core game functions.
>JSON as an imperative programming language
Well, I didn't catch this, but you are right.
I started with a way simpler descriptive format, but it was too limited to remake the whole game.
The lua anon idea wasn't bad at all in a sense. It needed a bit of work but was clever.
Thanks for your review, I will be looking forward reading your point of view, and the other anon too (is it Mike?)
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File: RD.png (48.9 KB)
>>43223930
>(is it Mike?)
Nope.
>>43223638
>>43222071
I will give a real example later, but to give an idea of something simple, let's say someone wants to create their own scene/location.
They can create a folder like this:
>mods/my_mod/locations/canterlot_square/:
>scene.json
>background.png
>actors/vendor/001.png
>actors/vendor/002.png
>buttons/left_arrow.png
>music.ogg (or .mp3 etc.)
With the JSON being like this:
{
"id": "canterlot_square",
"stage_size_px": [496, 368],
"background": {
"texture": "background.png",
"position_px": [0, 0]
},
"actors": [
{
"id": "vendor",
"frames": "actors/vendor/%03d.png",
"frame_count": 2,
"position_px": [250, 180]
}
],
"buttons": [
{
"id": "left_arrow",
"texture": "buttons/left_arrow.png",
"position_px": [12, 304],
"target_scene": "main_plaza"
}
]
}
It's a minimal example and there are other fields/options to, for example, play an animation or trigger a dialogue when clicking on the vendor, etc. But that gives a brief idea.
All the scenes I did work like this.
I'm on the Rainbow Dash race right now; will post a video once it's done.
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File: RDrace.webm (3.0 MB)
>>43223992
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>>43223992
Yeah I did a format similar to that when I used y own format (and early JSON).
But then I had to add dialogues (and thus conditions) and as JSON objects can technically be in any order, I add to do the list thing.
And finally, as soon as you want more than one parameter, you need an object, so I had the horrendous JSON I posted earlier.
But yeah, if your method allow as much as mine but is simpler, I would gladly switch/support it.
>>43224172
Damn, that's some awesome progress!
So, is the mini game hardcoded?
That's really exciting news anyway!
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>>43224274
>So, is the minigame hardcoded?
It's split in two for now:
A .json with assets, frame ranges, placements, cloud paths, amount of clouds, countdown frames, hitboxes, lives, invincibility timing, etc.
And a .gd with the actual gameplay interpreter: advance source frames, click to swap lane, interpolate paths, check cloud collisions, update lives, handle invincibility, and finish/loss state.
So someone could potentially make a harder Spitfire version with just a JSON and assets. But for a totally different minigame, he would need to script.
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>>43224470
Ho interesting.
I don't know godot, I tried it a long time ago (it was C# only back then or something like that).
So, okay, the minigame engine is hardcoded, but lot of parameters are exposed in the JSON.
Nice!
>Clouds placement
Wait, it wasn't random in the original!?
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>>43224675
>Wait, it wasn't random in the original!?
Nope.
Check
https://youtu.be/v2HL89wEY4w?si=H4pNmZe496fwruQf&t=34
And another video
https://youtu.be/o29nsRu5WaI?si=udyiG4ZKWF6vAroq&t=362
I didn't memorize all of the clouds, but at the start for them it's always:
>Down, Down, Up, Up, Down, Up, Down, Up, Up, Down, Up, Down etc.
The .as source code also confirms this.
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>>43224675
>>43224695
Rechecked the code. It's:
>01-10:
Down, Down, Up, Up, Down, Up, Down, Up, Up, Down
>11-20:
Up, Down, Up, Up, Down, Down, Down, Up, Down, Up
>21-30:
Up, Down, Up, Down, Up, Down, Down, Up, Down, Up
>31-40:
Down, Up, Down, Up, Up, Down, Down, Up, Down, Up
>41-50:
Down, Up, Down, Down, Up, Up, Down, Up, Down, Up
>51-60:
Up, Down, Up, Up, Down, Up, Down, Up, Down, Up
>61-70: Down, Up, Down, Down, Up, Down, Up, Up, Down, Down
>71-80:
Up, Down, Up, Down, Up, Down, Up, Down, Up, Down
So now you all know this useless trivia!
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>>43224695
>>43224720
Kek, perfect, I learnt something!
Into the "decompilation" folder it goes.
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File: IWTCIRD.png (211.4 KB)
>>43224172
I still have some UI elements to fix like the bar, and the final winning screen is also fucked, but globally the "Sex Scenes" system is going well.
https://u.pone.rs/rywifldi.mp4
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>>43225272
Damn, you are fast.
After doing all that, the rest of the game will be a walk in the park.
Any chance of a demo as it?
Also, I see your cursor looks like linux? BFED on the penguin natively? Year of linux gaming is now???
>>43225312
There was (at least) two apk convertions.
One from the Chinese 1.6 version, and one from the Spanish translation.
The 1.6 is said not to work anymore on modern android.
The Spanish translation is said to work on modern android but is in Spanish.
Hope that helps.
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File: Night.png (9.1 KB)
>>43225775
>Damn, you are fast.
I'm bad at dates and I have some other projects, but I hope to have a first release by the end of the month.
>After doing all that, the rest of the game will be a walk in the park.
I hope so. There are still other minigames and stuff I may get blocked on for a while. Didn't post about it, but for instance, I spent way more time than I should have on the night filter that is applied to the assets to get the exact same result as the original.
For instance, in this image (original game), you can see it's applied to Rainbow, who is now a muted blue, to the clouds, sky, and other elements, but it's not applied to the stars themselves, which stay white and don't have this 'purple' hue.
>Any chance of a demo as is?
I will for sure post a demo before the whole thing is finished, but it's a bit premature right now.
>BFED on the penguin natively?
I'm on Linux, yeah. Godot allows for very easy ports to Linux, Windows, and Android.
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>>43225788
Nice dubs.
> Game before june
Damn, that would be awesome.
If you give me your JSON format, I would be glad to do the grunt work of converting (at least some of the) levels for you.
> Night effect
I don't have the game file by hand, but isn't it "just" a multiply effect?
>No demo yet
You know that you are at bfed 1.1 already, right? (With rainbow instead of pinkie)
>Chad tux enjoyer
Great!
I wonder, how doest it works to distribute it? Is it a .deb file? Or an archive int "tar and pray" format?
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>>43226094
NTA, but .deb is a Debian-specific format, and it seems unwise to be tied to it and ignore non-Debian-based distributions like Redhat and Arch.
Godot comes with ways to export to a bunch of different platforms:
https://docs.godotengine.org/en/stable/tutorials/export/index.html
It looks like the usual strategy is to bundle everything into a big file of assets and ship that plus an engine binary. That could easily be distributed as a .tar.gz. In principle that's portable across distros, but you might run into linking problems unless the binary is statically compiled.
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>>43226094
>>43226124
It's a .pck file that contains all of your assets for the game, a .sh, and a .x86_64.
You can also choose to exclude folders or elements from the .pck and have them at the root of the game instead, so the assets are naturally accessible to users.
Windows is .exe and .pck too.
Android is just an .apk.
>>43226094
>isn't it "just" a multiply effect?
Had the exact effect with a
>sprite.modulate = Color8(111, 130, 211)
on Godot.
It was mostly seeing parts like the stars being out of the filters that caught me a bit off guard.
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File: Derp.png (9.8 KB)
Something I never noticed: if you do the Derpy scene at night, there's a visual bug and the stars are visible even in her coat and mane during all parts/scenes.
I'm trying to make the Godot port as faithful as possible, but I guess that's something worth correcting.
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>>43227442
beat me to it
Ruffle has issues with transparency. Once I even managed to get night scene without the blue filter on everything. It involved going to Fluttershy and then backing out, although I don't remember the exact steps, plus this could've been a bug in 1.4, not 1.5. Either way I managed to get Trixie scene without the filter.
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File: Spin.gif (176.0 KB)
>>43227442
>>43227576
Oh yeah, I'm retarded.
Speaking of which...
https://u.pone.rs/grpgjraw.mp4
A bit more complex than Rainbow because of the night/day and unicorn/pegasus/earth pony variations.
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File: RedFlash.png (32.9 KB)
>>43227821
>Zoom effect and Red Flash
Like the original, it's not a special effect in code; it's an animation that plays with the rest.
So I just extracted it from the original SWF, then the JSON calls it like that to know where to place it, how, and for how long. For instance the RedFlash.
{
"id": "risk_play",
"kind": "animation",
"frames": "res://assets/locations/mailbox_derpy/animations/risk_play/%03d.png",
"frame_count": 447,
"position_px": [-127.0, -79.0],
"size_px": [759, 500],
"loop": false,
"hold_last": false,
"depth": 50,
"source_character_id": 8758,
"delay_frames": 299,
"stream_frames": true,
"hide_on_complete": true,
"source_note": "..."
}
It's taken straight from the source. That's why you can see negative positions for instance, because the original is also bigger than the "screen" itself.
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>>43227860
Ho right, Godot already have effects and thing like that?
I'm oldschool and usually do everything by hand. But yeah that makes more sense now.
So you kinda have a timeline going for each scene, right?
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>>43228281
>Godot already has effects and things like that?
Yeah, but I'm not using them. Only one I'm using is for the night color filter.
Like I said >>43227860
>So I just extracted it from the original SWF
The red files you see in the image are straight from the Flash games. I extract from them and get the position, duration, and such straight from the original. So the red flash is just a recreation of the Flash red flash animations using the assets from here.
>So you kinda have a timeline going for each scene, right?
Yeah. There is a main scene.json and other animations etc. that come with it like >>43227860
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>>43228292
Oh right.
You're almost closer to recode the subset of flash that bfed uses in godot than coding a more general engine.
Well, that's one way to do it for sure (and you've got results too).
I understand now.
Nice!
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>>43229276
>You're almost closer to recode the subset of flash that bfed uses in godot than coding a more general engine.
I think it will still be easy to use as a general engine with all sorts of assets. I also believe I will make a graphical editor afterward too; shouldn't be too complex.
I just prefer to really be faithful to the original for those parts.
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>>43229312
No problem with that, we each have our own ways to do things.
Great job anyway, and fast at that!
Don't hesitate if we can help you back port the ressources. But you will have to explain us how to do it.
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>>43223930
>is it Mike?
No. It's Nick. I use json for long term storage and as means of "modding" in the text. Btw in case you didn't know godot isnt' kind to modding and i spent weeks figuring it out.
Anyway, sorry for not replying for a while, my dumbass government decided to block us from posting on 4chan somehow and despite my best efforts only one of my posts went through and seemingly went completely unnoticed.
>>43221510
I've been trying to reach out since the day you first declared you're starting with this, it's a shame i couldn't. I wanted to ask to merge our projects and work together on it, since we're basically doing the same thing. I haven't touched mine for half a year though, because lazy and last year university stuff and i won't be able to spend too much time on it in the following month either, but after that i should have more time. I've mostly worked on the backbone of the thing, including saving, modding, implementing translations and not so much on the scenes themselves and you seem to have done the opposite which is to say it probably wouldn't be hard to split tasks. Anyway if you're interested here's my discord nicktheguy1, as i'd very much like not to have to discuss every little detail over here with 200s timeouts, silly captchas and a looming risk of losing the ability to post yet again.
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>>43230735
Really sorry, but I have an autistic hate of instant messaging apps, so I don't use Discord and never will. Same for alternatives.
For the game, I'm honestly grateful for all the help offers I've received, but with my tools and methods, I really think it will be finished by the end of the month, and I think even that's a generous estimate.
What I plan is:
>First release of the game to showcase and debug
>Release of the source code soon after cleanup
>Work on a graphical editor so everyone can mod, edit, add locations and scenes, etc. without touching the game
In this case, I honestly believe delegating would just add complexity for nothing.
Once the game is released, I'd 200% appreciate help to improve it, mod it, debug, and such. Source code will be available, so anyone can take or disregard parts of it as much as they want.
If you want to contact me, here's a burner:
[email protected]
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File: PON3.png (50.5 KB)
>>43227821
>Djpon3 will be heavy with these effects
There are tons of them, yeah, and I honestly believe she's the most effort-intensive post of all scenes in the game.
But here she is:
https://u.pone.rs/tbucvvyu.mp4
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>>43230906
NTA, but I've worked on big projects before.
Your current estimate is that you'll finish by the end of the month, which is 22 days away. Therefore you'll actually finish about 22 * pi ~= 69 days from now, around mid-July.
I think you're right about not delegating. Do you know Brooks's Law? "Adding people to a late project makes it later"? He came up with this law many decades ago while leading a big corporate software project (an IBM mainframe operating system). His point was that when someone joins a project, it takes them time to get up to speed. They're not productive for a while, and helping them become productive takes away time from other project members. Open source projects aren't quite the same, but I think this principle still applies.
I have found that project maintenance requires more time that I would have expected. People will give you bug reports that are completely unintelligible ("it doesn't work" "Can you tell me the error message?" "why didn't you fix it already omg this sux") or they'll give up or start complaining behind your back without making a bug report (I once had to stand up in a meeting and announce that if you had any trouble with my code but didn't give me a bug report, then whatever you were encountering was a feature. Even if it was a segfault. If you wanted different features then you needed to talk to me. I almost said "talk to me instead of whining like a little bitch" but I restrained myself.)
Your progress so far looks fantastic, by the way! Good luck with the rest of the project!
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>>43230906
Hmm.Well maybe it would be better to keep our separate projects, then. I hardly remember what my own code does now and if you think you'll finish yours so soon i guess my stuff would only slow you down. Shame we'll end up with such similar projects, though.
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>>43230934
Damn, that's it then, you have all the blocks to finish your port.
The everfree forest is just a simple set of scenes
The kicking mini game is piss easy after what you have done.
The bonus menu isn't hard enough.
Last big bit is the Luna battle.
But looking from your progress, you indeed have high chance to finish by the end of the month.
>>43230941
I'm not sure.
He probably won't do docs or unit tests, so it can very well be finished by the end of the month.
I like your pi estimator tho, stealing it for work.
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File: b.webm (3.9 MB)
Finished porting the best character in the game.
>>43231865
>Last big bit is the Luna battle.
Yes. I didn't look it up yet in the original code, but I'm curious to see how the Celestia one works too.
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>>43232067
Yes! Now we can spend three days dancing, good!
As far as I remember, Celestia is just a series of scenes.
Luna on the other hand have some code for her battle. But it's really way tto sequential for what it should be if my memory serves me well.
Shouldn't be hard either way.
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>>43225272
>>43227784
>>43230934
>>43232067
Damn, that's really close to the original!
Very good work.
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>>43232989
The goal for the existing parts is to stay as close to the original as possible.
Assets come straight from the SVGs extracted from the SWF Flash file, effects too. Minigames are rewritten but use the same assets and timings as the original.
Flash has things you can't port straight to Godot, but even then I'm trying to stay as faithful as possible.
BFED's popularity and charm are mostly due to Pokehidden's style and touch, so I want to preserve that as much as I can.
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File: Flut.png (94.1 KB)
>>43233879
Some Flash data ports directly: shapes, frame labels, button targets, text, audio, simple positions. But SWF is not just images. It has nested timelines, frame scripts, color transforms, morph shapes, blend modes, runtime visibility, and ActionScript state. Godot cannot "play" those directly, so I translate them.
You shouldn't see differences when playing the port visually.
Also daily video progress I guess.
https://u.pone.rs/hkohdjaf.mp4
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File: Flut.png (52.8 KB)
>>43235379
Between 1 up to 4–5 hours. The latter mostly when I'm at work with no emergency.
>>43234603
And the sex scene:
https://u.pone.rs/eqnychvd.mp4
Fluttershy was harder than I thought because she has a lot of branches in her scene.
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>>43238102
I'm from /f/ and I remember when /mlp/ launched they made sure it supported .swf so all pony content could properly be isolated to one board, I was a little bummed thinking that 4chan was starting to spread out flash across the whole site, instead of just needing to visit /f/ for all swf files.
Chat GPT 4o-mini says swf started to be allowed on /mlp/ in April 2015. A different AI couldn't recall any date tho and I can't find any proof of it anywhere, but I'm still sure it was allowed in the past.
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>>43238269
Wait, /f/ is still alive!?
I though it died with the reboot after last year's hack ?
Anyway, if you say so, I trust you anon.
I won't trust AI tho.
Also, I will try to find traces of it in the archives then.
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>>43238433
>/f/ is not still alive
That's so sad. I wish /mlp/ won't walk in the same steps.
They really shut it down because of "Mhu flash security"!?
>>43238446
Whoa, you're really fast!
I forgot she had text in her sex scene, good thing to remember for the other engines.
It's also funny, you really see the style differences between early content (Pinkie sex scene) and latter ones.
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>>43238839
>Mhu flash security
Yes, even though it is just like hosting a ZIP file. They don't screenshot SWF files so nothing should run on their server. The hack happened because they screenshotted uploaded PDF files and the vulnerability was in the old program that made the image.
As far as I know all 4chan did with uploaded SWF files was verify that it's in fact a SWF file and read metadata like width/height (can be part of the verification).
But verification is true for all files, someone can upload virus.exe.jpg on any board and 4chan needs to check if it's a valid JPG. Checking a JPG is just as much of a vulnerability as checking a SWF.
Turning off /f/ is likely just an excuse due to current staff not having the technical know-how to check that the verification code runs in a safe way on /f/, since it was such a small board it was easier to just turn it off than to learn.
>>>/f/ is still online, frozen, links to it are hidden and posting is disabled. I figure the guy in charge just didn't want to deal with it since the board isn't removed completely. Some but not all of the .swf files have 404d over there. /f/ is still mentioned on https://4chan.org/rules" target="_blank">https://4chan.org/rules
Leaving all these traces of /f/ doesn't have to mean it's coming back, could just be laziness. The current captcha system doesn't even disable the post button before the "done" message shows up, which only punishes humans that press Post too soon (a mistake a bot would never do). It would take less than 5 min to implement JavaScript that disable the Post button until the captcha is done. So when staff is that lazy I don't think there's much hope of them looking over the code running on /f/.
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>>43239534
Maybe it could be a good opportunity to do it as a mod?
This way, you are giving an example of a small mod while making it optional for the purists?
Take care, two versions of "wrapped in pink" exists, and the compressed one is dirty...
I don't know which one they used for 1.6
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>>43239534
Well, either redo 1.5, and don't add them, or do 1.6, and add them.
You talk about mods earlier, maybe you can do 1.5, and add a mod to make 1.6.
Or just go the easy route and do 1.6
But yeah, a way to toggle the changes would be great.
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>>43242184
I always thought about magic like electricity.
So I guess a mix of the main 50/60Hz humming and the small tingle of static electricity/weak earth fault.
Everything at a weak level, enough to feel it, but small enough to be pleasant and not painful.
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File: pinkamena.png (9.8 KB)
>>43239606
>>43240023
>>43241599
I have the scenes and paths now. The only thing missing is that the original apparently has static, and I haven't found how it's done in the code or assets yet; I can return to it later. I'm also missing some effects, but I know how to implement them.
>Original
https://derpibooru.org/images/2264614
>Port
https://u.pone.rs/tvydpuqt.mp4
Will probably be an option for the first release, then a mod pack soon after.
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>>43242595
>option first, mod then
Great! So players will be able to turn it off if they want, good.
>static
If I remember correctly, you have two layers of static (both are gif/jpeg sequence)
One at 1:1 for the background, and one really stretched on the foreground.
I can check that on the original files latter if you want.
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>>43242702
>>43242708
So, concerned sprites are:
- 391 (using sprite 33 (using shapes 21,23,25,26,23,25,27,28,29,30,31,32(using images 20, 22, 24)), topped by shape 390)
-> JPEG colored static noise topped by dark red
- 500: combinations of highly translucent big white bars and rectangle.
- 503: faster combinations of highly translucent big white bars and rectangle.
- 504-> JPEG colored static noise topped by brighter red
When she talk: place 390, then 391, then Pinkamena
Just before fuck, add 500, 503
When she show you her effect on you dick, replace 390 by 504 (dark red slow static by brighter red static)
And that should be it.
I hope this helped
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File: luna headbang - animated, pixel art, BFED style.gif (78.1 KB)
>>43244790
Oh yeah, she is cute!
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File: Twi.webm (1.7 MB)
Twilight scene.
Did some other zones too.
https://u.pone.rs/ptrsqrpq.png
>>43242879
Thanks, Anon. Haven't tried to come back to it now, but I will soon.
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File: fsforest.png (723.7 KB)
>>43247156
Have some more
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File: AJ.png (78.1 KB)
Sorry if I post videos less often. I'm mostly working on the music system right now. Trying to correct a small problem where the music loop is smoother on Flash compared to my current version.
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>>43249520
>>43249579
I like the music system on this game.
Where you can have an intro and loop, it's nice.
I don't think you are retarded. What was the problem?
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>>43249745
It's a bit complex to explain so sorry if I do it badly.
The Flash version of the game decodes the MP3 at runtime and plays back the raw samples directly. Because it's working with the decoded samples, it can loop perfectly with no gap between the end and the start of a track. End -> Start is smooth.
When I ripped the game with JPEXS, I got the MP3 files back. In Godot I wasn't decoding them or anything, just playing the .mp3 directly. The problem is that MP3 encoders usually add delay at the start and padding at the end. Even if it's just a few milliseconds you can feel it compared to the original.
So now I convert the music to OGG, trimming the silence beforehand. The loops are as smooth as the Flash version.
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>>43251983
Newsflash, an unknown red unicorn was found dead in a field near sweet apple acre, beaten to death.
The only clue is a small piece of paper with these words "Respect rocks".
The ponice is still looking for clues or witness.
Economy now, the muffin to apple price stock plummet! Our best expert "Don't know what went wrong."
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>>43251983
If "magic attack A" (so the most basic) can pulverize boulders, just imagine what the fucking atomic bomb equivalent unicorns use when they fight!
And also, the shields, damn, they are good at dissipating energy...
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>>43253899
Warning: Gay
https://u.pone.rs/wliubmjf.mp4
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>>43254743
I don't see why it would be hard to port it.
Granted, all the "hardware" bits needs to be ported (image display, music, etc.) but C can usually be compiled almost everywhere, and lua is basically a C lib, so yeah, it shouldn't be that hard.
Who use a 3DS nowadays is a more interesting question.
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File: AJ.png (51.8 KB)
>>43253899
>>43255382
https://u.pone.rs/ekumcgeu.mp4
Small timing problem with the interruption at the end, but it should be easy enough to fix.
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File: 1686.png (40.9 KB)
>>43258301
Yeah, most but not all are named, but some are fun.
Looking for some fun names in 1.4, I stumble on "scarecrow_place_castle".
I though it was some unreachable place, but no, it just loads a new scene just to display some text.
But I think I found some unused stuff...
Pic not related.
Speaking of pic, Pokehidden really did draw a lot for these games.
That's probably the best way to learn how to draw.
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>>43265107
Yeah, it's from 1.4
But I don't think the finished version was used in 1.5?
I know for sure some part of 1.4 were not (and could have been really fun. I have an idea to insert them back, but I don't have the technical knowledge yet)
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>>43265430
Seeing all the unused stuff and the one from the thread before where you could technically extend the time makes me think that Pokehidden originally intended to make a ending where Big Brian stays in Equestria by getting Twilight Sparkle to expand his time limit but lost interest developing the game which would explain the development gap between 1.4 and 1.5 where he just wanted in a finished state.
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File: 725292.jpg (315.2 KB)
>>43262362
>Are you still working ~4h per day on the project?
I'm on holiday, so I work less on it than when I'm at work.
Still trying to make progress.
Here's the other Trixie scene.
https://u.pone.rs/nxxipvrz.mp4
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>>43269007
https://www.youtube.com/watch?v=wzZ3W9zGpwI
this one
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>>43266505
Any more precise SFW idea of what you want?
Like characters or setup?
>>43267082
You too grumpy anon, want some Zecora or anything ?
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File: Clicking both activate super - Twilight uses a pony keyboard.gif (880.5 KB)
>>43279809
4U!
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File: childsupportnao.png (192.3 KB)
>>43281615
Quite so.
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>>43281615
>[Ctrl]+[S]
Yeah, that's what I use on computer. Unfortunately, I was phoneposting on my previous message.
>>43281929
Come on, If he is with his daughter, it means he stayed.
Canonically, he only got (at most, that we know) one foal.
And I'm sure unicorns have some "tomorrow's spell"
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>>43282336
>https://u.pone.rs/wlniqwpm.mp4
bless you anon. i'm a godotchad too so if you ever need help let me know desu
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File: Z2.png (40.9 KB)
>>43282336
And the 'Good' path.
https://u.pone.rs/fjjpyzfd.mp4
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>>43283632
Honestly, just follow
https://docs.godotengine.org/en/stable/getting_started/first_2d_game/i ndex.html
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File: fjjpyzfd.jpg (82.5 KB)
>>43283886
Kek, always makes me chuckle.
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File: 1703895240210-1.gif (19.3 KB)
>>43202910
i remember translating it to german instead of learning for my drivers lisence... i even 100% it... why isnt it even on the list i feel scammed
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>>43202913
Actually a good question. I think because it's very stylish yet also the art is shitty enough that (You) could've drawn it. Also has a lot of edgy/ironic internet humor from when it was still fresh. Then this might be an anecdote but BFED was actually the first time I was able to interactively explore Ponyville. Imagine being 14, speedrunning this on your iPod Touch on a janky swf enabled browser app in the middle of the night. Game is total nostalgia bait.
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File: Celestia.png (39.4 KB)
Warning: GAY
https://u.pone.rs/vyqyzgfw.mp4I wonder if an alternative end was ever planned. Maybe by stabilizing the transformation enough so we aren't so easily detected.
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>>43287560
But, anon, that's... gay!
Thanks to you, I'm a faggot now!
Damn, I never tried to sneak that far.
The outcome is the same anyway...
I don't know, it's fun to have an unbeatable character.
But, yeah, maybe he planned something, who could tell.
Maybe some clues on the swf?
On the other hand, by giving the book to Twilight, she may have been able to stabilize you.
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>>43287633
>On the other hand, by giving the book to Twilight, she may have been able to stabilize you.
That makes me think that was the plan considering I think it was 1.4 allowing you to extend the day with the book as someone found out in the last thread which makes me wonder what did he had planned for BFED before getting burnt out from developing and making 1.5 as a final update. Would've been cool for a ending for the magic to be fully stabilized so Big Brian could stay. Sort of like Majora's mask if you think about it when you defeat the final boss and sending back the crashing moon.
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File: Spa.png (223.4 KB)
Spa is done. The bar has a small color problem but I will fix.
>Harmonic Tempo
https://u.pone.rs/ptodfwhp.mp4
>Fly to the Stars
https://u.pone.rs/bpvjxdic.mp4
>The Angel Kiss
https://u.pone.rs/rkdctyoy.mp4
>Eternal Peace
https://u.pone.rs/hnhbfasl.mp4
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>>43289449
I usually try to be as faithful to the original as I can, but I made a small change here.
In the original, "The Angel Kiss" and "Eternal Peace" don't use the sex minigame interface with "1,2,3,4,!" or the bar.
They are just a series of scenes you advance by clicking.
Which means you can't go back to one of the previous ones if you liked it, for instance.
I decided to wire them to the same interface as the rest use:
1) It's no more work for me.
2) The original scene construction and names are the exact same as the rest of the minigame ones: spa_sex_1, spa_sex_2, spa_sex_3, spa_sex_4 and spa_sex_yay for the climax. They are all composed like this.
3) I don't think this alters the original vision and only adds more flexibility for users IMO.
1.6 also add them.
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>>43289449
>>43289452
I think that's great.
I mean, 1.6 was kind respectful when integrating the new content, so as you do the same, it's great.
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