Shop Mobile More Submit  Join Login
About Digital Art / Professional Premium Member Andrés RealMale/Argentina Groups :iconhentaielite: HentaiElite
Where great hentai lives on dA
Recent Activity
Deviant for 6 Years
20 Month Premium Membership
Statistics 900 Deviations 11,917 Comments 541,425 Pageviews

Newest Deviations


Flash Player 8 is required to view SitBack. Get the latest version of Flash Player.

Critiques

BASARA: HIKARI by Asterisk-Sky

Niiiiiiiiice! This piece reminds me of the "Keldon" race in MTG ^^ The swirling flames, an image showing sheer power... really well exe...

by m-aruka

OH Jizzus! :iconjesuschristplz: My wirsts tremble at the mere though of having to do this myself O_O Seriously... how did you manage to accomplish such a ...

by Nuei

Wow, how... ghastly O_O Im not really fond of eerie or phantasmagorical imagery, but this one took me by surprise :D Those ghost-like s...

Sexeey - Sabako no Hana by Kat-Anni

Oh my... Redheaded/green eyed babes have been always my weak point... and those twintails just gives her the "nosebleed" touch needed X...

TAKUMOOOOOOOOOOOO!! by d-oppelganger

Interesting piece ^^ As the other critique said, this piece indeed shows a real sense of motion, which always gives more "life" to an i...

Yune and Alice by ilolamai

Wow... just... wow... Pieces like this one are those which kinda make me kinda envious xD I mean... seriously... Its said that the lev...

Donate

Fatelogic has started a donation pool!
872 / 1,000,000,000
Pitch in your collaboration for the "Fate's Valentine's Day Contest"!!

''Hail to the Queen'' by Fatelogic

All points gathered for this contest will explicitly go towards the prizes of the winners. I DON'T KEEP A SINGLE ONE OF THEM.

Be a buddy, throw a pointy (and after that shiver inducing pun, I'll go shoot myself :D The things I do for fun...)

FATE OUT!!!

You must be logged in to donate.

Activity


AS3 HELP NEEDED! I'll GO NUTS :D HELP, PROGRAMMERS

Journal Entry: Wed May 27, 2015, 12:39 AM

This is an extract of a post I made on an AS3 specific forum regarding a curious issue I'm having... I know this is not the most appropiate place to make this kind of questions, but if any of you know their AS3 shit, maybe you can help me out to figure out what the crap I'm fucking up... Here's the problem:

Alright, I tried to solve this one on my own, as I try to search for an answer before posting (in other words, I open a post when I really just can't get it right), but for as much as I read about it, search in forums and the like, I just cannot seem to solve this annoying problem.

Since the whole program I'm working on is a bit convoluted and has many different components, I'll just make an hypothetical example as to better illustrate my current problem and, maybe, with some luck, find an answer to it (I'm pretty sure it will all wrap up into being a silly begginers mistake... But hey, I'm a silly begginer, so stick with me if you can, please xD)

I'm basically working on a program that, in crude technical terms, is little more than a slideshow of different looping Movie Clips, with a set of buttons that activate over time to allow the user to go from one clip to the other. Pretty basic stuff... in theory, at least.

The MovieClips themselves are composed of many different PNGs that follow established paths through the timeline (done manually, I believe this is called MotionTweening, not by code), with one or two ENTERFRAME events that fire specific sounds at specific frames of said animation.

This is all good and dandy, I can make the clips alright, I can make the button pannel fire the needed variables as true or false with BUTTON events, etc. (With varying degrees of crudeness, I'll admit, but they get the work done, that's what matters.)

The problem is at a much more essential level... You see, since I don't have a lot of experience programming, I usually worked heavily with timelines and ENTERFRAME events that would react to variables activated by the buttons, which would determine which clip would play next with "gotoAndPlay" commands and whatnot... But I'm aware of the problems and limitations AS3 has if you work this way, so I decided to try my luck "the grown up way" and instead try to do this from code, that is, with "addChild", "removeChild" functions, as to not actually put the clips manually on stage over the timeline and instead make the buttons fire variables that'd determine which Child would be added, replacing the previous one.

The effect would be the same, but it'd be more "code efficent", as I'd avoid having to repeat the same code a hundred times over a kilometric timeline...

But the thing is that as soon as I declare my MovieClips as variables (for example: var MC01:MovieClip = new MC01(); var MC02:MovieClip = new MC02(); and so on) on the first frame for them to be aviable for the future functions to access them and add them as childs... All hell broke lose.

And by this I mean that all the sounds of every declared MovieClip, and any other internal code set into those clips timelines started firing in unison, like if every declared MovieClip's timeline were running... Even if I didn't add them as childs to the stage yet. The only thing that didn't show was the clips imagery, but everything set "on code" on each one of those clips timelines started playing in loops all the same.

For further information, when the code finally does "addChild" a certain clip, then the clip is fully displayed as intended, but from whatever frame it was playing since their variables were declared... So I can reach no other conclussion that the mere act of declaring the MovieClips as variables automatically made them all play, regardless of if I added them or not to the stage.

I tried delcaring the clips as global variables, but the effect is the same. As soon as the program is informed about the exsistence of a variable containing the clips, they start playing without caring if I set an addChild function or not.... And this is honestly driving me crazy at this point.

I'm sure I'm making a horribly newb mistake somewhere (because no matter how hard I look, I can't seem to find more people with this issue... So either I found the Matrix, or I'm a dumbass, and usually the easiest explanation is the correct one, so figures...), but stupid or not, I'm really out of options. I don't know what else to do than to ask you people if you happen to know where I'm messing up.

I hope someone here has an idea of what could be that I'm doing wrong, so I'll appreciate any help thrown this way.

Thanks for your time, everybody!

P.S.: I didn't bother copying a slew ton of code here to check because my problem is easily reproduced on a small experiment. I just make 2 moveclips with an ENTERFRAME code on their timelines with a small "trace("whatever");", declare them as variables on a parent clip, and test it. The program just fires the "whatever" trace as if I added the clips... even if I obviously didn't.

WHAT I CONCLUDED AFTER POSTING THIS:

Errr... Talk about too little too late, but...

I think adding an ENTERFRAME event that'd automatically stop all clips as soon as they are declared kind of fixed the issue. Then it'd be only a matter of adding "MC0N.play();" (N being the number of the MC in question) to each line of function after an addChild command.

But this makes me wonder... Is this the correct answer, or just a nice looking band aid trying to cover a broken bone...?

What I mean by this is that, even if I stop all clips as soon as they are declared... Aren't they all technically still dragging down the overall performance of the program? After all, it's not that they are not "there"... They're just "stopped".

Sigh... Sorry if what I'm saying sounds like a madman's rant. I'm just trying to make sense of something I'm not quite proficient at. Bear with me.



Espeon's Microgame: Not so far anymore!

Journal Entry: Wed May 20, 2015, 4:25 PM
Alright...! So... I had a little problem with the game's performance for a couple days... I went on and added shit and whatnot (not so much as adding features but adding details like fading buttons and that sorta neat nonsense) and after some modifications, I started to notice a rather worriesome drop on the framerate of the game... I had designed it to work around the 46 FPS, which was a big mistake, since Flash is not ready for that kind of framerate, so my desire for excessive high quality resulted in a snowballing decrease in performance (to the point that the game reached the 20 FPS on the worst peaks... Quite... nasty...)

What started like just a little design in buttons and controls ended up in a complete recalibration of performance, so that obviously drained a ton of time extra... Now the game was reworked to work under the 38 or so FPS (still higher than Flash's intended usage, but I'm trying to keep an eye on resource management for it not to become a RAM sink), and the whole interface's been redesigned to fit a less intensive display (I wanted to do fancy fading circular selection menus, but I had to settle for a more standard button panel... What's the point of fancy controls if the game lags like hell, right?)

Anyways, with performance at least half solved (I have to see if this workaround proves enough when the whole thing is put together as a full functioning game, you know), now I can work on the controls at long last... I've just finished designing the graphics for the buttons, loading bar, switching pannels and whatnot, and now I'm preparing the preloader screen. Once all of that gets designed, I'll have to actually make it work in conjunction with the scenes (touching this button will send you to this scene IF the bar is at 25% or more... you know, that kind of lovely programming shit...), and after that I'll just need to add some minor graphical details (which I'll have to see if I can actually apply or not... Again, never let fancyness get in the way of playability).

Once all that's done, I'll just send the product to the testers (aye, I said "testers"... I'll need... hmmm... Two more, just to be on the safe side. I'll leave a list of details with what I'm lookin' for on possible testers), and once they give me the thumbs up... I should be finally done!

Anyways, this might take a little longer, but my point is that there is nice progress being made, and I really doubt this should take much longer... But I wanted to keep you people posted, so you know that I'm alive and working xD

BETA TESTER REQUIREMENT (only 2 more needed):

1) Good diction. (If U write liek this m8, then z0rry, but I kant have it.)
2) Availability (You can't test the game 3 weeks after I sent you the beta. There's deadlines and shit the world uses in order to spin properly.)
3) +18 years old (We are not testing Legos here... Well, unless the Lego company suddenly widened their target audience without me knowing about it... *shudder*)
4) If possible, one of each gender (yes, people. Gals watch erotica just as much as us dude-man-bros... 2015, everybody. Get with the times.)
5) Again, if possible, one with a low end PC and one with a high one (testing performance on different systems would be good as to keep as much people as possible inside the spectrum.)

Fate out!

P.S.: By the way, I already thought about what I should work on next, once I get this microgame done. Here's a clue: Football & Gals! (I'll never call it "Soccer"... Because it's not. It's football. It's a ball you kick with your feet. Period.)

Espeon's Microgame: News #2

Journal Entry: Thu May 14, 2015, 8:12 PM
1) Fighting with the coding to make sense of it all. Spent two days trying to make fade transitions, but Flash object oriented design couldn't handle the effect with nested movieclips, so we're going back to the traditional "fade to black - fade in" from MSA/MSA 2.

2) Scenes practically done in full, save some minor dynaic details (visible breath clouds, some... moisten details, etc). Leaving that for the last minute.

3) Testing held back until full release of the beta. Better let the testers check the end product in full as to not influence their oppinions due to overplay.

4) I'm aching to draw again (seems like this worked), but I'll hold back till the microgame gets released to the public. Better let the drive build up.

Fate out!!

Espeon's Microgame: News, finally!

Journal Entry: Thu May 7, 2015, 5:34 PM
Alright, taking the chance to shift my focus to working on the always relegated Espey's microgame, I'm finally able to make some things known about the state of the damn thing. (Boy, one would think such a simple, small little game would be done in the blink of an eye... Go figure.)

So... Completions!

The ANIMATIONS are pretty much done in every sense of the word. The loops are working alright, all sets are done, and aside from some lesser audio tweaks (maybe making the "fun" sounds just slightly louder, cause the subtle ones can get drowned by the BG music a bit), the sound on them is programmed and set (I've made a random generator as to avoid repetition of the sounds... The problem with that is that a random generator can RANDOMLY DECIDE TO PLAY THE SAME SOUNDS ONE AFTER THE OTHER, but... Yeah. A little price to pay for consistency...)

I'm thinking of adding progressive details according to the "fullness of the bar", but that's somethin I have to leave for later, as it depends on the interaction of the animations with the interface, and the interface wasn't done at all yet. I focused on making the animations first. I'll string them together on a coherent "game" later. (In other words, the content is already done, but it's just a slideshow for now... not that the game per se will be much more than that when it's finished, but as always, I'll have to create a button panel to let the player pick which scene to play, unlocking the next one as the bar fills... You get the idea.)

So, with this said, I've got to add the finishing touches to the animations (namely, I've got to add little graphic details to the "finishing" scenes, and find a decent "heaving breath" track to match the rest of the voice files). Once this is done (which hopefuly will take little... If it takes too long, it's because I'm lazy, I've got no excuse), I will upload the set for the testers (TESTER, to be honest. This game isn't like MSA, it doesn't requires that much checking) to check them out and give me the greenlight (hopefuly) or point out inconscistences, graphic bugs or other small details.

Once I've gotten the OK by the tester (stay vigilant BTW, pal. Yeah, you, you know who you are. I'm gonna need you to do what beta testers do pretty soon xD), I'll design the interface, program it and... Yeah, that'd be all (trust me... sounds WAAAAY easier than it really is... Friggin coding...)

I hope you people end up enjoying the results of it... But you'll have to be patient!

Fate out!

www.patreon.com/fatelogic

AS3 HELP NEEDED! I'll GO NUTS :D HELP, PROGRAMMERS

Journal Entry: Wed May 27, 2015, 12:39 AM

This is an extract of a post I made on an AS3 specific forum regarding a curious issue I'm having... I know this is not the most appropiate place to make this kind of questions, but if any of you know their AS3 shit, maybe you can help me out to figure out what the crap I'm fucking up... Here's the problem:

Alright, I tried to solve this one on my own, as I try to search for an answer before posting (in other words, I open a post when I really just can't get it right), but for as much as I read about it, search in forums and the like, I just cannot seem to solve this annoying problem.

Since the whole program I'm working on is a bit convoluted and has many different components, I'll just make an hypothetical example as to better illustrate my current problem and, maybe, with some luck, find an answer to it (I'm pretty sure it will all wrap up into being a silly begginers mistake... But hey, I'm a silly begginer, so stick with me if you can, please xD)

I'm basically working on a program that, in crude technical terms, is little more than a slideshow of different looping Movie Clips, with a set of buttons that activate over time to allow the user to go from one clip to the other. Pretty basic stuff... in theory, at least.

The MovieClips themselves are composed of many different PNGs that follow established paths through the timeline (done manually, I believe this is called MotionTweening, not by code), with one or two ENTERFRAME events that fire specific sounds at specific frames of said animation.

This is all good and dandy, I can make the clips alright, I can make the button pannel fire the needed variables as true or false with BUTTON events, etc. (With varying degrees of crudeness, I'll admit, but they get the work done, that's what matters.)

The problem is at a much more essential level... You see, since I don't have a lot of experience programming, I usually worked heavily with timelines and ENTERFRAME events that would react to variables activated by the buttons, which would determine which clip would play next with "gotoAndPlay" commands and whatnot... But I'm aware of the problems and limitations AS3 has if you work this way, so I decided to try my luck "the grown up way" and instead try to do this from code, that is, with "addChild", "removeChild" functions, as to not actually put the clips manually on stage over the timeline and instead make the buttons fire variables that'd determine which Child would be added, replacing the previous one.

The effect would be the same, but it'd be more "code efficent", as I'd avoid having to repeat the same code a hundred times over a kilometric timeline...

But the thing is that as soon as I declare my MovieClips as variables (for example: var MC01:MovieClip = new MC01(); var MC02:MovieClip = new MC02(); and so on) on the first frame for them to be aviable for the future functions to access them and add them as childs... All hell broke lose.

And by this I mean that all the sounds of every declared MovieClip, and any other internal code set into those clips timelines started firing in unison, like if every declared MovieClip's timeline were running... Even if I didn't add them as childs to the stage yet. The only thing that didn't show was the clips imagery, but everything set "on code" on each one of those clips timelines started playing in loops all the same.

For further information, when the code finally does "addChild" a certain clip, then the clip is fully displayed as intended, but from whatever frame it was playing since their variables were declared... So I can reach no other conclussion that the mere act of declaring the MovieClips as variables automatically made them all play, regardless of if I added them or not to the stage.

I tried delcaring the clips as global variables, but the effect is the same. As soon as the program is informed about the exsistence of a variable containing the clips, they start playing without caring if I set an addChild function or not.... And this is honestly driving me crazy at this point.

I'm sure I'm making a horribly newb mistake somewhere (because no matter how hard I look, I can't seem to find more people with this issue... So either I found the Matrix, or I'm a dumbass, and usually the easiest explanation is the correct one, so figures...), but stupid or not, I'm really out of options. I don't know what else to do than to ask you people if you happen to know where I'm messing up.

I hope someone here has an idea of what could be that I'm doing wrong, so I'll appreciate any help thrown this way.

Thanks for your time, everybody!

P.S.: I didn't bother copying a slew ton of code here to check because my problem is easily reproduced on a small experiment. I just make 2 moveclips with an ENTERFRAME code on their timelines with a small "trace("whatever");", declare them as variables on a parent clip, and test it. The program just fires the "whatever" trace as if I added the clips... even if I obviously didn't.

WHAT I CONCLUDED AFTER POSTING THIS:

Errr... Talk about too little too late, but...

I think adding an ENTERFRAME event that'd automatically stop all clips as soon as they are declared kind of fixed the issue. Then it'd be only a matter of adding "MC0N.play();" (N being the number of the MC in question) to each line of function after an addChild command.

But this makes me wonder... Is this the correct answer, or just a nice looking band aid trying to cover a broken bone...?

What I mean by this is that, even if I stop all clips as soon as they are declared... Aren't they all technically still dragging down the overall performance of the program? After all, it's not that they are not "there"... They're just "stopped".

Sigh... Sorry if what I'm saying sounds like a madman's rant. I'm just trying to make sense of something I'm not quite proficient at. Bear with me.



deviantID

Fatelogic
Andrés Real
Artist | Professional | Digital Art
Argentina
Headache with legs -.-

MY OTHER SITES:

MY NEWGROUNDS HOMEPAGE: fatelogic.newgrounds.com/
MY TWITTER ACCOUNT: twitter.com/Fatelogic
MY TUMBLR: fatelogic.tumblr.com/
MY FACEBOOK GROUP: www.facebook.com/groups/139583…

Founder of :iconhentaielite:
Co-Founder of :iconperverts-creed:
Contributor of :iconsexyvoluptuousvixens:

--Fatelogic--

Current Residence: Buenos Aires, Argentina
Favourite genre of music: Chillout, Rock, Orchestral
Favourite style of art: Manga/Anime Style, Fantastic
Operating System: Windows XP
Favourite cartoon character: Lelouch Vi Brittania, Harima (from School Rumble)
Personal Quote: "If the World turns it´s back on you... just slap it´s ass! :iconmingplz:
Interests

Burnout! Which path to take? 

83%
218 deviants said Stop drawing for a while and focus on the Espeon microgame. Just consider drawing if you get an idea or a specific motivation, otherwise put your mind in something else.
17%
44 deviants said Chase that fucker away by sheer willpower! A sketch won't work? Make three! Keep practicing even if you don't feel like it, you'll eventually run over the damn burnout if you just keep at it!

FateChat :D

My own, personal chatroom ^^

I check it out every now and then, so if you feel like talkin to your favourite hentai artist, feel free to enter and say hello XD

chat.deviantart.com/chat/FateC…

Visitors

:iconkraigevampire:
kraigevampire
May 28, 2015
4:05 am
:iconmetalcarrot:
MetalCarrot
May 28, 2015
3:49 am
:iconsebaxo1995:
sebaxo1995
May 28, 2015
3:29 am
:iconnazivampire:
NaziVampire
May 28, 2015
3:28 am
:iconawwwwwyeaaaaa:
AWWWWWYEAAAAA
May 28, 2015
2:52 am

Shoutbox

BlackThanator:iconblackthanator:
I am actually wondering why I am reading this side over and over every day...but i still like your work
Sun May 17, 2015, 7:29 AM
barcod:iconbarcod:
Why am I always here?
Mon Feb 16, 2015, 6:07 PM
joltster109:iconjoltster109:
WHAT DO I TYPE HERE???
Sun Jan 25, 2015, 10:45 PM
barcod:iconbarcod:
BANANA
Sun Oct 19, 2014, 2:32 PM
HOTELROMEODELTA:iconhotelromeodelta:
r u going to be making more MSAs
Mon Sep 8, 2014, 5:06 PM
Dravinas:icondravinas:
Regardless if it's censored or not, your art is the shit. Showed my friend your DA and he almost shit. So far his favorite one is "Sleepless District." GGWP man. Looking forward to more work from you.
Sat Aug 23, 2014, 1:45 PM
Studio-Kyru:iconstudio-kyru:
SHOUT OUTZ!
Tue Aug 12, 2014, 1:48 PM
scott910:iconscott910:
Happy birthday
Sun Jul 20, 2014, 5:12 PM
Bluemansonic:iconbluemansonic:
happy bday bro
Sun Jul 20, 2014, 11:41 AM
darkoverlords:icondarkoverlords:
Happy birthday, Fate.
Sun Jul 20, 2014, 6:32 AM
Nobody

Comments


Add a Comment:
 
:iconblackthanator:
BlackThanator Featured By Owner May 15, 2015  Hobbyist Traditional Artist
Your pictures actually got me back do drawing myself...and I thought I had lost the fun at drawing. So...thanks for that!
Reply
:iconblackthanator:
BlackThanator Featured By Owner May 13, 2015  Hobbyist Traditional Artist
I just love your Artstyle. I got introduced to you when i found MSA 2 on newgrounds and therefore i just had to check out your DeviantArt page. Usally im not that much of a MLP fan, but i do like how your characters are drawn and presented to us. And you did a very good job at storywriting. From now on, you are my favorite Hentai artist. I'm looking forward to MSA 3 and i hope we will see a bit more of "Dashie" (cuz she's my favorite character).
Reply
:iconemperor55:
emperor55 Featured By Owner May 10, 2015  New Deviant
Great work love the art and style
It holds a special place in my currently throbbing headache :)
(I really do have a headache so i decided to look this up to try and flush it out with your art)
Reply
:iconsomeguy8444:
someguy8444 Featured By Owner Edited May 10, 2015
Fate, I gotta admit. You are my favorite artist when it comes to drawing anthros. MSA 2 had a really good story and an ending that was kind of funny in a way. I even shed a tear during the pre-ending (Call me weird, but you're a good story-writer). Anyways, great work, good future luck on MSA 3 (When you get to it ofc), and good luck with your life.
Reply
:iconbarcod:
barcod Featured By Owner May 10, 2015
saaay Fate, uh les say I found an artist whos cheap as chips with point comms and I figured I ain't gotten any fan art of you know who soon, er can you think of any funny situations to put her in with one of mein? know how dumb this osunds but I'm running out of ideas ^^;
Reply
:iconvangea:
vangea Featured By Owner May 6, 2015  New Deviant
Jigglypuff anthroed! ... Ok.. I know it's weird, but I had this really great dream when I was a kid. Anywho.. she's also a little chick with attitude! A cute blue eye'd singer! Fall asleep while she's singing and she'll use her marker with a vengeance!
Reply
:iconvangea:
vangea Featured By Owner May 6, 2015  New Deviant
Did you draw your Fatelogic pic? You know, the guy with no mouth in the shades? Just curious, it's awesome. Reminds me of FLCL
Reply
:iconsoniclunadash76:
SonicLunaDash76 Featured By Owner May 6, 2015  Hobbyist General Artist
Hey man, I like your art and all, and I'll be the one to ask so we'll know instead of a lot of people asking at the same time, so here it is, When are you gonna do MSA 3? There, I said it before everyone else spamming the Comment Section.
Reply
:iconfatelogic:
Fatelogic Featured By Owner May 6, 2015  Professional Digital Artist
Check the comment section and you'll realize that you came a bizzillion MSA3 related coments late, but oh well, I'm used to it at this point xD

As I said before: I've got no plans for another sequel for now.

Am I denying the possibility? No. Do I know when, then? Nope.

Glad you enjoy my content :D
Reply
:iconvangea:
vangea Featured By Owner Apr 30, 2015  New Deviant
Huge fan of MSA! I wanted to donate some money toward your work. Not a lot really, but thought it would be nice to have an "in general" donation pool I could send it toward. Just an added way to say thank you and we want you to keep going. I wasn't very interested in the idea of just donating it towards a prize for others, when it's your work I wanted to reward. However, if that's what you'd prefer, I'll do that. Thanks Again!
Reply
Add a Comment: