Friday, August 28, 2009

Tutorial: How to Reset your Objects

So it has come to my attention that some people have yet to learn how to reset an item. Seeing as resting has always been the main fallback for my products and that I end all my notecards with instructions to just reset stuff if something goes horribly wrong it seems apt of me to explain to those people how to reset your object should the need arise.

Now then. Step One is assuming you're wearing the object and it is not RLV Locked (@detach=n) or you are in SLV.

Lets begin:
Right click on your object and select Edit (red highlight)










Doing so will give you this menu, selecting the Content tab will show you whats hiding in this objects inventory though seeing this tab is not necessary, any tab will do so long as the build menu is open and the object you wish to reset is highlighted as shown.





Next step is to go to your menu bar at the top of your viewer and find the Tools menu and therein a lot of options. Fortunately we only want one button here and that is Reset Scripts in Selection (highlighted in red). With the object still selected click this button to start the reset process.





To make sure it's working look for this new window to pop up that will list the scripts (that you'd see in the Contents tab if you looked there) as it resets them. When the Done button highlights click it and exit build mode.

Your object should now be fully reset.



Note that not all objects lose their data from this, some read off of notecards or webservers and will re-install their data from there upon a reset. What this means is that some data you were trying to clear may not have actually cleared but more often then not this kind of reset will wipe an objects memory of who stole your keys or locked you and ran off and revert it to newly out of the box state.

Thursday, August 20, 2009

Conceptualization

Big word ^_^

Well, it's what I do, conceptualize things that is, not just use big words though I tend to do that too when it fits. This time I've improved upon what many of us know as a timer.

Now of course it's still a timer and it really isn't that much improved. But if there's a common thing I've seen when setting a timer in a new toy its that each one works differently. Now I'm not expecting my release of this concept to revolutionize anything but it's a layout that allows people to include those things into their timer script with a fairly intuitive menu and concept.

By now I'm sure everyone knows of Timers favorite companion the AutoLock that evil little function that has you waiting (knowing or not knowing) that something is coming and you can't stop it.

It's a function found in my Slave Harness and Simplicity Cuffs along with the upcoming Pony Bridle. Now it's my nature to try and improve on my functions each time I write them and I was looking for a more convenient (and memory efficient) method of including an AutoLock into the Bridle.

And it dawned on me, as is the want of innovations, that why couldn't I just make it like a regular timer and if people add a delay it becomes an AutoLock? Thinking of it as a timer with a delay I tried to reason why I had done it as two separate functions in the past.

So anyway that's the first part of the concept. The second is brought on because of the limit of dialog buttons (12 per page) and my desire not to make more menus then I had to (a menu eats up a list which takes memory) but at the same time I was frustrated with only having 9 left after the control functions (Start / Clear / Back) which would give me an uneven distribution of values if I wanted to split them between positive and negative.

Now of course the Clear button is there for a reason, it resets the timer to 0; but I don't want people to have to do that just to take 10 minutes off of a timer so I wanted a couple minus values as options too. Well with the delay function in place taking up two more menu slots (Delay / Clear Delay) I had only 7 slots left to get a decent + and - group out of.

Well now here's where my OCD comes in, I didn't want to just have +10, 20, and 30 and then -10, 20 and 30. Can you imagine how annoying it'd be to set a 6 hour timer? Why not use bigger numbers? But then it's the same issue with lower length timers. My OCD wouldn't let me just use three spots for plus and minus.

So it used all six for plus and used slot number 7 still left over for a swap to minus. Making the menu look like this:

[+60 Min] [+3 Hr] [+12 Hr]
[+5 Min] [+10 Min] [+30 Min]
[Delay] [Clear Delay] [Minus]
[Start] [Clear] [Back]

What this shows is, to my mind, an efficient layout combined with enough function to satisfy long and short timers with long or short delays without the need to clear a timer just to remove a denotation of time as well as only using one list to generate the entire menu saving on memory using only two integers (beyond of course the integers storing the timer data itself) to determine if you're seeing delay or timer with positive or negative progression.

Keep in mind that this is a concept and not a finished script yet, I may even post it for you to use in your own products when it's done if it works well enough.

Wednesday, August 19, 2009

The cake is a lie... and a cliche...

Okay so I've been playing Portal: Prelude recently whats it to you. The game is pissing me off though but that's a whole 'nother post. This one is for Second Life and a basic reminder that I'm still alive... and I'll post when the song ends...

Okay..

With my cuffs out and on the market I've turned my attention to my other project, one that I'll use a lot and really strikes closely within my interests seeing as it is geared for ponyplay.

So here I guess is where I officially announce the Anthemion Pony Bridle.

Now some may say, "But Lylani you thief you just copied someone elses design" (something I actually was accused of once in the past, and I'll repeat what I told them). Yes, I did copy someone elses design, but it wasn't yours or anyone elses in Second Life. What people seem to forget is that a lot of the fetish gear in game is copied from real life. My bridle, as is other bridles in game like MD, are copied off of real life creations. So before anyone shouts or sends me a nasty IM/notecard about how my bridles design and features have things in common with other bridles I'm preemptively telling you to bugger off until you can come up with a bridle design that doesn't have ears and a mane and a bit gag that you can still call a bridle.

So anyway, lets get into what all my bridle can do (or in some cases is planed to do as it ain't finished yet).
  • Four gag types - Bitgag, Bitgag w/ Ball, Ballgag and Ringgag
  • Gag V 1.1 - The gag now has the option to block IM and Emote instead of forcing it
  • Earmuffs V1.1 - Those that know my earmuffs may be please to hear that they now have the option of what they block including Local, IM and Emote (new to RLV 1.19) and the user can set up any combination of the three to block.
  • Blindfold V1.1 - Black screen no fun? Well now the blindfold recolours and has five levels of opacity with the HUD and blindfold (on your face) changing to match. So others can see if you have a really thin blindfold on.
  • Multiple visual aspects including Pony Ears, Mane, Blinders (that use the blindfold HUD for visible blinders), nosehooks (ouch, but they seem to be a growing interest so there they are) and Pony Muzzle.
  • Hybrid Access - Same as found in my Simplicity Cuffs
  • Feedback Notecard - Every feedback message (messages that are spoken upon an action, like locking or applying the gag etc) is customizable via the owner through a notecard. Even the garble message is. The "Lylani mumbles:" that precedes chat while gagged can be set here too.
  • Timers - standard stuff
  • Reins - I call them that, even though it's a leash, just because :p
  • Various plugins I haven't decided on yet
So basically it's an upgraded version of my Slave Harness but with the hybrid access instead of owner and with optional use of ponyplay geared functions.

Tuesday, August 4, 2009

New Product: Simplicity Cuffs

Simplicity Cuffs
In Stores NOW!
Attachment | Mod/NoCopy/Transfer







Modular and dynamic the Simplicity Cuffs are both easy to use and powerful in functionality. Opting for options over hard settings these cuffs allow for a dynamic load and unload of animations along side optional use of provided HUD.

Poses sold separately at Main Showroom.

Sunday, August 2, 2009

Anthemion Updater

The updater found in my Main Showroom is finally active though doesn't have a job yet.

None of my current products need updates so nothing is stored therein; nor for that matter are they connected to it with it's totally rewritten functionality. It will however function for upcoming products and it's really simple to use.

Step 1) TP into the Showroom
Step 2) Wait

That's it, heh. The updater keeps up with who's in the showroom and talks with your products automatically when you enter, if an update is needed it will send you one. Don't worry though, it may be actively scanning but it won't spam you with "Here's your new product" because it keeps track of who's new and who's been in the store for a while so it won't talk to you again till you leave and come back some other time.

I'll let ya know when and for what products you should head to the showroom to update.