Newgrounds' #1 dunce. I hate myself.
Please excuse my prolonged absence. I've been doing butt stuff in the back room for months now.
Male
Philippines
Joined on 1/6/18
Posted by midgetsausage - June 14th, 2022
NOOOOTE! - Most of the stuff I go through here is perfect if you're someone who uses Scratch as your game engine to export to Newgrounds, and maybe other platforms like itch.io and whatnot. Because, let's be honest, are you, someone currently on NG, really gonna devote your work to Scratch and Scratch only?
The basic process of putting your Scratch game on Newgrounds is literally as simple as 1-2-3.
That's the best way for a Scratch game to go on Newgrounds... if you don't care. Or if you're bored, or unimaginative, or if you were just forced to upload the damn thing on this site.
So how do we spice stuff up? Well, I present with you 2 ways, among some other notes to implement on your Scratch project before uploading here on NG.
Without further ado, I'd like to introduce to you...
I don't just mean the packager, though we'll get to that later. If you can, get the TurboWarp Desktop application, which is available for Windows, Mac and Linux. Or, if not, just use the web app. Either way, both come with most of the addons on ScratchAddons which you can turn on or off (!!!), and it also has said packager built in. For the rest of this newspost, I'll be talking about the Desktop app.
Now why do we need this? Well, for starters, it's actually nice. An offline (desktop-only) editor for Scratch, complete with some quality of life improvements and a built-in packager. And also, to quote our dear Doc Marty, we get to see some serious shit.
Now, obviously none of these work on Scratch (the site, not the programming language btw), which is why I added a disclaimer above saying this is for people who want their Scratch games outside of Scratch. If you were hoping to use these for Scratch projects to be uploaded on the actual Scratch site, boy I have some bad news for you.
For this, you'll need... a gamepad. Wow! But seriously, of course you'll need a USB gamepad for this one, because you literally can't add gamepad support if TurboWarp has nothing to map stuff to.
Firstly, when you have TurboWarp's editor open, go click that Addons button on the top. It'll open up a window; on the search bar, type "gamepad"; it'll greet you with the "Gamepad support" addon. Turn that on.
Though you can change these mappings anytime, I recommend you do this once you've finalized your Scratch game's controls. Plus, these map keyboard keys to the gamepad, so if you mapped the A key to, well, the A button for example, your Scratch game/project will do just about everything you've programmed it to do when you press the A key.
When the time actually comes to export your Scratch project as an .html file or whatever, go to Input and check the "Support USB or Bluetooth gamepads/controllers" box. This allows the packager to, well, support gamepad controllers.
Now, for the other cool thing I want to show you that you can do:
For some reason, newer releases fail to connect with the NG API. BIG SHOUTOUTS TO @s-zenmode FOR THIS
If your game looks like it could need some medals and scoreboards, then let's add some medals and scoreboards, baby. Oh yeah. If you're unaware, and I don't know why you would be, Newgrounds.io is the NG API which makes medals and stuff happen.
Now, almost a year ago, @lajbel made a newspost teaching everyone how to hook up your Scratch projects with Newgrounds.io, even writing a whole bunch of custom code for it. The instructions are pretty simple, and if you're too lazy to click that link above, don't worry, because to summarize:
1 - Make cloud variable titled "eval"
2 - Somewhere on your Scratch project, add a When FLAG clicked event and add a set ☁ eval to Newgrounds.Init("appid", "enckey") block, replacing "appid" and "enckey" with your game project's App ID and Encryption Key, respectively, in API Tools
3 - TO ADD...
MEDALS - add a set ☁ eval to Newgrounds.UnlockMedal(medalID) block, replacing "medalID" with respective medal's ID
SCORES - add a set ☁ eval to Newgrounds.PostScore(boardID, score) block, replacing "boardID" with respective board's ID and "score" with the score for posting, e.g. "1234"
4 - EXPORT TO HTML
At this point in the tutorial, lajbel tells you to export the thing in HTMLifier, which is understandable because for some reason apparently TurboWarp wasn't able to process cloud variables at the time he made the post.
But now it can, I literally just tested it today. And here's how I made that happen.
As you package your project that very much has a cloud variable, go down to the Cloud Variables category.
Now this is important. Set mode to "Store in local storage." That's the first step.
The second step is to check both "Special cloud variable behaviors like HTMLifier" and "Additional unsafe cloud behaviors."
"Oh God. 'including the ability to install viruses'?" Yeah, I know. But the reason we still have to turn that on is because eval cloud variables don't work if you don't check that box. Seriously.
And don't cry about eval being used because honestly, 1. I don't really care, 2. there is afaik no other way to do this and 3. see point 1 but more aggressive
That's all for cloud variables, now it's time for the last but very much not the least step.
Originally, in HTMLifier, you just add this link in a section that says "Include custom JavaScript". It works there, but for some reason, it doesn't work in TurboWarp; hell, it only causes the loading screen to never go away, therefore freezing the game. But I managed to find a solution.
The third last section, find "Advanced Options". And instead of copying "https://cdn.jsdelivr.net/gh/lajbel/reversion-newgrounds@1.1/newgrounds.js" and putting it on "Custom extensions (one URL per line), you need to actually go to https://cdn.jsdelivr.net/gh/lajbel/reversion-newgrounds@1.1/newgrounds.js, copy everything, and paste it on "Custom JS" down below.
@s-zenmode made this kewl new Scratch guide (that's three Scratch guides on Newgrounds now!) talking about how you can do cloud saves, redirects, and some other tweaks like 60fps!
https://s-zenmode.newgrounds.com/news/post/1300067
Now, as demonstrated in the NG release of An Ordinary Adventure 1, since the flag is automatically clicked, for some reason the project plays out fine, but the sounds don't start unless you actually click on the project.
TurboWarp can't do anything about it; it's a limitation. The easiest solution for this--and it's something most of everyone here on NG has been doing for a long time now--is to simply just program a screen to show up first before anything at all. And when you click it, it quickly goes away, and the game begins as normal.
A black screen that just has "click screen to start" does the job. Please don't do anything fancy, like have waiting music playing or something, because that just defeats the whole purpose.
One other reason I switched to TurboWarp: dark mode! But, yikes, these default colors are honestly still too bright.
Worry not. Here's a solution.
In the end, it's the game itself that matters.
The stuff above are all just enhance the experience, especially if you're bringing said experience to Newgrounds. If it sucks, it sucks, no medals or gamepad support can save that.
It all returns to nothing.
Posted by midgetsausage - June 12th, 2022
A while back, I teased about doing more animationwork, and I gave off a list of stuff I probably was gonna be making.
Well, that's all of it.
So... what now?
Oh yeah. More of this I suppose.
There's also a really big update coming to this ol' game. ;)
For now, have a happy Pico Day everybody!
Posted by midgetsausage - April 28th, 2022
In case ya haven't seen yet,
This was made in March, where I was just fresh out of school.
And for a long period of time after that, I was just sitting there thinking to myself.
"Hey, you know, for the past 4-5 months or so, I've only done shitpost-y animations. Sure I liked making them but I'm not gonna be the guy who keeps on making shitposts forever, am I?"
So I'm proud to announce that there are
featuring somewhat more serious animation work from me. Of course these three projects are currently secret right now and the people working on them very much don't want me to spoil them, so I'm just gonna tell you that
see u soon :)
Posted by midgetsausage - April 4th, 2022
Hiya. I just wanted to write this quick and dirty... guide thing, which are all pretty important lmao. I spent like 4 years learning all these from random ass sources, and I hope anyone learning Flash might take a thing or two out of what I wrote here.
I don't care if you know some of these already, I just wanted to write these down somewhere. There's still some people who might benefit from these more than you and I will ever do, anyway, so who knows? Also I stole some of them off Alan Becker lmao
but anyway
First go to your Properties panel then click Publish Settings. Now, here's what you need to do.
The reason why those settings exist and are the default settings is because .swf files needed to be nice n compact to load easily back in the wild west era of the Internet. We don't live in that era anymore, which means we don't have to compress this stuff and it can be as high quality as we need it to be.
After that, just publish your movie and fire up Swivel, yada yada, done.
Keep in mind that you have to do this every single time you make a new file. Tedious, yes, so if you don't like that...
Now that you've done the above steps, listen closely. You see that cog icon?
Yeah, right there, click it. It'll bring up a menu, and just select Export Profile.
Now what you're gonna have to do is delete "default.xml", which is, like, the only file there, and then just save YOUR settings as "default". That's it.
Now on to some more shit I wish I knew sooner:
Boy, you don't want to keep on right-clicking and all every time you want a classic tween!
Go to Edit > Keyboard Shortcuts. The first thing you need to do is, if you haven't already, duplicate the default set of shortcuts by clicking the first button on the left.
It'll prompt you to give it a name. Name it anything you want, I don't mind.
The reason we have to do this is because Flash doesn't like you altering the default set. That's okay, because that means if you ever et your own set of shortcuts into something godawful, you can always revert back to Default.
Go down to Drawing Menu Commands > Insert. There it is, "Classic Tween." Click that, then go down and click the Plus button. I recommend setting that shit to Ctrl+M, so press Ctrl+M, and click Change. That's it.
Now every time you want a classic tween, you just click on the frame and hit Ctrl+M. Neato.
This feels like elementary shit but I had to struggle with this for 3 years before I finally found an actual working answer. Jesus.
Meet the Align window, with a horizontal bar graph as an icon. If you don't have it, go to Window > Align, or just hit Ctrl+K. Whichever option gives you the same result: the Align window will open.
Select whatever thing you want centered and just hit these two. The former centers your selection to the stage horizontally and the latter centers it vertically.
Because there are just some moments where you want to put outlines in this one big thing with lots of individual parts, and you don't feel like ink bottling every goddamn part.
So how are we gonna add outlines to our selection? Simple. Open up your text editor of choice, and copy paste these two lines of code.
fl.getDocumentDOM().selection[0].x+=0; fl.getDocumentDOM().setStrokeSize(1)
Save it as "Add Outlines To Selection.jsfl", do NOT name the file something wacky.
What you wanna do next is open up your file explorer and go to this location:
C:\Users\[ur computer name]\AppData\Local\Adobe\Flash CS6\en_US\Configuration\Commands
Drop the JSFL file in there.
Now, when you open Flash, just select the things you want an outline on, and go to Commands and select "Add Outlines To Selection" (the command name is based on what the name of the .jsfl file is, which is why I asked you not to name it something stupid). It'll give everything you selected a nice outline.
I showed my list of commands above and yes, Frames to Symbol is there, so I might as well go along and talk about that too. It was something PhantomArcade showed off in an old tweet, and Jesus Christ it's incredibly useful.
Basically what it does is that you select a group of frames you want to turn into a symbol, and you run the command, and it does exactly what it says; frames to symbol.
I'll save the speech for later; this is where you can get the plugin. It's only, like, a few kilobytes big. https://mega.nz/file/2fx1waBD#YJT5ooKfZ4-wjibIEhglRcxsq7QM6f_zx9JjcXLcVx0
Install that shit and boom. Now you can select some frames, open up Commands > Frames to Symbol, and run that thing for yourself.
Whenever I show the AWoT trailer I made for Round 5 of the 2021 Summer Animation Jam several months ago, one of the most common questions I get is "HOW THE FUCK DID YOU DO THAT?"
The other question is, of course, "HOW THE FUCK DID YOU DO THAT IN FLASH?"
None of that would be possible without the help of a thing unofficially called "symbol nesting", a.k.a. one of the reasons why I haven't left Flash for Toon Boom yet. (the others include Flash's lovely timeline, its versatility in motion graphics and general ease of use.)
Basically, you have a symbol inside another symbol. Like in the example above,
You can even combine symbol tweening with FlashWhip's Frame to Symbol above to make even cooler shit. It's especially useful when I don't want to use a V-Cam (which is like... all the time?) wherein I just put the entire animation in a symbol so I can add camera shaking, panning, rotation and all. Pretty neat :)
This one is something you need to learn more how to use rather than learn more about. Master using symbol nesting and boy you can make something good.
I might get some flak for this one, but...)
This is one I learned completely from experience.
Yes, I am aware, drawing for animation is different from drawing for illustration, but that doesn't mean the two are completely different; a lot of the same principles of art still seep their way into drawing for animation.
In 2020-2021 I took a long break from animation because of... reasons. My computer broke, and in that time I only had an iPad and a phone, and that iPad had ibisPaint in it. Instead of just lamenting like a little bitch, I took the time I had and poured it into learning digital art and, you know, art as a whole, and it just had a big effect on me.
Figure 7: 2020's Red-Brick Assault, compared with 2021's fake trailer for A Waste o' Time.
Getting the hang of art does wonders. I don't know why the hell I didn't think of doing that sooner, probably because I was so focused on animation that I forgot I still have to learn art too.
Learning art helped make my animations look more visually pleasing (at least, the more serious ones, I’m not talking about obvious shitpost-y garbage like that Mall Santa video) and learning a little color theory along the way really helped not make my stuff be as badly colored as Lincar Rox’s fugly portfolio, though now that i think about it, that’s a real low bar to clear.
Please. I tell you this as someone who wished they did this when they started animating all those years ago: Take the time to learn the fundamentals of art, learn how to draw better... yeah. That sort of thing.
I can't upload anymore pics so I'd like to leave you with
aw schweet a schizo thread!
Posted by midgetsausage - April 2nd, 2022
jokes aside, I made the mistake of bringing my username to the joke and now I have to stick with "furrysausage" for an entire month.
somehow I managed to top "@cockbuster" when it came to giving myself an absolutely egregious username.
... well, good morning to you EDT folks, then?
Posted by midgetsausage - April 1st, 2022
I don't know how long I can keep this as a secret anymore...
With that, I'm proud to introduce to you all my fursona, same name as myself <3<3<3
^^ see this sexy boy in HQ here ^^
For contact info, please visit https://midgetsausage.neocities.org/contact.html. I'll be waiting :3
I hope you guys take this announcement with open arms #_#, I've taken this long to finally come out as a furry because keeping it a secret is maddening. I really hope this doesn't affect your views on me :<
... by the way, what's an April Fools'? I've always wondered about it yet I've never really bothered to ask.
Posted by midgetsausage - March 15th, 2022
I don't honestly know what to say in this newspost, I just wanted to say it's my birthday and I wanted to show off this new banner I pulled together in like an hour.
My life's been wild ever since I turned 15, but I'm pretty sure I've already talked about that more times than I can count already. Now I wonder what other heights are waiting for me this year, now that I'm officially 16 years old!
Posted by midgetsausage - February 3rd, 2022
u gonna pick up that soap big boy?
pick it up then motherfucker