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File 138721493881.gif - (19.61KB , 100x108 , princess-twilight-flight-right.gif )
45984 No. 45984
It's been a whole year since the last thread. So I figured it was about time for a new one. (Old thread: >>43172). Related fun fact: Desktop Ponies is now 2 years and 8 months old.

Full download (v1.52 released 2014-10-06):

We've seen 20 new canon ponies and a bunch of extra animations since this time last year. As well as a wealth of other improvements.

Check out the deviantART community:

Also check out the OC thread for more ponies, and information about creating your own OCs:

Last edited at Mon, Oct 6th, 2014 10:34

Unspoiler all text  • Expand all images  • Reveal spoilers
>> No. 45986
As well as a new thread, there is also a new release.

- Added Princess Twilight Sparkle starburst animation by Bot-chan.
- Changed a couple of pony configs to utilise some images that weren't actually being used.
- Fix a regression where the transparent regions of effects sometimes allowed them to be dragged, even if a pony should have been preferred.
- Memory usage on Windows has been reduced significantly.
- Rendering speed on Windows has been improved for large numbers of sprites, and when a scale factor is set.

Full download only on this one as a lot of the config files and other assets have been changed. This is because the transparent borders on a lot of images have been cropped away. Download link in the opening post.

As ever, you'll have to copy in any OCs or custom modifications if you don't want to lose them.
>> No. 45987
File 138723323620.png - (1.81KB , 56x50 , 138712100292s.png )
Repost. How is this looking so far?
>> No. 45988
Well, the style of the mane looks a little better. Other than that, the same things from last time still apply.
>> No. 45991
Yay, a new thread. :I No problems currently.
>> No. 45992
Yay, a new thread. :I No problems currently.
>> No. 45995
So far, I like the new version, and the alternate editor looks interesting. :)
>> No. 45997
So, is there going to be an automatic updater thing? I mean redownloading the whole file and extracting it is ah... it's starting to get on my nerves a bit. If you can't make one, I understand (just give me at least one reason).
>> No. 46001
An automatic updater is something I've thought about doing. Unfortunately it's only somewhat useful, but quite complex and needs a lot of time and effort to do properly.

Like many things, it just doesn't make the bar for being worth the effort.
>> No. 46003
I was expecting something close to that XD
>> No. 46005
Like a quick and cheap edit of other people's pixel art.
>> No. 46017
File 138774692695.png - (3.74KB , 56x50 , somesuggestions.png )
Umm I don't think the crystallizing of the body looks that great. You may want to look at what supersaiyanmikito has done to get that crystallized look.
As for what bot-chan was talking about with the outline is that there should be very few L shapes on it. It causes it to look jagged. Just going through and getting rid of those few unnecessary pixels I think makes it look a bit better. She is coming along though.
>> No. 46037
File 138862974168.gif - (69.00KB , 170x158 , ahuizotl-idle-right.gif )
Daring's favorite arch-enemy is now available for download:
>> No. 46039
Hey all. I'm trying to compile a comprehensive list of art credits for the program, since our current credits list is a bit outdated and it'd be nice to have a definitive list of contributors in one document.

I could do with some help tracking down who made what though, so if anybody who would to help please go here:
>> No. 46042
File 138896625748.gif - (207.50KB , 160x200 , mane-iac-idle-right.gif )
The Mane-iac is now available for download. Also, there's a small update for Scootaloo.
>> No. 46043
I don't wanna imagine how hard animating that many "tentacles" pixel animation, or in the show.
>> No. 46044
Yeah, the show really had some crazy good animation for her.
>> No. 46049
File 138913155098.gif - (22.35KB , 106x100 , daringdoflyleft.gif )
Hey so I was looking and noticed that this somehow never got in the program. This was made over a year and a half ago too. Regoing through the new episodes made me think of it.

Wow botchan that is impressive. Having the entirety of her hair all moving must of been a lot of work.
>> No. 46050
Thank you. But it wasn't really so bad. :)
And nice sprite. Yeah, we should definitely include that.
>> No. 46053
Her other animations include her then broken wing, maybe that was why.

Should I change those so she no longer has the broken wing and everything makes sense?

Last edited at Wed, Jan 8th, 2014 10:29

>> No. 46054
Yeah, I guess since Season 4 confirmed that her wing is not perpetually broken, I'd agree.
>> No. 46061
File 138924302986.gif - (8.92KB , 124x114 , coco_sew_left.gif )
Yeah that was probably the reason

bleh I am so out of practice. Here's Coco Pommel At least I got her sewing sprite looking pretty good.
>> No. 46063
Nice :)
>> No. 46065
Glad to see more animations from you!
Pretty well done by the way!
>> No. 46066
File 138940999458.gif - (25.89KB , 178x130 , recall4_R.gif )
Welp here's my contribution for desktop ponies.
Grace or Janine manewitz! Have a little receptionist for your desktop. She has no trotting animation as I intended. She'll just sit there on here counter and pretend to work. Enjoy!
>> No. 46067
File 138941224084.png - (132.19KB , 600x600 , 520080.png )
now I just need a place for her
>> No. 46068
File 138946395285.gif - (22.56KB , 110x100 , suri-trot-right.gif )
For everyone who can't get enough of those Manehattan ponies:
>> No. 46072
- Added Ahuizotl, Mane-iac, Suri Polomare, Scootaloo fly animation, Spitfire's cutie mark, animated idle image for Candy Mane and Dinky Hooves and an animated TARDIS by Bot-chan.
- Added Apple Split, Babs Seed, Hayseed Turnip Truck and Jesús Pezuña by Anonycat.
- Added Coco Pommel by StarStep.
- Added Lightning Dust by Starly and Bot-chan.
- Added Grace Manewitz by Pony Noia.
- Added Daring Do fly animation by Anonymous and StarStep.
- Tweaks to Bon-Bon's color scheme and idle animation by Bot-chan.
- Added a custom menu for Mac - to resolve issues where it was not possible to start ponies on this platform.
- Fixed a divide by zero error on Windows.

Download (patch only, check the opening post for the full download):

Copy and paste over your existing install. Please note a couple of images and config files have changed in this version. If you have made any changes yourself you will need to add them back in manually.


A silly number of new ponies in this version. Brings us up to a scary 179! I fear to think how many ponies you might have if you download a bunch of OCs too.

With the help of Bot-chan, I've complied what I hope is a comprehensive set of credits which are now included in the download.

Finally I've had to change the main menu for Mac users. It's very bare bones but if you're on a Mac and have been having issues getting ponies to start then this may help. I can only apologize again for these problems.

Last edited at Mon, Jan 13th, 2014 14:37

>> No. 46073
Doesn't work. Windows simply claims there's a problem and refuses to start it.
>> No. 46074

Did you patch or use the full download?

Could you post the error message Windows is giving you?
>> No. 46075
Both. First tried the patch, when that didn't work I tried the full download.

It's just a generic "A problem caused the program to stop working correctly. Please close the program". Nothing specific.
>> No. 46076
I did jump the gun a bit and post links whilst files were still uploading to dropbox. Could you re-download in case they were only half ready?

Otherwise I'm a bit stumped. I just extracted the exact same .zip as I uploaded and it ran just fine :/
>> No. 46077
Tried redownloading. Same results.
>> No. 46078
Sorry for the delay, I fixed the problem.

Download links have been updated (same URL, different files). Please try again.
>> No. 46079
Yes, now it works! (Both of them) :)
>> No. 46080
Yep, updates, updates, never ending, when I die, they will never end, #Y.O.L.O.
>> No. 46081
Didn't this use to come with the source code? All the full download includes is the debugging symbols. And those should probably not be included. They aren't needed to run it and anyone wanting to debug the program kinda needs the source code anyway.
>> No. 46082
>>46081 if you actually wish to avail yourself of the horror that is the source.

The debugging symbols provide extra information that's useful to have if the program does crash, so they're well worth keeping around.
>> No. 46083
I admit to not being a .NET expert, but at least the normal crashes generate a memory dump that you load into the debugger. Only the debugger load the symbols, not the actual crashing program. So there is no need to distribute the symbols.
>> No. 46084
If an exception occurs the .NET runtime will use the symbols for some extra details, like getting the source files and line numbers for each function call in a stack trace.

If an exception occurs that is about to crash Desktop Ponies, it reports the error to the user, which includes details about the exception and that's why the symbols are useful to distribute. It then exits with an error code, rather than letting the process actually crash.
>> No. 46086
Not all symbols are provided by debugger.
External symbols (e.g. system library calls) surely are, but what if the crash occured inside some function that you`ve written yourself? That`s what is called an internal symbol. So, if one explicitly generates symbols for the program, they firstly help localize bugs in the source, and secondly, provide conditions for reproduction, such as parameter values.
Ergo, RD is doing it right.

P.S.: forgot my forum password, decided to be anonymous again ^_^

BTW, there seemingly are some cropping mistakes present in the current base, like Princess_Celestia/scroll_arrive_right.gif: the size of my downscaled version suggests that the size of the original was 172, not 170.
>> No. 46087
I understand his explanation. He has a valid reason for this. But your post seems to miss an important point in my explanation. I am not denying the use of symbols. I wondered why you'd ship them to the customer.
>> No. 46090
> I wondered why you'd ship them to the customer.
IIRC, they are used by .NET translator to generate crash reports. Exactly what I was talking about: even if the customer himself is far from programming, with the help of standard .NET error report mechanisms backed by internal symbols, he is still able to provide an informative crashdump, while without them he wouldn`t be.
>> No. 46091
The cropped sizes for the current images are correct. Your downscaled image seems to have shifted everything by a half pixel downwards on frames 15/16 on that particular image. Couldn't say why.

Double check your downsizing method?
>> No. 46092
> Couldn't say why
Oh, I see. It`s due to subframe vertical shift being odd (23 for 15th and 31 for 16th).
>> No. 46093
Maybe that's off, I know somewhere is a topic for this, but I'm not sure where so anyway:
You guys know anything about this?
>> No. 46094
File 138999721723.gif - (20.13KB , 110x100 , snowheart-right.gif )
More classic ponies. :)
>> No. 46096
I'm not sure whether you take request or not.. but I'd love to have Flutterbat running/flying around my desktop. =3
>> No. 46100
File 139011680932.png - (52.46KB , 300x300 , tuxmetropolitan_tux_by_groundx-d3dg7pn.png )
…So, finally, I did it.

RD, can you please compare the Linux version with yours running under Linux? I`m positively unable to run DP on Mono myself: it just keeps complaining about a missing entrypoint >_<
I realized it wasn`t quite right to discard such an awesome toolkit GTK+ is, so I finally sticked to GTK2/Cairo. However, it may be worth switching to GTK3.
For now, it`s single-threaded, it`s got no GUI whatsoever (so the number of loaded ponies can only be controlled via an ugly DEF_NLIM define), it`s not click-through, and on top of all I`m not sure if it`s able to be compiled under big-endian CPUs. Still, it`s better than nothing :3
>> No. 46101
>I`m positively unable to run DP on Mono myself: it just keeps complaining about a missing entrypoint >_<
If you're on Debian or Ubuntu or some derivative try grabbing these packages: libmono-system-xml-linq4.0-cil, libmono-microsoft-visualbasic10.0-cil, libgtk2.0-cil.
If not, god help you.

>compare the Linux version with yours
Well the official version tends to fall over at like 20 ponies, so no competition really :P I probably just suck at GTK.

On my laptop, both Windows and Linux handle 1000 pone at ~16fps under your engine. The current engine manages about ~15fps on Windows. On Linux it'd just crash I expect.
>> No. 46112
File 139043889279.gif - (19.40KB , 110x100 , fleetfoot-right.gif )
Enjoy :)
>> No. 46115
File 139051139275.gif - (11.97KB , 100x100 , Harshwhinny_idle.gif )
I'm, uh, I'm new here... I was told Ms. Harshwhinny still needed sprites... How does this look?
If it's good, I can do the trotter too
>> No. 46116
backup link:
>> No. 46118
Looks nice. I like that disapproving look she has :)
>> No. 46119
File 139053007918.png - (8.49KB , 500x250 , suggestion for desktop poneis avoidance zone should have an inverted mode.png )
suggestion for desktop ponies.

"avoidance zone" should have an "inverted" mode.
or a fixed area the desktop pony can go,
instead of a fixed area of where desk pony can't go.

i'm hoping this is easy to implement and in the next update.
since desktop ponies is kind of impractle for me to use without it.
and probably others who just haven't posted about it.

mainly because you usually have to have them sleeping
instead of doing anything if you want them to be in a fixed area.

anyway thanks for reading and making this
>> No. 46123
File 139063175825.gif - (18.50KB , 106x96 , caballeron-right.gif )
Get them both here:
>> No. 46134
I should be able to add something for that, yeah.

You've been on fire lately with all these ponies.
>> No. 46135
Yeah, I don't know what came over me. ;)
>> No. 46138
[bug report]
blossomforth_fly_right.gif, frame 3: transparent pixels on the left foreleg.
>> No. 46139
Oh, good eye.
>> No. 46141
There are really a plenty of similar pixel mismatch errors, like Coco_Pommel/stand_coco_right.gif (frames 3 and 6), or Big_Mac/big_mac_buck_right.gif (frames 2 and 3, pix. [63; 65]).
Sometimes it is unclear whether it`s an error or an artist`s vision (e.g. tail in Berry_Punch/sit_oppp_right.gif and the rest of Berry Punch folder).

I can give you the full list if you want me to.
>> No. 46142
Yeah, Berry Punch's tail was most likely intentionally done this way. Hmm.
But yes, if you don't mind, a list of those things would surely be helpful.
>> No. 46149
Hope you guys can wait a few more days for the rest of Harshwhinny's trot. I got sidetracked this week by, uh, IRL stuff, job opportunity, it's not important right now. Just writing to let you know I'm still working on it, about 45% done
>> No. 46151
File 139120631742.gif - (8.14KB , 39x45 , trot_right.gif )
Ok then, here`s a RAR/GIF with the log.
Only the right-sided versions are listed, since all lefts share same errors.
Even the slightest mismatch (like, say, one pixel of one 2×2 block being different from other three) has been logged.
All pictures where such `errors` were intentional (like Angel or Parasprite) are also included.
The pic is a recalculated and downscaled version of Photo_Finish/trot_right.gif — this was by far the weirdest sample in the original animation base.
>> No. 46153
Woohoo, I`m finally able to execute DP on my ArchLinux!
To run normally, it requires three packages: mono, mono-basic and gtk-sharp-2, all available from /extra/ repository. The installation line looks like this:

pacman -S mono mono-basic gtk-sharp-2
>> No. 46156
Thank you :)

Ah, I noticed a glitch for ponies with drag animations: Try dragging a pony, then move the mouse away and immediately drag it again. Very often, it will jump to one of its other animations after a second or so. Even better, if you let go of the pony and move the mouse away, it will now play the drag animation for a while.
>> No. 46161
I'd love to add her once your trot is ready (no need to rush!). Thanks for helping out.

Yeah I noticed these too. Fixed a few but there's so many my motivation ran out long before fixing them all. Most of them are thankfully not errors you can pick out by eye (often tiny colour variations) so it's not the end of the world.

Sweet I'll update the readme.

I should be able to fix that.
>> No. 46166
> Fixed a few but there's so many my motivation ran out long before fixing them all
Just for information, the current DPE base already has them all fixed. I`ve spent a ton of time comparing «suspicious» images frame by frame and manually correcting rounding errors (maybe except the said Photo Finish where I used a helper script), but now it`s finally done.
P.S.: all configs are renamed, but not yet modified.

[UPD:] Another performance-related idea.
As a matter of fact, currently the main thing that makes drawing costly is the necessity to draw a single pixel multiple times. This is a very well-known problem, and the canonical way of solving it is a depth buffer.
We can also «pretend» to have a depth buffer by drawing sprites bottom-up (and not top-down as my current implementation suggests) and comparing if the pixel we are to draw already has 0xFF alpha. If it does, all that`s required is to move on and draw nothing.
In case we`ve got something between 0x00–0xFE, a standard blending algorithm shall be run (with source and destination swapped, in order to get the right output color).

[UPD:] Implemented in DPE.
>> No. 46169
>has them all fixed
Oh that's handy. I'm surprised there weren't any others requiring some manual touchups. I did run across a few with a missing colour and the reason for the error was the resulting dithering that tried to make up for it.

I'll have to merge them back in at some point.

>performance-related idea
This is just reverse painter's algorithm, no? Did it provide any appreciable speedup in your engine? I'm wondering whether there's enough occlusion in typical scenarios to actually provide an improvement.
>> No. 46171
File 139163166739.png - (785B , 70x102 , flax seed wip.png )
Man, I haven't made any pixel art since forever. (Hello, guys)

Anyway, here is the first version of Flax Seed, the loveable stoner from the IDW comics. His mane and color pallete were a pain to make, so I'm open to criticism and suggestions.

Rooster, I think you had some trouble identifying what animations had I added to the program, is that right?
>> No. 46173
> This is just reverse painter's algorithm, no?
Exactly. I wonder why I haven`t added it earlier.
> Did it provide any appreciable speedup in your engine?
Yup. The difference on «normal» numbers is negligible, but it becomes especially visible when we come close to 4 kiloponies.

>> No. 46174
Fairly sure I worked it out in the end (with some help from Bot-chan).

If you want, you can check the credits file and just make sure your name is in all the rights places.
>> No. 46175
File 139164902958.gif - (21.03KB , 110x108 , cheese-sandwich-right.gif )
Time to party. :)
>> No. 46176
File 139165481555.gif - (3.75KB , 72x104 , flax seed stand.gif )
Let's like, party, duuuuude.

(Yes, I'm thinking of not giving him a blinking animation at all, considering his antics with the billboard on Rarity's micro.)
>> No. 46177
File 139171428047.gif - (3.79KB , 74x106 , flax seed like idle.gif )
Fixed and definite version, duude.
>> No. 46178
File 139171434953.gif - (20.00KB , 110x110 , like flax seed trot right.gif )
All of those moving parts argh argh.
>> No. 46179
The tail jitters a bit, but other than that, nice :)
>> No. 46180
File 139171479584.gif - (1.64KB , 74x106 , flax seed idle right.gif )
I decided to give him a normal idling animation after all.
>> No. 46181
Aurgh, pony tails... my nemesis.
>> No. 46184
Not program specific, but you might add a link to the OC-thread to the opening post, especially now that it's on auto-sage.
>> No. 46186
File 139176198375.gif - (17.12KB , 100x100 , harshwhinny_trot.gif )
Sorry for the delay, here's Harshwhinny's trot

If anything needs to be fixed, let me know
>> No. 46187
Looks pretty good.:)
One thing though (and that may just be me nitpicking) but the mane's movement doesn't really seem to follow the rest of the body. I don't know if that was intentional, that's why I mention it.
>> No. 46189
How so? Need me to fix it?
>> No. 46190
By the way: some of the folders still use the spelling "Pinkamina". This is canonically incorrect; the correct spelling is "Pinkamena"
>> No. 46191
Just that it looks as if it moves up and down independently from the body. It's not a big deal, but since you asked for feedback...

Yeah, there are a few names that might require some fixing, like Shining Armor and Cadance, too. However, this can be delicate since, with the current system, changing the names can break interactions with other ponies (if there are any).
>> No. 46192
Similar issue:
> caramal_sad_right.gif
I doubt its significance, but still ^_^
>> No. 46193
I found the problem, and I'm fixing it up now. I also need to modify her tail; I hope to have it up before Sunday
>> No. 46194
Personally, I don't think filenames are that big of an issue since they are not normally seen outside of the editor.
>> No. 46195
Okay :)
>> No. 46196
File 139185211533.gif - (17.23KB , 100x100 , harshwhinny_trot_v2.gif )
How's this version look?

Same DA link:
>> No. 46197
Horse Power -> Bulk Biceps
Pinkamina Diane Pie -> Pinkamena Diane Pie
Princess Cadence -> Princess Cadance
Shining Armour -> Shining Armor

If there's any other renaming needed, best to suggest it now and get it all done at once.

I was half considering tidying the Mr/Mrs/Ms titles by adding the missing period: Mr./Mrs./Ms., etc.
>> No. 46202
Well, there's also the canonical spelling of Big McIntosh if you want to use that.

Not counting the characters that were never officially named in the show, I think this may be it.

Pretty good. Some personal nit-picks, though:
As the pony goes up, the mane should go down and vice versa. The way you have it, it looks as if she's pulled up by the mane.
On frames 7, 8 and 10 the tail is moved one pixel too far to the right, making it jitter a bit.

Oh, and sorry if this sounded too negative. Sometimes I tend to be overly critical with stuff like this. I still very much like this sprite. :)
>> No. 46205
"Horse Power" was written before we actually knew his name, but thanks for catching it regardless

Oh, no, by all means help me make this perfect!
Thanks for isolating the tail jitter, I was having trouble pinning that one down
>> No. 46206
File 139188805361.gif - (17.26KB , 100x100 , harshwhinny_trot_v3a.gif )
I think I fixed it. Thoughts?

Same link:
>> No. 46208
File 139189114264.png - (1.90KB , 294x82 , wheat grass wip.png )
Argh argh her mane is so long and wide that it covers her body and robe so I’m considering to make a version with her mane completely combed to her side to avoid headaches. (The comic already did that, probably for the same reasons.)

Anyway, here is my first presentable WIP. Opinions and suggestions are welcome to make this animation look better and better.
>> No. 46210
The mane is much better. The tail... uh...
I'm really sorry, that was entirely my fault. I meant to write it was too far to the left, not to the right. So sorry! I don't know how I could have mixed this up. :(
But for all it's worth, at least the jitter is gone...
Sorry. Some feedback, huh? :(

Oh, that looks nice. :)
>> No. 46211
Yeah, i was wondering when I first took a look...
Should I keep it in the left? Or move frames 7 thru 10 back to the right?
>> No. 46212
If you don't mind, I think moving it to the right would be an improvement (as I originally intended).
Sorry again for the confusion.
>> No. 46214
Here's what that suggestion looks like (I call it 3B):
Compare with current version as above (I call it 3A):
If you think 3B looks better, I'll add the transparency when I wake up tomorrow
>> No. 46215
Yeah, personally, I think B looks better.
>> No. 46217
File 139197522614.gif - (17.19KB , 100x100 , harshwhinny_trot_v3b.gif )
Alright, here it is
Same DA link
Let me know if there's anything else
>> No. 46219
For all superhero pony lovers out there.
>> No. 46221
- Added Nurse Snowheart, Nurse Sweetheart, Fleetfoot, Cheese Sandwich and the Power Ponies by Bot-chan.
- Added Ms Harshwhinny by RoboKitty.
- Renamed Horse Power to Bulk Biceps.
- Renamed Pinkamina Diane Pie to Pinkamena Diane Pie.
- Renamed Princess Cadence to Princess Cadance.
- Renamed Shining Armour to Shining Armor.
- Renamed Big Macintosh to Big McIntosh.
- You can now set the area ponies appear by manually entering an area, if you want finer control than a per-monitor selection.
- Setting up image centers has been made easier, you can type in the values and mirror them between the left and right images.
- The options screen has been tidied up, and a few minor issues with options have been fixed.
- Interactions are now also restricted by behavior groups.
- Interupting a pony during an interaction they are taking part in will cancel the interaction among those involved.
- A new attribute has been added for behaviors - "Image Offset Type". If a behavior specifies a pony to follow, you can specify
if the offset should be mirrored when the target switches direction by choosing the "Mirror" setting. The default setting of
"Fixed" does not change the offset and matches how Desktop Ponies has treated the offset in the past.
- Fixed a problem where attempting to add new ponies via the context menu on Linux/Mac would sometimes not work.
- Fixed a crash that would occur very rarely when returning to the menu or closing the program.

No patch for this version, sorry. All the renamed ponies mean you'll need a fresh copy! An updated download link can be found in the opening post.

As ever, if you have OCs or have made modifications to the canon pony images or files then you'll have to add them back in manually.


I should note that the entire internal plumbing governing how ponies act has been totally replaced since the last version. In future, making changes should be far less likely to accidentally break something else (like games which always seemed to go wrong whenever I had to fix something) which is great. I'm hoping that a few subtle bugs have been squashed, but it's possible a few more may have cropped up. If you notice anything unusual then point it out!

It's in there! You can specify the actual screen area ponies are allowed (in screen coordinates) rather than specifying a combination of allowed monitors. You can still use the exclusion region too - hopefully the visual diagram makes things obvious.

I'd been keeping an eye on your DA in anticipation! Great that they are finally here. :) That brings us to 192 canon ponies! Craziness!
>> No. 46222
Hmm, some interesting changes here. Things are certainly different now, some of them I like (the conga for example works much better now). Others are just odd.
Here are my first impressions:

I had ponies stuck in a behavior for much longer than they should, just constantly moving up and down or left and right. I'd guess touching the screen's edges somehow resets/breaks the timer.
There were ponies that wouldn't display effects when they should.
Some ponies ignore linked behaviors and just go to a random animation.
Some ponies start behaviors they aren't supposed to do (like behaviors that shouldn't run randomly or "follow"-behaviors that should only occur in the presence of another pony).
Ponies react absolutely allergic to the edges of the screen, where most of the bugs mentioned above take place.
Ponies completely ignore behavior groups for mouse-over and dragging and instead will play the first animation labeled as such.
I don't like how ponies now start with any random behavior of any random group.
The first pony you'll load in the editor will move the window into the background.

Last edited at Mon, Feb 10th, 2014 12:40

>> No. 46223
File 139206943280.png - (910B , 104x158 , f&wstand.png )
Something I made after an idea I had for some special character interactions. (Still working on Wheat Grass to find a way around her problematic mane)
>> No. 46224
And from the three sprites you have shown of Wheat Grass, I really like the third one (although I can see why this would be difficult to animate). :P
>> No. 46225
I'm trying to give her a more 3/4ish idling pose so her mane wouldn't hide half of her body indeed.
>> No. 46228
>>46224, a little bug report.
PP_Saddle_Rager/saddle-rager-idle-right.gif, frame #14: delay = 0 ms
…or is this intentional?
>> No. 46229
Whoops. No, it wasn't. That should have been a 10.
Thanks for telling us. :)
>> No. 46230
File 139211877970.jpg - (80.05KB , 500x500 , 1357591547462.jpg )
> I think it'd be way cooler to actually implement the interface required so that it could actually be used in Desktop Ponies. You could do it all in C and we could just wire up a wrapper in the C# world. Alternatively there are C# bindings for OpenGL so you could try it that way if you fancied.
> I think it'd be a fairly neat thing to pull off. Up to you really.

It seems that DPE is, little by little, nearing the point where it would be able to serve as a backend library for DP.
This raises the problem of inventing some common API and architecture: unfortunately, all data structures I use differ from those used in DP, the same with functions. I also want to add an OpenGL renderer that could be switched on or off, replacing my default CPU-based renderer, and that can make things differ even more.

Thus, it is important to decide where exactly the boundary between DP and DPE shall be.
DPE can offer a full cycle of loading, rendering and freeing of animations, including output window management and multithreading. It still has no sounds, moving or interacting, but that`s a question of time I believe. What worries me is that it still lacks Mac support.

RD, what do you think of it?
>> No. 46235
Open an issue on GitHub and we'll bang out where the common ground should be. Don't want to bore ponychan too much :P
>> No. 46239
when I try to create a new pony in 1.44, it gives me this error:
Warning - Desktop Ponies v1.44
Error creating new pony. The editor will now close.
System.ArgumentException: base must contain at least one behavior.
Parameter name: base
at DesktopPonies.Pony..ctor(PonyContext context, PonyBase base)
at DesktopPonies.PonyEditor.NewPonyButton_Click(Object sender, EventArgs e)
2014-02-15 03:54:27Z
>> No. 46271
Thanks for the reports. I'm probably not going to have time to tackle these for a while but I'll get to them when I can.

If they're a big problem, try going back to 1.43.
>> No. 46273
well when I do, the community links thing is followed by [New Version Available!][New Version Available!][New Version Available!] and that gets in the way. Also, when I click on it, it opens three different community links windows.
>> No. 46274
also, on the pony editor, where it says the pony's name, change that from a textbox to a label. whenever I try to change it, it gives me this:
Unexpected Error - Desktop Ponies v1.44
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.NullReferenceException: Object reference not set to an instance of an object.
at DesktopPonies.PonyEditor.PonyName_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
at System.Windows.Forms.TextBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
2014-02-19 02:43:21Z
and it closes everything related to desktop ponies when I click OK.
>> No. 46332
File 139303660480.jpg - (34.75KB , 278x278 , 1338286847177.jpg )
Please respond.
>> No. 46338
He already did.
>> No. 46382
Desktop Ponies' message board is giving me a fraud warning whenever I try to visit it.
>> No. 46387
Ok, I'm going to try and tackle the worst bugs for a small patch just to get things in a more solid state again.

>ponies stuck in a behavior for much longer than they should
Yup you're totally right on that one. Fixed for the next version.

>There were ponies that wouldn't display effects when they should.
I checked AJs apples, Spitfires stormcloud and RDs sonic boom and all seem fine. Have you got a specific pony/effect where it wasn't working?

>Some ponies ignore linked behaviors and just go to a random animation.
Can't recreate this. Any specific ponies/behaviors with ignored links?

>Ponies completely ignore behavior groups for mouse-over and dragging and instead will play the first animation labeled as such.
Hadn't considered groups when I tweaked the mouseover behaviour. That raises the question: If a group lacks a specific mouseover behaviour - should it fall back to a mouseover from another group - or - any decent idle animation from within that group? I guess the latter makes a bit more sense.

>Some ponies start behaviours they aren't supposed to do.
I'll admit to having forgot about follow targets. It currently allows those to run if the behaviour is otherwise set up to allow it (chance > 0, can be used at random, etc) and just goes into free roam if no target can be found. I'll have to check to see how that compares to the old system in that scenario. I guess it makes some sense to prevent it if no target can be found.

More generally, if when choosing a new behaviour the current group restrictions means there are no choices, then the program ignores both that and the "use at random" flag and just picks from everything. I can make that more sensible by just ignoring the group restrictions to start with before going into desperation mode and picking from anything.

>I don't like how ponies now start with any random behavior of any random group.
It's initially a random behaviour from the "Any" group allowed to run at random. If there aren't any that match that criteria then all behaviours become fair game. I can see that being an issue if a pony lacks any behaviours in group 0. I'll use the same tweak I described above of ignoring the group restrictions and trying again before also ignoring the "use at random" flags.

>Ponies react absolutely allergic to the edges of the screen, where most of the bugs mentioned above take place.
Let's see if the other fixes have the side effect of making this less of a problem - otherwise I will come back to it later.

>The first pony you'll load in the editor will move the window into the background.
That's.... weird. Fixed for next version though.

Fixed for next version.

Whoops! Yeah you're not supposed to be able to type in there until you select a pony. Fixed for next version.

Fixed for next version.
>> No. 46388
>I checked AJs apples, Spitfires stormcloud and RDs sonic boom and all seem fine. Have you got a specific pony/effect where it wasn't working?
Well yeah, Spitfire's and RD's effects were the ones I noticed it the most. Sometimes it works, sometimes it doesn't.

>Can't recreate this. Any specific ponies/behaviors with ignored links?
Looking at it again, I think it's one of those problems with the screen edges. Sometimes if the pony touches it, it will jump to a seemingly random behavior. I often had it happen with Fleetfoot when she starts her "bigmac-follow" behavior without a BigMcIntosh to actually follow around.

>Hadn't considered groups when I tweaked the mouseover behaviour. That raises the question: If a group lacks a specific mouseover behaviour - should it fall back to a mouseover from another group - or - any decent idle animation from within that group? I guess the latter makes a bit more sense.
Yeah, the later would make more sense.

>I'll admit to having forgot about follow targets. It currently allows those to run if the behaviour is otherwise set up to allow it (chance > 0, can be used at random, etc) and just goes into free roam if no target can be found. I'll have to check to see how that compares to the old system in that scenario. I guess it makes some sense to prevent it if no target can be found.
In the old system, behaviors that were set to follow another pony were ignored when the pony to be followed wasn't present unless it was the only behavior available (like with Tank). In my opinion, that worked pretty well.

>More generally, if when choosing a new behaviour the current group restrictions means there are no choices, then the program ignores both that and the "use at random" flag and just picks from everything. I can make that more sensible by just ignoring the group restrictions to start with before going into desperation mode and picking from anything.
In that case, I do have to wonder what caused this desperation mode to kick in?

>It's initially a random behaviour from the "Any" group allowed to run at random. If there aren't any that match that criteria then all behaviours become fair game. I can see that being an issue if a pony lacks any behaviours in group 0. I'll use the same tweak I described above of ignoring the group restrictions and trying again before also ignoring the "use at random" flags.
In the old system, it would always start with a behavior from the first available group, no matter if it was 0 or something else. At least it looked like that. Would the fix you described help the program do that again? If so, good. :)

Oh, and I just tried starting the program again and it simply crashed with the following error message (v1.43 still works fine, though).

Unexpected Error - Desktop Ponies v1.44
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.ArgumentException: value must contain at least one element.
Parametername: value
bei DesktopSprites.Core.Argument.EnsureNotNullOrEmpty[T](IEnumerable`1 arg, String paramName)
bei DesktopPonies.Options.set_Screens(ImmutableArray`1 value)
bei DesktopPonies.Options.LoadProfile(String profile, Boolean setAsCurrent)
bei DesktopPonies.MainForm.ProfileComboBox_SelectedIndexChanged(Object sender, EventArgs e)
bei System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
bei System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
bei DesktopPonies.MainForm.GetProfiles(String profileToAttemptToLoad)
bei DesktopPonies.MainForm.LoadInternal()
bei System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
bei System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
bei System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
bei System.Windows.Forms.Control.InvokeMarshaledCallbacks()
2014-02-26 00:42:35Z

I can't remember changing anything from when it worked the last time, so I have no idea what caused this.
>> No. 46389
>Can't recreate this. Any specific ponies/behaviors with ignored links?
Ah, forget what I said earlier about this. It doesn't just happen at the edges. Or maybe it's two separate bugs, because something similar, but not quite the same, also happens regularly during the interaction between Diamond Tiara and Silver Spoon. Apparently, when they go from the inital ""bump_(direction)" to the follow-up behavior, the behavior does start, but the animations aren't played. It just plays the idle animations of both characters. Hovering the mouse cursor over one of them interrupts the interaction (is that supposed to happen) and when you move the mouse away, only then it will finally play the intended animation.
>> No. 46392
>Sometimes it works, sometimes it doesn't.
Still haven't caught it not working myself. I'll come back to it again if and when I can put more time into it.

>I think it's one of those problems with the screen edges
I've fixed a bug that could occur if a pony was using a behaviour with a follow target and also an offset from the target - but the target wasn't around. That sounds similar.

>Yeah, the later would make more sense.

>In my opinion, that worked pretty well.
I agree. Done.

>In that case, I do have to wonder what caused this desperation mode to kick in?
Well if there weren't any options for the behaviours the program would prefer to run, it will get increasingly desperate until it will just run whatever it can find.

The version I'm creating now will work like this when switching to a new behaviour at random:
- Try to use a behaviour that is allowed to be used at random, that is in the "Any" group or current group, and if it has a target that target must be present.
- If there are no such behaviours, then try again without the condition of requiring the target to be present (so just random and group matching).
- If there are still no such behaviours, try again with any behaviours allowed to be used at random.
- If there still aren't any, use literally any behaviour.
- If there are no behaviours - crash horribly (because you're not supposed to even be able to start ponies if they have no behaviours!).

>it would always start with a behavior from the first available group
Ok, I'll have it do that. It still follows the same fallback process as above so if the first group hasn't got useful behaviours it's not guaranteed but it will try.

>crashed with the following error message
I'll fix that. It dies because the monitors names in the profile it was trying to load were either missing or didn't match the names of your current setup.

Aha! DTs bump behaviour had a follow target set. It had auto image selection disabled but no behaviours were specified - so the program was falling back to re-enabling auto selection because the config was messed up - hence the use of the standing animation.

I've fixed the configs and added an error check to the new editor which will highlight the error in the future.


I'll probably look to release this in the next couple of days if I don't run across any other crashes or broken things as I'm testing it. If there's still ways to improve how ponies work I'll put that on the to-do list so as not to delay the release since it's got a fair number of fixes that people would probably like to have.
>> No. 46393
Is it possible for someone to create a satyr, like Hope or someone else, walking around? I recently got hooked on satyrs, and would love to see one of them strolling around on the desktop.
>> No. 46394
Okay, sounds great. Can't wait to see the next version :)

>The version I'm creating now will work like this when switching to a new behaviour at random:
Sounds reasonable.

>It dies because the monitors names in the profile it was trying to load were either missing or didn't match the names of your current setup.
Well, I sure didn't change anything about my monitor. Strange.

>DTs bump behaviour had a follow target set. It had auto image selection disabled but no behaviours were specified.
Oh. I thought that, if no other behaviors were specified, it would just use the sprites from the current behavior. Isn't that what it was supposed to do? At least the old version did that.
Now I wonder what other behaviors I might have coded wrong the whole time...

Oh, another thing someone at DeviantArt mentioned was that, even after closing the program, you could sometimes still hear the sounds (if available) of the last active ponies being played at times.
I don't know, that never happened to me in any version, but I thought I'd let you know anyway.

Last edited at Wed, Feb 26th, 2014 18:13

>> No. 46396
So I downloaded Desktop Ponies, and put a few on my screen. My brother wanted a go on my laptop, so I let him. But he closed down the Desktop Ponies window. Now, sometimes the sounds of the ponies I had up play. I use Download v1.44. The only way I have possibly found to get rid of the sounds is restarting the computer, unhelpful if you have a lot of tabs open. How do I stop this?
>> No. 46409
File 139359677411.png - (13.29KB , 599x126 , dp-bug.png )
Oh, another small bug I've found for versions up to 1.43 (since, obviously, I can't check if this still happens in v1.44 until the next version is released).

Every time you go into the editor and save a pony, a "New Version Available!" gets added to the list of links in the main screen.
>> No. 46410
File 139361461877.gif - (13.23KB , 78x94 , slendermane-right.gif )
Slendy wants to haunt your desktop.
>> No. 46415
File 139362322648.gif - (23.28KB , 110x110 , trenderhoof-right.gif )
One more of those lanky ponies.
>> No. 46419
>Now I wonder what other behaviors I might have coded wrong the whole time...
If the manually specified behaviours are wanted but are not set or missing, it is a change that it now falls back to automatic selection, rather than using the images on the behaviour itself. This is because the images from the behaviour probably won't work for both standing and walking animations - so it makes more sense to select automatically.

There were only two behaviours actually relying on the old method though (DTs was one, Pinkie had the other), so I've tweaked them to fix it. Everything else was unaffected by this change.

I'll make a change so that if you return to the main menu, any currently playing sounds are stopped and don't keep going. Hopefully that will fix your problem :)

Yup that'll be fixed too.

The glitch-warping is amazing.
>> No. 46420
Ah, okay then.
Thanks :)
>> No. 46424
>Still haven't caught it not working myself. I'll come back to it again if and when I can put more time into it.
Took another look at it now that the program is working again (all it needed was rebooting my computer...) and I was able to narrow it down a bit. If the first behavior at the start of a pony is one with effects, they won't show up during it. Not as bad as I thought at first, but still.

Last edited at Sun, Mar 2nd, 2014 01:32

>> No. 46425
- Added Slendermane and Trenderhoof by Bot-chan.
- Improve several aspects of how ponies behave.
- When returning to the menu, any sounds playing will stop immediately.
- Fix editor not being able to create a new pony since 1.44.
- Fix pony editor being hidden when a pony is first selected since 1.44.
- Fix a crash from 1.44 that would occur when games ended.

Patch download (a full download can be found in the opening post):

Copy these files over your existing installation. Note that the configs for Pinkie Pie, Diamond Tiara and Silver Spoon have been modified so be careful if you have made your own modifications to these ponies or they will be lost.


You're right! I've fixed that in 1.45.
>> No. 46426
Okay, first of all, huge improvements everywhere. Nice! :)

Still a few things, though:

Ponies still don't like the edges of the screen (even though it's better than before). They occasionally get stuck there, jitter around (something wrong with the collision detection?) and/or enter desperation mode (aka select any random behavior). Also, I noticed that behaviors selected through desperation mode also don't display effects.

Edit: Yup, definitely something wrong with the collision detection, especially with ponies with off-center sprites or behaviors with animations of varying dimensions.

Edit2: Ugh, this new behavior for auto-select... it didn't just cause problems for Pinkie, Diamond Tiara and Silver Spoon after all. Yep, old style ponies are "incompatible" with the new version now.
I'm not blaming you, though. I guess it was just an anomaly of the old system that everyone (or at least me) got used to rely on. And now, there are so many ponies to check. Yay.

Last edited at Sun, Mar 2nd, 2014 15:17

>> No. 46427
I didn't want to break the auto-selection. I think I'll take a closer look at exactly what the old system was doing versus the new one. I'd rather switch it back than break everything.

I was only aiming to have a graceful fallback for configs which were a bit screwed up. A bit like how if the min and max duration are the wrong way around, the program will swap them for you. If all the currently valid configs are doing weird things, then that's the fault of the program and not the configs.

Collision detection I'll look into at some point.
>> No. 46428
Eh, like I said, it was probably just an anomaly of the old system which let some minor coding mistakes slide and now that the new system is in place, they come back to haunt me. But the program glossing over those problems should be no reason for sloppily coded pony.inis, so yeah, not really looking forward to checking all those ponies, but if that's what needs to be done, then okay.

Now, the program automatically re-enabling auto-select even when it was disabled in the pony.ini is still something I find strange, because that's an anomaly that goes against the coder's wishes. Buuuut eh, that's just me, and since this only affected a few ponies, it's probably no big deal.

About the collision detection: Back in the era of DesktopPonyGuy, I once suggested that the ponies should maybe use a simple hitbox for their collisions instead of relying on the sprite boundaries. This would probably require an additional line of code in the pony.inis specifying the approximate size of the character, but since most ponies are based on the default templates anyway, this could be optional, defaulting to a set size if omitted (to ensure compatibility with older ponies).
Or just, you know, have the ponies not go crazy if their sprites ever so slightly overlap an area they are not supposed to be in. Whatever is easier to implement. At the very least, it shouldn't cause them to enter desperation mode.

Last edited at Sun, Mar 2nd, 2014 16:41

>> No. 46429
A lot of adjustments for the Mane 6 and a few other characters.
>> No. 46433
Well, I made another quick change to Applejack (downloadable at the above link). I hope I didn't miss or goofed up anything else, but if you find something, please let me know.

Sorry, I just noticed another thing. Sometimes, the effects get drawn in the wrong place or facing the wrong direction. If it's a repeating effect, only the first one seems to have this problem.

Last edited at Wed, Mar 5th, 2014 11:56

>> No. 46476
>Ponies still don't like the edges of the screen
Changed it so it won't go straight into using desperation mode. It will now try and respect the rules for the current group, etc.

I've fixed two issues that would cause ponies to sometimes jitter around on the boundary. After running everypony for a few minutes I didn't notice any ponies getting stuck so that seems to have done the job.

As far as effects go, that was intentional. If a pony is being forced to return to the zone I didn't think that running effects for whatever behaviour I forced them into was sensible. Happy to have my mind changed on that though.

>Yep, old style ponies are "incompatible" with the new version now.
Let me be sure we're talking about the same thing here. Try setting up a pony to follow a target and untick auto image selection. Don't actually choose anything from the drop downs for the behaviours. Try saving - you'll get a warning saying you need to choose something from the drop downs (or tick the auto selection). That warning has been around a long time.

You can cheat this warning by mucking with the config line manually (or if you made the config a really long time ago before this warning was there).

If you've got such a config, you'll experience the change where I'll pretend you ticked that box so your config makes sense. I'm only reactivating it against you wishes because the config does not make sense. It really did only affect the ponies I mentioned.

The second editor (the one that opens when you press the # key on the main menu) has an automated check for this now. If you need to check some OC ponies just open it and look for the yellow icon that appears when a config has some problems. That should help you fix anything that is affected.

Coming back to why I'm mentioning all this - I fixed the affected ponies (I used that second editor to find them in the first place) and as far as I am aware everything is fixed now.

If we are actually talking about the same thing - then I hope the second editor saves you some time checking things over!

If something is still acting weird with following and auto image selection, but the second editor says the config is fine, then that's a separate problem and I've definitely broken something that I didn't want to break. Please let me know exactly how it's wrong if that is the case.

Sweet I'll add in those changes.

Nice catch on the effects. I've fixed those.
>> No. 46479
>You can cheat this warning by mucking with the config line manually (or if you made the config a really long time ago before this warning was there).
Yeah, that's probably the problem. I prefer to code the ponies manually, then use the editor to test and fine-tune them. So, if I press the validation-button and everything seems to be in order, I assume that everything works as it should.

Yeah, the new editor is much better in showing those mistakes, but since it's still a hidden feature (which I simply forgot how to activate) it couldn't help me there (or I would have taken care of the ponies with yellow warnings in my update pack).

>Please let me know exactly how it's wrong if that is the case.
It's just that, with the new system, ponies behave somewhat differently than they used to. I'm not saying that that's a bad thing, just that it can lead to some unexpected results when something worked in the old version and not - or differently - in the new one. But that's why I decided to update some of the ponies.
>> No. 46480
Yeah I don't like the second editor enough to force it on people. But eventually I'll try and get some of the useful features like the validation introduced into the current editor.

Until then I'm just going to leave it secretly for those who can make use of it.
>> No. 46481
Made another pack of updated pony.inis. Get them here:

Please tell me if I missed/screwed up something.

Ah, remember the bug that would still play sounds after the program was closed?
Yep, it happened to me for the first time, now.
Checking the task manager confirmed that the program itself was closed, but there was still a process active for Desktop Ponies.exe. Closing that manually was no problem, but maybe you still want to take a look at it.

Last edited at Sun, Mar 9th, 2014 14:46

>> No. 46489
- Added Fili-Second gallop animation by Bot-chan.
- Fixed a bug in the editor that was preventing renaming of behaviors, effects and speeches.
- Improved how ponies react when at the screen boundary.
- Fixed initial effect sometimes deploying in the incorrect location.

Patch download (a full download can be found in the opening post):

Copy these files over your existing installation. Note that several configs have been modified so be careful if you have made your own modifications to these ponies or they will be lost.


I've included your config changes in the new version.

I threw in some extra safeguards around sounds - but I've literally never had this problem so it's hard to guess what's causing it.
>> No. 46493
Ah yes, it looks much better now. Colliding with the screen boundaries still doesn't work perfectly at times (especially during fast movements like RD's sonic rainboom), but it's a vast improvement over how it was before. :)

Yeah, the sound-bug is pretty odd. For the longest time, this never happened to me. Now however, I think I narrowed it down (or at least I can recreate it).
The problem seems to occur when you close the program using the tray icon menu instead of using a pony's right-click menu. For some reason, the process will keep running then.

Another minor bug is that you can't take control of a pony outside of the games anymore, but yeah, who does that anyway... :P
>> No. 46495
File 139465352962.gif - (12.96KB , 130x102 , doctor whooves hourglass.gif )
An OLD animation which I began working on during 2011 and then left unfinished after other person completed a similar one.
Recently this was brought to my attention, so I decided to unearth this old thing and finish it for once and all.

This is the first completed version, so C&C will be apreciated to polish what still may need to be polished.
>> No. 46496
File 139465375915.png - (31.89KB , 500x500 , sunset shimmer happy.png )

I love it.
>> No. 46497
You can see some parts of previous frames left in some of the later frames.
>> No. 46498
File 139466045514.gif - (27.77KB , 130x102 , hourglass.gif )
Yeah, Animation Shop Pro tried to use it's image optimization to save size space and look what happened.
As Dr. Evil would say, "Optimization"

This one should be better.

Last edited at Wed, Mar 12th, 2014 14:52

>> No. 46499
Could describe how the fast movement is being weird? I set Ace's speed to 25 and watched him zoom around for a while without getting stuck, jittering or doing anything that looked weird to me.

Nice catch on the sounds - that was indeed the problem. You're meant to return to the menu if you close the window - must've accidentally broken that at some point, hence the ghost sounds.

I accidentally left control disabled - ha. Now re-enabled outside of games again.
>> No. 46500
Whoops, you're right. I tested it by reducing RD's sonic rainboom speed to 5 and she still drops out of it when she hits the edges, so it's not the speed's fault but most likely just the same old problem with asymmetric image centers/irregularly sized sprites. Sorry for the confusion.

But yeah, that's basically it. No jittering around anymore or endlessly repeating the same thing, just going into a different behavior.

Last edited at Wed, Mar 12th, 2014 16:37

>> No. 46501
Ah yeah that's it. The asymmetric centers mean when a pony flips between left/right at the boundary the image might now be partially out of zone, so their behaviour gets interrupted since they get told to head back in zone.

I've changed things to handle that scenario better. RD zooms gracefully now :)
>> No. 46502
File 139467620126.gif - (16.69KB , 106x96 , clone doctor trot right.gif )
Blue suit, blue tie? Enough reasons to assume this guy is the clone born from the Doctor’s severed hoof.

Fun fact (well, not so fun actually D:): I took the bother to make an entirely new head for Doctor Whooves to match better his animated counterpart, and those godamned 3-D glasses covered almost all of it.
>> No. 46503
Well, I guess the glasses are just for that one animation, so it's not that bad. And it looks nice :)
>> No. 46504
File 139472574645.gif - (16.03KB , 106x96 , doctor trot right.gif )
This is the glassless version.
>> No. 46505
Yup, nice :)
>> No. 46506
Maybe you could make the glasses a bit see-through so you can see more of his face.
>> No. 46508
File 139476113119.gif - (17.13KB , 106x96 , clone doctor trot left.gif )
Well, I tried to do that but since the lens and his iris are both blue... so yeah.

Of course, that isn't a problem when he's running to the other side.
>> No. 46510
File 139476826412.gif - (31.50KB , 130x102 , Hooves sandclock.gif )
I also went and added another blinking action to this guy because I thought he was spinning his sand clock too fast.

Rooster, this should be the one to be used to replace the old sand clock animation from 2 years ago.

My God, 2 years.
This guy was sitting on my hard drive for 2 years, patiently waiting for the day to be finished.
>> No. 46511
The spinning looks fine, in my opinion. But maybe have the sand trickle a bit slower if possible?
>> No. 46512
File 139481875033.gif - (46.43KB , 130x102 , new hour glass doctor.gif )
Well, this should make it last a little longer.
>> No. 46513
Nice :)
>> No. 46514
Yeah I guess it wasn't as good as I thought it might be. I'll let you do whatever is best.

Yeah I can add it - just point me to the finished files you want me to actually include when you're happy with everything and I'll throw them in.

Will you be updating the existing animations with the new head so the style matches, or is it just the hourglass/3D glasses I should look out for?
>> No. 46515
I will update all animations of course. :P
>> No. 46516
File 139484169773.gif - (11.89KB , 78x84 , clone doctor blink right.gif )

Ok, it's done. Check my thread at our forum for a .rar pack with all of those updated animations.

I managed to get a better result out of your suggestion as well.

Last edited at Fri, Mar 14th, 2014 17:02

>> No. 46520
File 139492682822.gif - (14.27KB , 76x78 , happy maude blink right.gif )
Oh, why not.
>> No. 46521
File 139493745584.gif - (11.03KB , 106x96 , maud pie happily walking to the right.gif )
Yahoo wheeee.
(Thanks to deathpwny and supersaiyanmikito for the walking animation template.)

Last edited at Sat, Mar 15th, 2014 19:40

>> No. 46522
Hmm, I think that her tail or at least her dress should move just slightly. As it is, it looks a bit stiff.
>> No. 46523
I tried to move her tail and dress but it looked... weird.
>> No. 46524
File 139494470174.gif - (11.04KB , 106x96 , dress_moving.gif )
I have to agree that it would look better with a little movement. For the tail I would just have it move a little on frame 3 or 4 then back again on frame 9 or 10. (I used frame 4 and 10 for the animation I made with that base but I think 3 and 9 also would look good) I messed with the dress a little to try and make it look less stiff for you.
>> No. 46525
I like that.

I will see if I can make her head bob a bit as well.
>> No. 46526
File 139500188637.gif - (11.02KB , 106x96 , maud bob.gif )
It's a start I guess.
>> No. 46527
Eh, she reminds me of a pigeon now.
>> No. 46528
File 139501958882.gif - (10.94KB , 106x96 , maud walk again.gif )

Ok, I gave her a little tail move based off the walk animations from the cartoon.
>> No. 46529
Yeah, in my opinion, just animating the tail works much better than animating the head. :)

Last edited at Mon, Mar 17th, 2014 03:29

>> No. 46532
Some new animations for our favorite panicky pony. :)

Get her here:
>> No. 46534
File 139520052972.gif - (58.22KB , 86x72 , seabreeze2-right.gif )
Seabreeze joins the Desktop ponies.
>> No. 46535
File 139520745467.gif - (6.70KB , 74x82 , first doctor blink right.gif )
Hmm? Hmm!
Why, oh why this guy had to be created with an eyeburning green coat?

This is his first version, so there's plenty of room for improvement, yes?
>> No. 46541
File 139527472473.gif - (20.29KB , 110x100 , zecora-trot-right.gif )
Some of you may remember my alternate version of Zecora. Well, turns out that her coat had a weird red tint which I didn't really notice before (thanks to my less than stellar monitor). But now, I've finally fixed it. Also, I made some changes to her pony.ini.
>> No. 46542
File 139528238992.gif - (18.67KB , 110x100 , redheart-trot-right.gif )
I know that there's already a Nurse Redheart included with the program, but after making Snowheart and Sweetheart, I also wanted to make my own version of Redheart, just for fun. :)

Enjoy :)
>> No. 46550
Did the file size decrease or something? Or am I going crazy?
>> No. 46560
File 139551290422.gif - (14.30KB , 106x96 , first doctor trot right.gif )
First version of the old bat running around. (I had considered to make a walking version as well but that will have to wait for a while.
I also gave him a less severe expression than my first version because some people commented that while Hartnell’s Doctor was a stern and grumpy character, he wasn’t THAT severe.

>> No. 46567
File 139564489180.gif - (21.33KB , 110x100 , fleetfoot-wonderbolt-trot-right.gif )
Wonderbolts updated with uniforms (for those that lacked them) and a team interaction:

Also, a slightly different take on Babs Seed:

Enjoy :)
>> No. 46568
Nice Babs Seed and NO, I'm not offended by your new and improved version. (Why should I, man?)

Out with the old, welcome the new, all that stuffolia.
>> No. 46569
Eh, you know, I just don't want to look as if I didn't appreciate the work you and others put into the sprites.
Good to know that you're okay with it, and thanks. :)
>> No. 46570
All people working in this project already knows that old animations have been replaced with improved versions on several ocassions, man. This project never stops evolving and that's one of the things that makes it amazing.

Now, I can't remember if we already have Coco Ponnel or not.
>> No. 46572
Yeah we already have Coco Pommel but I'm not too happy with the front part of her mane for the trot and stand. I was thinking about going back and changing it a bit but feel free to improve it if you want.
>> No. 46576
You should know the drill by now: this pack contains small updates for 28 characters.

As always, if you think that I messed something up, please tell me.
>> No. 46577
no matter what browser I use, I can't get to the desktop ponies site. Am I missing something?and I really don't want to make the new characters from what I can scrounge up from Deviantart, so if you can't help me with reaching the site, could you make them availible from multiple locations?
>> No. 46578
Yeah I have the same problem. It's your internet provider. It got flagged as a malicious site when it got taken over a while ago and they won't let you access it. You can use a proxy to view the site and get the downloads though.
>> No. 46580
In general, if there are animations worth updating in the official release, I have no problem with that if you guys are in agreement on it (even if that means replacing somebody else's previous work).

Since the last version, I've added Doctor Whooves (the new glasses and the updated stuff), Seabreeze, the new Lily animations, the Wonderbolt pack and Bot-chan's Update Pack 3.

I haven't done anything with the alternate Zecora, Redheart or Babs Seed. Nor Maud Pie or the first Doctor.

So if there's something in that list you would like to have included in the next release, please point it out (and ensure I have obvious links to the files to use or I'll doubtlessly screw it up).

Then once you're done throwing new ponies at me for a bit I'll release an update with everything in it.

The new ponies will eventually get bundled into a next release of the program, so provided you don't mind waiting a little bit you can download the new version when it's out.

If you don't want to wait, try StarStep's suggestion.
>> No. 46583
Ah, that reminds me of another small thing I noticed: When a character's behavior is set to follow another pony, but with the speed set to 0 (so it doesn't move), the first character doesn't seem to follow the second at all and often just looks in the wrong direction.
>> No. 46584
That's a fairly bizarre scenario I suppose. If you have a target to follow but can't move, what should happen? Staying still doesn't seem unreasonable to me.

I can change it so the pony will face the correct direction as the target moves around, even though they are stuck to the spot.

Is there a legitimate scenario where you need a stationary behaviour and a target and still need it to move somehow? I'm curious.
>> No. 46585
Uhm, no? Staying still is perfectly fine. It just should look at the target.
>> No. 46587
I'm being a derp. Yeah I'll have that happen.
>> No. 46588
Your suggestion would have been interesting, though. We could call it RoosterDragon's movement and put it right next to Schrödinger's cat. :P
>> No. 46596
File 139624472183.gif - (29.64KB , 68x74 , granny-smith-idle-right.gif )
I may not have access to any magical tonic, but that's no reason to not give Granny a small update.

I removed the animation where Granny would fall asleep standing (it was cheap anyway) and made all the other sprites more show-accurate.
>> No. 46602
- Added new and updated Doctor Whooves animations by Anonycat.
- Added Seabreeze by Bot-chan.
- Added new animations for Fleetfoot, Soarin', Spitfire and Surprise by Bot-chan.
- Updated animations for Granny Smith by Bot-chan.
- Added Lily panic animations and an updated Mrs Sparkle idle animation by Bot-chan.
- Setting up the screensaver has been made easier.
- Creating a new pony in the editor has been streamlined. The new pony will appear without having to reopen the editor.
- The dialogs for creating new behaviors, effects, speeches and interactions in the editor have been improved.
- Improved how ponies with custom image centers react when at the screen boundary.
- Fixed not being able to take control outside of games.
- Fixed a bug where closing the Desktop Ponies window would not return you to the main menu.
- Reduced memory usage on Windows.


Some fairly significant config file changes mean there's no patch for this version. Sorry about that. A link to the full download can be found in the opening post.
>> No. 46605
Nice update. And yes, for the most part, ponies react much better to touching the screen boundaries.

There are some problems with some of the teleporting characters (Twilight Sparkle, Sunset Shimmer and Mare Do Well) and their 1x1 pixel big transit.gif, but simply making that file have bigger dimensions fixes it, so that's no biggie.
>> No. 46608
So many ding dong dang UPDATES!!!
I feel like this is going to take over my secondary hard drive if I don't delete the old versions...
Still love these annoying pests!!! (Oh, you know what I mean...)
>> No. 46613
Nice catch. The issues you're seeing are related to the fact if ponies go outside the area, their current behaviour is interrupted because they get forced to walk back to the allowed area. On the plus side that is a failsafe intended to stop ponies drifting offscreen and never coming back so the fact it's kicking in is better than letting them escape at least.

Anyway, the fact it's happening is actually indicative of some subtle bugs that I've had to fix because they affect more than just 1x1 images. So that'll be in the next release.

Making their transit images bigger is a decent workaround until then, though.
>> No. 46615
Okay then.

But I just found another strange bug that, as far as I can tell, only happens with Princess Twilight. For some reason (and apparently only during the behaviors "walk", "walk-wings" and "fly", the program will show mirrored left sprites when Twilight moves right instead of the actual right sprites. None of the earlier versions of the program did that. Any idea what's up with that?
>> No. 46616
The program will now check for images that are mirrors of each other, to save on memory by only loading one instead of both where possible.

Looks like the ones you pointed out are being incorrectly detected as mirrors, even though they have differences. I'll fix that.
>> No. 46618
Wouldn't it make more sense to make having images for both directions optional and only use this auto-mirror feature when one of them is missing?
It could also be used to reduce the file-size by removing the then redundant mirrored sprites for many ponies.
>> No. 46619
It certainly would make way more sense, but other ports would no longer be able to use those config files.

At the moment, ports can ignore new features in config files they don't know about and still work (hopefully, anyway). But leaving out an image would definitely cause them to break.

What you suggest is a totally sensible idea otherwise, though.
>> No. 46620
Ah, okay.
>> No. 46621
Did you guys consider making animation sprites for games? Perhaps with price tags per animation loop.
>> No. 46630
- Improved how behaviors with small images act when near the screen boundary.
- Improved how ponies are deployed from and recalled to houses.
- Fix an issue from 1.47 that would cause a pony to wrongly use a mirrored left image when facing right rather than the actual right image.

Patch download (a full download can be found in the opening post):

Copy these files over your existing installation.


Just a small update to squish a few minor issues.
>> No. 46632
Nice. :)
I had the program crash once when I tried to return to the main menu after letting some of the ponies roam around a bit, but I didn't actually see anything wrong and I haven't been able to recreate it so far.
Here's the error message, anyway:

Unexpected Error - Desktop Ponies v1.48
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.ArgumentOutOfRangeException: Positive Zahl erforderlich.
Parametername: bytesAllocated
bei System.GC.RemoveMemoryPressure(Int64 bytesAllocated)
bei DesktopSprites.SpriteManagement.AlphaForm.ReleaseBuffers(Boolean disposing) in c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesSpriteManagementAlphaForm.cs:Zeile 165.
bei DesktopSprites.SpriteManagement.AlphaForm.OnResize(EventArgs e) in c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesSpriteManagementAlphaForm.cs:Zeile 116.
bei DesktopSprites.SpriteManagement.WinFormSpriteInterface.GraphicsForm.OnResize(EventArgs e) in c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesSpriteManagementWinFormSpriteInterface.cs:Zeile 63.
bei System.Windows.Forms.Control.OnSizeChanged(EventArgs e)
bei System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
bei System.Windows.Forms.Control.UpdateBounds()
bei System.Windows.Forms.Control.WmCreate(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.Form.WmCreate(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
2014-04-11 21:04:39Z
>> No. 46640
Anyone could update QT-Ponies with the new pones?
>> No. 46642
What's that?
>> No. 46643
Fix is in the next version.

You should be able to just drop the new ponies into QT Ponies and have everything work.

Download Desktop Ponies (link in the opening post) and extract it. You can copy the files from the Ponies directory into the folder that QT Ponies looks at (by default it is a folder in the same place as the QT Ponies program named "desktop-ponies").

Alternatively go to the config section on QT Ponies and change the pony data directory to the Ponies folder you just downloaded.

It's a port.
>> No. 46651
File 139769964817.gif - (13.55KB , 106x96 , observer trot right.gif )
Heyo, I'm back and I bring with me the most difficult character ever to animate, his mane and tail were a pain to pixelate (Heehehehe)
>> No. 46652
File 139769970268.gif - (8.99KB , 58x82 , observer blink right.gif )
This guy will pop out whenever the person using DP decides to open a new window to browse for porn, hehe.
>> No. 46653
File 139775305822.gif - (9.97KB , 106x96 , DJ-#-Dancin'.gif )
>no vinyl...
sad timez
>> No. 46654
nvm found her
>> No. 46655
File 139775443936.png - (436.26KB , 800x776 , DJ-,,,-Huh.png )
Um.. am I the only one with problems getting it to run on my mac?
>> No. 46656
Please don't hijack the thread with nonsense.
It's the only active project we have left.
>> No. 46660
File 139776359671.png - (183.60KB , 900x952 , DJ-+-That'sCute.png )
I don't think that >>46655 is nonsense. But yes, my initial post was silly. I like silly, so I'll continue to be so. This doesn't change the fact that I want a tiny Vinyl Scratch on my Mac desktop, and the mac version thingy isn't working. Do you know how to fix it? I'd really appreciate the help.
>> No. 46661
Pierce Smoulder?
Is that you under another new new new name?
>> No. 46662
File 139776682485.png - (251.79KB , 1726x1742 , DJ-~-PostHammered.png )
uh... no, never heard of him... I've been here since summer of 2011... I'm ooooooold... I've just been gone for a while.
>poses like an old pony...
>> No. 46663
If you describe the problem in more detail, I may be able to help. Can you describe what you tried to do that didn't work, and what happened instead?

If there was an error message of any sort, can you provide that?
>> No. 46664
Can you stop the avatar playing at least?

You are eating up space for the new DTP contributions.
>> No. 46665
I didn't know that was a rule, but okay.

Yes, here:

Missing method SetProjectError in assembly /Users/danegraphics/Desktop/OLD Desktop/Boards/Desktop Ponies v1.48/Desktop Ponies.exe, type Microsoft.VisualBasic.CompilerServices.ProjectData
exception inside UnhandledException handler: Could not load file or assembly 'Microsoft.VisualBasic, Version=, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
>> No. 46666
I assume you downloaded the mono MRE installer per the instructions. I was under the impression this would include everything that was needed but it appears either I was wrong or they've changed what is included.

Could you try the MDK installer instead (it includes some extra things) and see if that fixes your issue. If so I'll have to update the instructions.
>> No. 46671
Yeah. I tried the MDK, I tried the normal, and I tried the last stable. The MDK and the normal both give major errors. The last stable only gives this simple error here.
>> No. 46672
If I recall correctly the 2.10.x versions were a bit iffy on Mac when trying to run Desktop Ponies. The 3.x versions were much better.

Could you uninstall mono (just in case the major errors you were getting were from trying to install different versions at the same time) and then try installing MRE 3.2.7. That was the version that came before 3.4.0.

If that still fails it may be worth trying 3.2.1 since that's what I have noted in the readme as working.

I'm still working on the assumption the Microsoft.VisualBasic assembly that is reported as missing isn't present in the 3.4.0 download for some reason. The docs say it's in there but it's clearly not.

Sorry for all the fuss.
>> No. 46675
File 139789935994.gif - (1.74KB , 160x160 , moon.gif )
With so many ponies getting sent to the moon it is only appropriate we have their home available on Desktop Ponies.
>> No. 46677
File 139796675728.gif - (7.86KB , 260x360 , Carousel_Boutique.gif )
Because a fashionable pony deserves a fashionable house
>> No. 46679
Ohh, very nice.
>> No. 46682
I noticed something. When you try to use the pony filter to show a specific set of ponies, if you click on 1 of all ponies it still selects all the ponies in the program instead of just the filtered ponies like it used to do.
>> No. 46688
OK. Guyopios, your friendly grumpy cat needs some help here.

Yesterday, StarStep asked me to submit my lastest animations to this group with their .ini files included and just then it hit me.

I know jack about pony .ini files beyond the basic stuff, so I would appreciate some help about how to add special behaviours and special conversations to trigger stuff among certain ponies.
(Basically, Icepack hitting on the mares and a special interaction where Lily is scared and runs away, plus some interactions where the First Doctor snarks at his replacements, etc.)

Also, I noticed the third and eleventh doctors were axed from the program, what happened there? o_0

Well, that.
>> No. 46689
Well, I'm pretty good at the whole ini stuff, just not as good at explaining things, but ask away and I'll try my best to help you.

As for your problem with interactions, there's really no such thing as a "special" behavior when it comes to coding it. Just create the behaviors in the pony.inis as you'd normally do for all ponies you want to interact. Just make sure that the behavior's name is the same for all ponies and that it's set to not start randomly.

Now "interactions.ini" is where the real magic happens, and fortunately, it contains explanations for all the different values. It's here where you can choose the pony that should start the interaction, the ponies they'll interact with and of course the name of the behavior that should be played when the ponies interact (that's why they all must have a behavior with the same name).

I hope this helped you at least a little bit. :)
>> No. 46690
It keeps trying to create a new pony folder inside of the one where I have the images I'm using, then it crashes.

Oh well, time and trial will tell me what am i doing wrong. (I would appreciate some "for dummies" example of how to make the first Doctor follow the tenth one and say "The lastest model, eh? Hmm... Good, good! Heh heh." once they both met, by the way.)
>> No. 46693
Hmm, I'm not sure what happens there.

What you can always do is copy one of the other ponies pony.inis into your folder and then edit that instead of doing everything from scratch.

Now your interaction idea really depends on what exactly you want to do. If you just want your Doctor to say that phrase and follow the tenth one around a bit, you don't even need to make an interaction. Just make a normal walking behavior, make it follow Dr. Whooves (under the "Follow/Goto" column assuming you're using the editor) and give it a "Starting Speech" that is set to not run randomly (the speech, not the behavior which, in fact, should be allowed to run randomly).
This behavior will now only be triggered if Dr. Whooves is around.

Now, if you actually want Dr. Whooves to react to your Doctor (or you want the interaction to only be triggered if both ponies are within a certain distance from each other) it's not much more difficult. You pretty much do the same thing as above for your Doctor, except now you also have to give Dr. Whooves a behavior of the same name, both ponies behaviors have to be set to not run randomly and then you have to edit the interactions.ini as I explained before.

... which may not have been the "for dummies" kind of example you were looking for. Sorry.

If you want to see examples of how it's done, Lily has the "follow Daisy" behavior (which is all pony.ini without the need for editing interactions.ini)

For actual interactions, just look at the various behaviors of Fancypants talking to the Mane 6.

Last edited at Mon, Apr 21st, 2014 16:08

>> No. 46696
alright, I got it working. but there's still a problem. And I go that problem fixed as well.

When I unzipped it, I used a program that doesn't organize the folders as it should (being that they're windows folders) so it just dumped everything together, and the program crashed saying that it didn't find the ponies folder, so to test I fixed one of them by putting it the way it ought ot be, and it worked. so I just redownloaded, unzipped with a better program, and everything came out good. It then worked perfectly. Thanks!
>> No. 46704
I hadn't even noticed I'd accidentally removed that behaviour. I'll have it respect the filter again since that is indeed pretty useful.

I can't say I recall what might have happened to the Doctors. Were they ever part of the core download? I probably just screwed up somewhere if they were. If it's just me being an idiot throw me a link so I can add them back in.

Are you using the latest version? If so can you describe in a bit more detail exactly what you tried to do, and if you got an error message when it crashed can I have that?

Could you confirm if that was by using the 3.2.7 MRE package, or if you did something else? I'd like to update the readme accordingly.

Also thanks for the heads up about the unzipping thing. What was the better program? I'll probably add a specific message about this so hopefully if anybody else suffers this problem in future it will be easier to deal with.

Glad it's working at last though. :)
>> No. 46705
>Could you confirm if that was by using the 3.2.7 MRE package
Yes it was. I might test the 3.4.0 again to see if the problem before was folder organization related.

Now, anypony unzipping on their mac should NOT use: Archive Utility, or iZip Unarchiver. The unzipper that I suggest is The Unarchiver, as it is the only that properly extracts the folders.
>> No. 46706
mono 3.4.0 confirmed as working on the mac. The unzip folder issue is what caused the original issue with it. All is well now.

I've got a tiny Vinyl Scratch dancin' around here on my comp. She's so cute :3
>> No. 46707
I'd like to be able to modify the behavior of my tiny scratch. Something she seems to be doing to much to the point of repeating incessantly sometimes is openin' up her DJ-decks. She sometimes does it three times in a row non-stop. I'd like the frequency of that to go down.

And sometimes I wished she would walk at the speed she walks. It just seems too slow for me. What do?

>in other words, I'd LOVE to know what the variables in this line here means. :)
>> No. 46708
For your problem, this part is relevant:
>Behavior,"walk",0.2,15,10,2, [...]
The first number, "0.2", is the probability of this behavior happening, so if you want something to happen less often, just use a lower number.
"15" and "10" are the maximum and minimum duration of the behavior.
"2" is the speed the pony moves during that behavior, so if you think that she walks too slow, use a higher number. "3" is common for most ponies.

I hope this helps.

Speaking of things that got accidentally removed, Derpy's pony.ini used to have a detailed explanation of the various parameters. While I agree that this was probably not the best place for it, it's still information that I think should be included somewhere with the program (and maybe updated to fit the current version).

Last edited at Tue, Apr 22nd, 2014 07:31

>> No. 46709
File 139817746820.gif - (25.26KB , 110x100 , rarity-c-trot-right.gif )
Eventually, I'd like to incorporate this into regular Rarity once I figure out how to do it best, but meanwhile, here she is as a separate character.

Enjoy :)
>> No. 46710
Thank you! That helps!
>> No. 46711
Actually, um... strange glitch. Every line I edit seems to cease to happen. If I edit Vinyl's walking speed, Vinyl never walks. If I edit her chances of doing something, she never does it. It's like any line different from the original cancels the entire line out.
>> No. 46712
File 139818114966.txt - (2.84KB , pony.txt )
O...kay? I have no idea what's happening there. Maybe the program screwed up the file somehow when saving it?
Anyway, I edited the file hopefully to your liking. Just rename it to pony.ini and see if that works.
>> No. 46713
The program will attempt to fix config lines with minor problems and outright ignore config lines it can't fix somehow. On Mac sadly there isn't any way to know this has happened apart from the line never seeming to get used. It would seem there is something about the file the program doesn't like since your edit that is causing it to be ignored.

I imagine it might be an issue with line endings in your case (i.e. Windows style v Unix/Mac style).

Yeah I did strip out comments in all the pony.ini files a while ago. I will try and provide some proper documentation of the format somewhere.
>> No. 46714
Well... that fixed it. strange...

makes sense, but is still strange because I'm editing it in a plaintext format and saving it the same way. There really shouldn't be any difference. But something I have noticed is that when I undo editing, the editor highlights the parts of text that were changed, and strangely, it seems to highlight more that one part of the line, usually the quote marks on file names and such... so if there's a problem, I think it might be with that. Editing a windows text on a mac really shouldn't do that, but oh well. Thanks for the help!
>> No. 46715
Well, figured out the problem. I got TextWrangler, and when I looked I could see that when textedit edits something in the line, it "updates" the first quote mark to either side of the edit to the Mac format, and therefore, the line ceases to read correctly. Something to be careful with.
>> No. 46717
File 139829722665.gif - (26.26KB , 110x128 , twilight-starswirl-right.gif )
Contains updates for 17 ponies, including hoof-stitched Starswirl costumes for both Twilights.
>> No. 46718
Why does this site never open for me?
>> No. 46719
Apparently, it's a problem with some internet service provider(s). Maybe try using a proxy.
>> No. 46722
File 139849337502.gif - (10.86KB , 92x70 , applebloom-gallop-right.gif )
Added gallop animations for Apple Bloom, Sweetie Belle and Scootaloo.

Also made some fixes to (mostly) the search categories for some of the characters.

Get both here:
>> No. 46723
As requested some (up-to-date) information on what's in the pony.ini and interactions.ini files:

It's boring but I hope useful to all 3 of you who might want to read such a thing.

Fairly sure there'll be some areas where I've not explained things well so point them out if you need me to clarify something.
>> No. 46725
File 139854819655.gif - (9.01KB , 94x82 , wheat grass idle right.gif )
Straight from the IDW comicbook, here comes Wheat Grass, on her first -definitive- version.
This girl gave me two huge headaches: One, the comic never showed a clear view of her tail, so I had to guess by myself how would it look sideways.
And two, her long mane. God, the bloody thing covered her entire body and made her clothes invisible, so I decided to take one comic panel with her entire mane combed to a dide and stick to it.

I'm working on the pony .ini files, by the way. (Thanks for the info, Rooster! Not having english as my first language can get in the way when people tries to explain new stuff to me, so your doc helped me a lot.)

Last edited at Sat, Apr 26th, 2014 14:40

>> No. 46728
Hmm, definitely interesting. Thanks :)
>> No. 46731
Oh, I just noticed that the program seems to have problems with very fast animations now. If a gif is made of frames with a duration of 0.02 seconds (like the flaming part of the raging Twilight animation) it will skip every second frame. Has it always been like this?
>> No. 46732
The program animates at 25 fps, I chose this speed because the vast majority of the animations have frames with a delay of 0.04 seconds or longer (and 0.04 seconds per frame = 25 frames per second). But pretty much any value would be possible.

An animation with a 0.02 second delay needs 50 fps to display each frame individually. Since we're only churning along at 25 fps that explains why you're only seeing every other frame.

Historically the program did animate at 30 fps until about 5 months ago, and in the very early days it was 20 fps.

Nothing has changed recently though.
>> No. 46733
I see. Thanks for the clarification.
Ah, so the program used to animate a little faster. This might explain why I didn't notice anything wrong earlier. Now I have to decide if it's worth editing some of the animations with very short delays, but fortunately, this shouldn't affect too many of them.
>> No. 46735
Aha! I always had the feeling that something was a little off about the way the ponies moved since v1.44, but I couldn't quite put my finger on it. But along came your techdoc, and with it, the epiphany.


V1.28 introduced variations in the angles ponies could travel in (the readme mentions a range from 50 to 15 degrees). But currently, they seem to be strictly stuck at 45 degrees again, which looks a bit stiff at times.

Also, another one of those strange error messages that pop up after closing the program (per right click menu on a pony). As with the last one, I didn't actually see anything wrong, but maybe it helps you anyway:

Unexpected Error - Desktop Ponies v1.48
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.ObjectDisposedException: Auf das verworfene Objekt kann nicht zugegriffen werden. (translates roughly to "The discarded object cannot be accessed")
Objektname: "GraphicsForm".
bei System.Windows.Forms.Control.EndInvoke(IAsyncResult asyncResult)
bei DesktopSprites.Core.ControlExtensions.EndAndDisposeAsyncResult(Control control, IAsyncResult asyncResult) in c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesCoreControlExtensions.cs:Zeile 143.
bei DesktopSprites.Core.ControlExtensions.SmartInvoke(Control control, MethodInvoker method) in c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesCoreControlExtensions.cs:Zeile 25.
bei DesktopPonies.MainForm._Lambda$__94() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:Zeile 775.
bei DesktopPonies.MainForm._Lambda$__93(Object a0) in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:Zeile 775.
bei System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bei System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
bei System.Threading.ThreadPoolWorkQueue.Dispatch()
bei System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
2014-04-29 00:18:04Z

Last edited at Mon, Apr 28th, 2014 17:43

>> No. 46736
Last I checked less than 3% of frames used a delay of 0.03 or less, so yeah hopefully not too many.

If you need a list of affected images let me know.

So they did. I've re-added that with a range of 15-75 this time so it's more balanced between the vertical and horizontal directions.

As far as that error goes that's also fixed in the next version.
>> No. 46737
Hmm. For movements that are set to just diagonal (or all directions), the values seem fine, I guess, but for the others, maybe you could add a bit of bias to the diagonals? What I mean is, depending on the movement being set to diagonal + horizontal or diagonal + vertical, it shouldn't get above or below a certain degree. Just as a suggestion.

I can only guess, but I think this may have been the basic idea behind limiting it to 50 degrees instead of going all the way to 75 (since horizontal movements are much more common/desirable then vertical ones).

Oh, and about the list, only if it's not too much trouble. Most of the gifs should still look good. I just noticed it because of Scootaloo's flight animation (pre-update) which looked as if she didn't flap her wings despite being airborne... well, as airborne as she can get. :p

Last edited at Tue, Apr 29th, 2014 10:47

>> No. 46738
File 139879988981.txt - (3.39KB , shortdurations.txt )
I lost you a little bit on the diagonal thing. Could you maybe sketch a diagram or something showing what you mean?

I have attached a list of affected files.
>> No. 46739
File 139880415968.png - (9.90KB , 939x355 , ponystuff.png )

Hmm, someday I really need to learn how to better explain things... but yes, sure. I hope this helps. :p
>> No. 46740
Ooooh, another thing: Would it be possible to use wildcards for behavior names in interactions?
This would be useful for ponies with multiple behavior groups, especially with multiple instances of the same pony. For example:

You have a pony with two groups, one which includes "dance_1" and the other includes "dance_2", and you could start both with a single interaction that asks for the behavior "dance_*" (or "dance_?").

I'm asking because I had a (I think) good idea for replacing the parasprite's now defunct apple stealing behavior with something else, but it requires multiple groups and I don't want to break their interaction with Pinkie.

Heh, sorry that I just keep asking for stuff all the time. I know that I may appear to be hard to please at times, but I want you to know that I do appreciate the work you do. :)

Oh, and thanks again for the list. Those are a few more than I expected, but most of them still look pretty good, so yeah, so it's not too bad.

Last edited at Tue, Apr 29th, 2014 18:02

>> No. 46742
Ah yes I see. I can do something like that.

I guess it depends on exactly what you need it to do.

Would using the current ability to specify multiple behaviours be enough? If not we could just change the semantics of what happens when you have multiple behaviours listed (nobody seems to use that anyway so it wouldn't matter much). Perhaps instead of all ponies starting the same behaviour, they can each start any of the behaviours in the list, even if that means they start different ones. They could prefer to use a behaviour matching their current group where possible, if that helps satisfy the different groups bit you mention (not sure it does).

I'd prefer to tweak how multiple behaviours worked rather than introducing some special new syntax. Again it depends on what your idea needs to do I suppose.

And no worries about asking for stuff. It's always good to get ideas I know will actually help somebody, rather than just adding whatever crud I can think up.
>> No. 46743
I guess that would work, too. People seem to prefer putting different interactions in separate lines anyway, even if they involve the same ponies, so this shouldn't really break anything.

Yeah, they should preferably still follow the rule of only selecting behaviors from the right group.

Or, maybe even better... make it possible for multiple behaviors in one pony.ini to have the same name as long as they are in different groups. Would that be possible?

What I'm trying to do is to make parasprites start with a random color using behavior groups. This in itself works fine. The "problem" is Pinkie's "Pinkie_Lures_Parasprites" interaction with them. Since only one of the behaviors in a pony.ini can be called "parasprite_follow_circle", I can currently only have this behavior in a single group, which means that only parasprites of a specific color would be able to follow Pinkie around.

At least in theory, because there's another problem I noticed. When multiple instances of the same character (in this case parasprites) are in different groups and another pony (Pinkie) could theoretically start an interaction with at least one (but not all) of them, the interaction will be ignored even when it's set to "Any".

Oh, and apparently, the option to have the ponies always on top of other windows sometimes doesn't work unless you restart the program (sometimes multiple times).

Last edited at Wed, Apr 30th, 2014 11:40

>> No. 46746
This should be achievable with some tweaks to how multiple behaviours for interactions work. I think that's the most elegant solution. Allowing multiple behaviour names per pony isn't something I want to do, they're designed to be unique and changing that is just icky.

The problem you describe with the "Any" interaction is interesting and probably not entirely the wrong thing to do, but it is inconsistent with how I've described it in the doc at any rate. Since I'm going to change how that works anyway I won't waste time musing about it too much, but I'll be more careful to rewrite the descriptions with more accuracy next time.

I've not noticed the always-on-top issue before, I'll keep an eye out for it and do what I can.

Last edited at Thu, May 1st, 2014 09:32

>> No. 46747
Okay then. I was just thinking how it could be "once per group" instead of "once per pony.ini", but I guess you're right. It's probably better the way it is now.

I'm not sure how ignoring "Any" interactions is not entirely wrong? I though that "Any" meant "any available pony" and not just "any available pony as long as no pony in the wrong group is present, too". If you wanted all characters to be affected by the interaction, wouldn't you just use "All" anyway?

Yeah, the problem is that it's one of those inconsistent bugs. Sometimes, everything works just fine. Other times, not so much. :/
>> No. 46749
Yeah it depends on how much of a lawyer you want to be about how the "Any" currently works:

- Find any available targets. This currently means ponies that are not busy (where busy means involved in an interaction, mouseover, dragging, sleeping, manual control or trying to get back onscreen). Get a list of them, maybe there's like 4.
- If one of them is in range, we can consider starting the interaction (and if the other junk like the chance roll and cooldown allows it).
- We now try and start a behaviour common to all those targets. If the 4 targets are all in different groups there might not be a common behaviour to start. So do nothing.

In the doc, I wrote down a definition that is somewhat different, that being if an available pony was in range it would start, and other targets would join in if they could. This is in retrospect a poor definition since it doesn't specify how starting a behaviour common to everybody works. If there isn't one is doesn't say if nothing should happen, or you should just ignore the extra target, or something else should be done.

So yes, "Any" means "Any available pony" as long as you remember the bit that I forgot to mention in the docs which is "Any available pony as long as you can start a common behaviour for them all".

Like I said, I should ensure the docs and the program actually agree on the subtle details a bit more. :)
>> No. 46752
So an "Any" interaction is able to work with one or more targets completely absent, but not when an existing target may be in a group with the behavior missing despite the presence of other, more cooperative targets.

Okay, so I guess there may be a use for this, but what if an interaction calls for a more "voluntary" approach to this problem? "Any available target, even if other possible targets don't currently have access to the specified behavior".

Last edited at Fri, May 2nd, 2014 00:00

>> No. 46753
File 139905265162.gif - (13.13KB , 126x84 , aj-gallop-right.gif )
And another one of my update packs. For those of you who may be tired of all my mini-updates, you might still be interested in this one. It includes new Applejack animations. You like new Applejack animations, don't you? ;)

Get it here:
>> No. 46754
i gotta say that you can't drag ponies while they're in sleep mode
>> No. 46755
Also, when you pause a single pony by clicking on "Sleep/Pause" and the cursor happens to still touch the pony, it will be stuck to the cursor until it is woken up or removed.

The item "Wake up/Resume All" will always stay that way (the text, I mean), whether the next click on it will pause or wake up all ponies. Still works correctly, though.

Also, I noticed that sometimes, clicking on "Return To Menu" will simply exit the program. It's rare (rare enough that I though I just accidentally clicked "Exit" the first few times it happened) and doesn't seem to be a crash (at least there's no error message or anything), it just quits.
>> No. 46758
If I change it so that targets can start their own behaviour as part of the changes we discussed before then that should fix this problem as a nice side effect, since all targets won't need to start a common behaviour any more.

Two birds with one stone and all that.

I'll change that.

I'll look into the sleep and dragging stuff, shouldn't be too hard to rectify.

I also once thought the program had exited when I clicked return to menu but dismissed it as a misclick myself. Guess I'm not paranoid and I do need to look into that.
>> No. 46761
Oh, okay. I guess I was a bit worried that this would just change it to "any target, as long as all of them can do at least one of the behaviors".
>> No. 46763
Made some more fixes, slowed down some of the faster animations and corrected the colors of some of my sprites. All those little things.
>> No. 46794
File 139985650577.gif - (7.09KB , 68x82 , scruffy blink right.gif )
Hello guys, this is what happens when you get some free time and things click inside of your head while browsing 4chan.
And remember, NO FUN.
>> No. 46795
- Added Carousel Boutique and The Moon by StarStep.
- Added Farmer Rarity, Twilight Sparkle's Starswirl costume, new AJ galloping and rearing animations, CMC galloping animations, an extra Queen Chrysalis walk, some sax transitions for Blues and a make-it-stop animation for Spot by Bot-chan.
- The 0/1 of All Ponies buttons now apply to only those ponies in the current filter, and also exclude the special random pony.
- When an interaction is considering for starting, ponies will now individually choose a suitable behavior to run, subject to group restrictions. This means:
- Interactions in 'Any' mode may be able to run more often, as targets will be ignored individually if they lack a suitable behavior at the time.
- Interactions with multiple behaviors can now be engineered to allow targets to start different behaviors depending on their type and current group.
- Diagonal movement will now take place on a randomly placed axis between 15 and 75 degrees rather than at exactly 45 degrees.
- When diagonal/vertical or diagonal/horizontal movement is used, if diagonal movement is used the diagonal axis is placed randomly
between 15 and 45 degrees from the other axis in the combination.
- Ponies can now be dragged again whilst asleep.
- Fixed some rare crashes that could occur when returning to the menu or closing the program on Windows.


I haven't had as much time to test some of the new stuff as I'd like, but I thought I'd get some fixes and the new content from StarStep and Bot-chan rolled up into a release anyway.

No patch for this version because there's been a lot of content changes and I'm too lazy to package them all up into one. A full download can be found in the opening post as per usual.
>> No. 46796
Oh, Spot's "make-it-stop" animation was made by Ponynoia. I just included it with his permission.
>> No. 46797
Ah. I'll update the credits then.
>> No. 46798
File 139992728539.gif - (28.28KB , 126x162 , spoiler.gif )
This contains three things:

1. A simple Tirek. Turned out rather cute (?), but don't expect too much.

2. An alternate Parasprite. Ever since they stopped being able to chase apples, I wanted to give them a different gimmick. Now, with a fresh set of sprites, they'll spawn in random colors. And thanks to the newest version, Pinkie is still able to lure them all away. :)

3. Cherry Berry will now wear her pilot getup every once in a while.

>> No. 46799
Okay, so far, this looks very good. Only once, I got an error message after closing the program (it worked fine till then).
Here it is:

************** Ausnahmetext **************
System.ComponentModel.Win32Exception (0x80004005): Das Handle ist ungültig
bei DesktopSprites.SpriteManagement.AlphaForm.InitializeBuffer() in _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAlphaForm.cs:Zeile 139.
bei DesktopSprites.SpriteManagement.AlphaForm.get_BackgroundGraphics() in _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAlphaForm.cs:Zeile 59.
bei DesktopSprites.SpriteManagement.WinFormSpriteInterface.GraphicsForm.OnResize(EventArgs e) in _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementWinFormSpriteInterface.cs:Zeile 65.
bei System.Windows.Forms.Control.OnSizeChanged(EventArgs e)
bei System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
bei System.Windows.Forms.Control.UpdateBounds()
bei System.Windows.Forms.Control.WmCreate(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.Form.WmCreate(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Geladene Assemblys **************
Win32-Version: 4.0.30319.18444 built by: FX451RTMGDR.
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
Desktop Ponies
Assembly-Version: 1.49.5245.22486.
CodeBase: file:///D:/Toni/Desktop%20Ponies%20v1.49/Desktop%20Ponies.exe.
Desktop Sprites
Assembly-Version: 1.11.5245.22478.
CodeBase: file:///D:/Toni/Desktop%20Ponies%20v1.49/Desktop%20Sprites.DLL.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
Win32-Version: 11.0.50938.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
Assembly-Version: 1.0.2902.0.
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.AudioVideoPlayback/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.AudioVideoPlayback.dll.
Assembly-Version: 1.0.2902.0.
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll.
Win32-Version: 11.00.50938.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualC/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.

>> No. 46800
>> No. 46801
God, so many updates. SO MANY FREAKING UPDATES. Update insanity. Updates...
>> No. 46811
File 140013521360.gif - (15.60KB , 106x96 , scruffy walk right.gif )
The feared janitor now runs through /mlp/ deleting posts and eliminating threads right and left just because.
Remember, guys: No fun and 404 Not found!
>> No. 46820
File 140054486214.gif - (37.42KB , 108x90 , bulk-yeah-right.gif )
Honestly, while I still like my old Bulk Biceps, his old sprites never were as bulky as they should have been. So here's a new version, complete with fresh new sprites and an interaction with Fluttershy.

Get it here:

Edit: Made a small fix to one of the animations I missed earlier. Sorry. :p

Last edited at Tue, May 20th, 2014 01:55

>> No. 46822
File 140063367930.gif - (12.03KB , 80x82 , perfect pace idle right.gif )
So... the card game officially named this guy as "Perfect Pace, Time Master" and blatantly turned him into The Master. (Yas!)
So I updated his old animations and tried my hands at writing behaviours as well. Please feel free to report any screwup from my part so I could fix it and avoid it for future releases.

Get the package here:
>> No. 46825
File 140064162208.png - (18.40KB , 128x128 , away.png )
Hi guys! DPE anon reporting in again.
The university has been demanding the majority of my time since february, so I could not continue working on the engine.
My exam session is still ahead, but, nevertheless, I`ve got something to share.

I`ve finally implemented the OpenGL renderer I promised. OGL 3.0 and GLSL shader model 1.3 are required — unfortunately, older versions lack GL_EXT_texture_array and GL_EXT_gpu_shader4 extensions that are required by the algo. Given these prerequisites, DPE is now capable of drawing approximately 1.445 million upscaled sprites of 1445 different kinds at 10 FPS on Intel HD 3000 integrated video. Something tells me that there`s virtually nothing left to be optimized ^_^
No source code for now, since the renderer`s not yet ported to Windows. It also does not yet support dynamic geometry (so, frankly speaking, numbers above are not quite representative), but it won`t be a problem to fix this.
>> No. 46826
Eh... his tail still jerks around while trotting and changes color during the idle animation (it get's noticably lighter once it starts moving). And then there's the coding... He just cycles through the two behaviors, always saying the same two phrases. Not only does he always greet the Doctor no matter if he's present or not, he also doesn't get the chance to say any of his other phrases. And I know nothing about Doctor Who, so I have no real idea what you were trying to do here.
Sorry :(

Last edited at Wed, May 21st, 2014 04:00

>> No. 46830
File 140070475355.jpg - (210.81KB , 344x480 , 629439__safe_solo_doctor+who_ccg_enterplay_mlp+trading+card+game_canterlot+nights_the+master_har.jpg )
Ouch, you are right.
Well, they say the road to sucess is paved with your mistakes (So I must have like a soccer field's worth of paving now.)

I fixed the issues, thanks for the warning.

Also, the Master is the Doctor's nemesis. An evil, cunning Time Lord who also hid his essence inside of a watch to disguise himself as human as the card game is making references here.
>> No. 46831
Ah, okay. The pony version of him doesn't seem to be a troublemaker, though.
>> No. 46832
He was a very nice person until he opened his watch and recovered his memories.
He was always fiddling with the old pocket watch and he never thought of opening it or questioning his weird fixation with it, until one of the Doctor's companions commented that the Doctor had a similar watch, this drew his attention to it for real and then all hell was broke loose.

He complained about always having the sound of drums stuck inside of his head, which made him madder and madder as the stories progressed.
>> No. 46833
Okay. Thanks for explaining that.

Last edited at Wed, May 21st, 2014 14:24

>> No. 46834
File 140073766736.gif - (19.41KB , 106x96 , third trot right.gif )
Eh, why not.

I updated the third Doctor's old animations and added the .ini files needed for the First Doctor to chew at him and Ten as well.
>> No. 46838
File 140079191100.gif - (11.04KB , 58x78 , featherweight-trot-right.gif )
Well, that took long enough ^^;
>> No. 46839
Fixed in the next version (though interestingly I've not encountered it - maybe it depends on the version of Windows or something).

Sweet I guess I'll rename The Master accordingly and use these new animations.

If you've created interactions between them all, you need to provide a copy of the interactions.ini file too. Interactions are stored here rather than per-pony. You can find it in the "Ponies" folder. Open it and copy out the lines you need.

I'm not sure how to handle the 1st/3rd Doctors since I guess they're OCs. Anybody got any thoughts either way on that? (the choices being include with the canon ponies or else add them to the OC pack)

Sweet. I've grabbed everything including the fixed Biceps animations. I like the new Parasprite.

Well don't fail any exams just for ponies :P I'm looking forward to being able to use this once it's ready (particularly for Unix/Mac since the current one sucks so bad on those platforms).
>> No. 46840
File 140080787441.png - (533.28KB , 665x489 , doctor who ponies.png )
The First Doctor appeared in Celestia's Micro during her flashback, plus his his grandaughter Susan and Ian & Barbara popped out during Inkwell's trial.

We also got cameos including Four, a different Eleven and even the War Doctor as well, so I guess you could list them as background/support ponies.
>> No. 46841
Updates are coming in hot! I repeat hot!
Just so many updates to download and putting my home made sprite into the newly installed files is kind of killing me. Well like the Demoman said, "There can only be one... eye."
>> No. 46842
So it basically comes down to whether comic-only ponies are considered canon or not.
Personally, while I should probably jump at the opportunity to have my Tealove included with the program, I don't think that they are much different from toy-only ponies, which are not included either.
Maybe we should just have a third download pack for those ponies that didn't appear in the show but aren't technically OCs, either.
>> No. 46844
File 140088716630.gif - (15.19KB , 106x96 , davenport walk right.gif )
Maybe they could be added like an expansion pack of sorts?

Also, I updated this old shame of mine.
>> No. 46846
File 140089749317.jpg - (180.29KB , 556x789 , Spider_Stencil_by_RogersaurusRex.jpg )
At last, OGL renderer is ported to Windows and is available for testing.
With dynamic geometry enabled, it`s slower than I initially proclaimed, but it`s still ~3 times faster than CPU (on Intel HD3K at least; the more powerful videocard one has, the bigger speedup it`ll show).
It may happen so (especially on some older laptops) that the videocard is slower than CPU, so in that case OGL renderer will be useless.

The source can be found here:
>> No. 46847
I think we need a better name for the OC pack because it contains previous generation ponies, toy ponies, differently designed canon ponies and I was planning on putting comic ponies in there too. So it is more then just OC's but I can't think of something more fitting.
>> No. 46848
Well, if you want to keep it as a single pack, calling it a "bonus pack" or "extra characters pack" or something should be enough. "EU pack" as in "expanded universe" maybe? *shrug*

But with all those different kinds of ponies, they could need some better organization. Maybe sub-folders, at least. You know, just to make it easier to find the ponies you like, be it a comic character, a Hasbro OC, a pre-G4 pony, an alternate version of a canon character or a fan-character.

Also, there's the matter of quality control. Should there be one or should the OC pack remain a collection of pretty much everything but the kitchen sink? Not to say anything against other people's personal preferences or styles, but there are some, for example, choppily animated backwards trotting ponies in the current pack that don't look overly appealing in their current state. Well, at least in my opinion. :/

Last edited at Fri, May 23rd, 2014 23:15

>> No. 46849
Those choppy ponies could be remade, and replaced indeed.
As you guys have noticed, I am remaking my old animations because yeah, a good chunk of them could have been better made. (I am remaking Horte Cusine and Braeburn at this moment, no more washed out colors or jittery tails for them.)

Regarding ponies like Tealove, the First Doctor and Flax Seed, we could make a "Comic universe" category to cram them all and avoid lumping them up with OCs or toy only.
The comic book is a wonderful source of very good characters to animate, after all.
>> No. 46850
I actually saw those backwards trotting ponies and changed them so that they appear to be walking forward. I'm not going to go through and change everyone's animations just so they appear less jittery though.

I think 2 packs may work. One for strictly OC's and the other for hasbro inspired sprites. So that would contain previous gens, toy and comic ponies. The only thing I am wondering is the kind of inbetween stuff. Like fannon interpretations of cannon ponies. Like princess erroria (was in an episode but sprite made her all glitchy which is why it was put into OC pack) or the alternate speech lines colgate. Then there are stuff like genderbent main ponies, seapony lyra, discorded doctor.

Im thinking a filter category of comic universe, toy, previous generation, and making use of the alternate art category would work for making them easy to find especially if we split it up into 2 packs; an OC pack and the Extended Universe pack.

As for quality control I am a little hesitant to do that much for OC's since they are people's personal ponies and a bunch of them are people's first spriting attempts. I want to create a welcoming environment where people are not worried about their sprite not being good enough. I think a quality control on previous generation and comic ponies would be fine though.
>> No. 46851
That sound like a good compromise. And if you go for a Hasbro-inspired pack, that's probably were the alternate canon characters should go, since they are inspired by Hasbro characters.

As for sorting them: yeah, filter-categories are definitely important. But I was thinking more about those who don't want to install the complete package and only want to add a few ponies from certain sources.
>> No. 46852
The OpenGL is indeed a touch slower than the CPU on my toaster of a laptop, but both are still a decent bit faster than the current version so I call that a pretty big win.

Looking forward to a future where maybe Desktop Ponies doesn't suck on Unix. :)

I think a Expanded Universe/OC split for the two packs is a top idea. (Or Hasbro-inspiried - whatever you want to call it. I like Expanded Universe myself).

Maybe in the download the for EU pack you could have a few folders like Comic, Toy, etc, to give that organization you wanted.
>> No. 46853
File 140097948954.gif - (12.57KB , 78x92 , braeburn idle right.gif )
I must admit that New Braeburn looks much better than Old Braeburn.

Trotting animation later, I swear.
>> No. 46854
Well I happened to download the latest version (v1.49) and I just so happened to run it and get a crash. I'm not sure why, I'm not sure if it's my fault, but It's real and I'm definitely unhappy about it. I've run the program multiple times to no avail, it just won't start up.

As two extra notes, I'm running Windows 7 on a terrible computer, and all that the crash says is that the program "Has stopped working." That's it.

Also, strangely, I can't connect to Is the site down or something?

Last edited at Sat, May 24th, 2014 20:34

>> No. 46855
Hmm, I had this happen just once, but it worked fine after rebooting my computer. If that doesn't work for you, I'm not sure what could be the cause.

The forum does have a limited daily bandwidth, but if this happened for a longer while, it may be a problem with your ISP, since apparently some refuse to load the site for whatever reason. Maybe try a proxy.
>> No. 46856
File 140099886243.gif - (17.56KB , 106x102 , braeburn walk right.gif )
Now I remember why I made Braeburn's tail so long on his original animation argh.

Feel free to tell me if there's something that could need polishing.
>> No. 46857
that vest bobbing could use a little work and it would be nice if his hair moved since he has such luscious hair to wave around.
>> No. 46858
I gave him moving hair but the vest's color ate the movement. :(

I will see what I can do about the moving vest.
>> No. 46859
File 140104364667.gif - (17.55KB , 106x102 , braeburn trotting right.gif )
Well, turned out I had accidentally moved a layer while I was putting together Braeburn's frames so his vest had moved a pixel down on the frames 9, 10 and 11 indeed.
Good catch, serves me right for making animations past midnight. (But again, with the icy cold we are having here, there's not much one can do to pass the time- going outside to chill out with your friends took a whole new meaning now.)
>> No. 46860
Well the problem is that my computer hates me, and I get logged onto a temporary profile each time I start it up... So I'll have to redownload it every time I restart.

However, I restarted anyways, just to see if it would fix it, and redownloaded the program, extracted to desktop, ran it, it "Stopped Working."

I'm not sure what to do now, and I'm honestly a little depressed.
>> No. 46862
File 140108846072.png - (156.01KB , 426x450 , MLP_PonyShrug-SpiderJerusalem.png )
You might want to try this:
Although it`s merely a performance test, so ponies do not actually walk or interact with each other, it still draws tons of them!

Don`t be depressed ^_^

For anyone wishing to help: this is a benchmark. There are five options you can configure:
«Sprites Per Folder» textbox — the main parameter indicating how many ponies shall be drawn (actually, SPF·192, because the algo loads this number of sprites from each of 192 folders)
«Show Console» checkbox — does not affect performance, but shows lots of additional info, including animation loading time
«Enable OpenGL» checkbox — redirects the drawing from CPU to GPU; also, «BGRA» and «PBO» become available
«Enable BGRA» checkbox — changes the default pixel-transfer format from RGBA to BGRA
«Enable PBO» checkbox — modifies the way how GPU-to-CPU DMA is done

Note that with OpenGL there are four possible combinations (one of which may be a great deal faster than others, so please use the fastest):

I`m interested in maximum SPF that gives no less than 10 frames per second on your machine.
Please also include your PBO/RGBA setting, OS version, screen resolution, RAM size and CPU + GPU models.
Additionally, you may provide me with SPF on bare CPU, without OpenGL, but it`s not necessary.
>> No. 46863
Pretty simple, but yeah, get him here:

Hmm, I guess the tail could do with a bit of movement, but so far, I like your updates. :)
>> No. 46866
Try making sure you extract the whole download and not just the exe on its own. It won't work without the other files. The easiest way is to right click and hit Extract All on the zip you downloaded. Follow the wizard. I think this will probably solve your issue, based on what you've described.

If that doesn't work and you still get an error, can you take a screenshot and post that? Try and include whatever details might be on it. Then we can help some more.
>> No. 46870
File 140123127703.png - (2.38KB , 156x82 , beta ponies.png )
Just a quick draw of some stuff I'm working in- an updated Haute Cuisine and a new one (Apple Cinnamon, who's absurdly simplistic collar made me scream in rage.)
>> No. 46871
File 140134783170.gif - (15.98KB , 106x96 , horte cuisine trot right.gif )
I assume this guy looks better than my first version (which incidentally, was the first pony I submited to DP back on 2011.
My God, 3 years already. o_0
>> No. 46872
Yep, turned out very nice :)
>> No. 46876
File 140159995781.png - (644.53KB , 677x621 , 1400953910809.png )
so uh.. a bit new to this application, and a quick question for the devs..
is project kill?
not intending to be pushy at all. i just see that it's been 6 months since the last update. would love to hear a yes or no.

and also, what does the 'time dialation' command do exactly? (apology for new pony)

Last edited at Sat, May 31st, 2014 22:22

>> No. 46877
What? The lastest update was posted here on Monday, May 12, 2014 10:12 AM according to the board's timestamp.
>> No. 46878
Nope, DP`s perfectly alive. What made you consider it dead? The last update was two and a half weeks ago.
«Time dilation» is a multiplier for the internal clock. It is intended to increase or decrease the speed of animation.
>> No. 46879
i just had a thought about it. i mean, since their site was down and the last download for the application was released 6 months ago. guess i was wrong. sorry about that.
thanks for the info, though!
also, on another note, there seems to be a bug where whenever i select "Wake Up/Resume All" to have all the ponies stop moving, they sometimes start moving again at random. sometimes when i move them, and sometimes on their own.

Last edited at Sun, Jun 1st, 2014 12:00

>> No. 46884
File 140166498073.gif - (18.95KB , 82x94 , turnip trot right.gif )
The old stuff evolves and becomes new, etc.
>> No. 46899
He certainly looks very happy.

Well, I recently thought about the minigames. Yeah, I know, they are more a bonus feature and not the most important part of the program and maybe the effort of fixing/changing everything is too big compared to the reward, but I still wanted to post my observations and suggestions for improvements.

First, some of the problems:

- When the ball (soccer-type) changes speed from fast to slow, it also changes directions. Is that intentional?

- In Ping Pong, it's entirely possible for a pony to kick the ball to their own side. This is probably possible in Hoofball, too, but with a whole team backing you up, it's not quite as bad there.

- The ponies being faster than the ball makes especially Ping Pong virtually unplayable. Computer players have no problem to stay on top of the ball at all times and can kick it with impeccable timing. If it wasn't for the limitation that a pony has a cooldown phase of 2 seconds after every kick (which can be easily abused), the AI would be unstoppable.

- Player controlled ponies can walk outside of the screen boundaries.

Now, here some of my ideas:

- The right-click menu (obviously without the "taking control" part) should also appear when clicking on the scoreboard or other game elements. Clicking on the moving ponies can be a hassle at times.

- A graphical update to the scoreboard would be nice, as the textboxes don't look that great. Would it be possible to display graphics instead of the textboxes or at least to get rid of the boxes themselves, leaving only the text?

- I know that "game creation" is not (and will most likely never be) the focus of the program, but since the minigames do have customizable game.inis, it would be nice to add or refine some of its features. Speaking of which: the game.inis look simple enough, but could do with some better documentation. Action #10 for example is undocumented, but repeatedly used by the players.

- Things like a pony's walking and running speed as well as the cooldown time after a kick should be customizable. Custom speeches would be nice, too, but are more of a cosmetic thing than anything else.

- Ball movement should offer more customizable options as well. In particular, it would be nice to set a starting speed for the ball, if it should move from the start of a round or only after being kicked and being able to make it go faster or slower for a "set value" per "timespan", maybe with a maximum and minimum speed. "Soccer"-type would then set the ball to the starting speed after every kick, while "PingPong"-type would only reset the ball's speed once the next round starts.

- Ponies having more control over where the ball goes when kicked would be nice and add a bit of strategy. Possibilities could be the ball movement being dependent on its relative position to the kicking pony or the direction the pony is moving towards. And like I said, it should be possible to prevent a pony from kicking the ball to their own side.

- It would be nice to set obstacles for the ponies and the ball (ideally individually) so that, for example, the ponies wouldn't leave their half of the game field in Ping Pong (this obviously wouldn't hinder the ball) or the ball couldn't move into the goal from behind in Hoofball.

- Optionally, the ability to add sounds to certain events like the start of a round, kicking the ball, scoring and the end of the game (maybe even different sounds depending on the team).

- Joypad support, eventually?

Now, I'm not saying that I have tons of ideas for additional games even with those additional features, but I do think that adding some of these would at least help making the current games a bit more fun.
>> No. 46904
File 140182418940.gif - (12.77KB , 84x92 , igneus rock blink right.gif )
And speaking about happy people...
>> No. 46905
Hmm, I actually liked the longer face on Igneous. This one looks a little bit too small for him in my opinion.
Still good, though. :)

Last edited at Tue, Jun 3rd, 2014 12:51

>> No. 46906
File 140183408219.gif - (17.43KB , 106x98 , igneous rock trot right.gif )
Long face, huh?
I will see what I can do about that.

Meanwhile, the guy now runs around. (And no jittery tail this time)
>> No. 46907
Yeah, the tail looks nice. But, uhm... the hat moves up when it should move down and vice versa. ^^;
>> No. 46908
Whahaha, when it's not one thing it's the hatnother.

... (I really should make a Carlos Pony someday)
>> No. 46909
File 140184115061.gif - (17.56KB , 106x100 , igneous rock walk right.gif )
Okay, hat's inverted, thanks for the heads up.
*tips Amish hat*
>> No. 46910
File 140184220765.gif - (18.10KB , 106x100 , igneous trot.gif )
Better. But now the hat hops around. Haha... hah... ^^;
Sorry for being so picky. I always feel so bad pointing out stuff like this.
If you don't mind, how about this?
>> No. 46911
And relax, I love C&C.

I would never learn and improve if every comment I received were "Yay nice!" or stuff like that.
>> No. 46912
Okay then. :)
I just don't want to come across as being presumptuous and my way of offering suggestions has been described as off-putting by some people before (not here though, which is a pretty nice change of pace :) ).
>> No. 46913
If you mean at Deviantart, that place is full to the brim of whiny kids with a superiority complex and paper thin feelings.That's why I don't bother trying to help anyone there anymore, as DA's definition of C&C stands for "Cuddles and Congratulations" instead of Comments and Criticism.

I remember a few troublemakers like that causing a fuss here a couple years ago as well.

Oh well. I will see if I can complete Wheat Grass now.
>> No. 46914
No, surprisingly, my interactions at DeviantArt were rather tame for the most time. It was more in some other forums dealing with game creation. They ask for criticism, I give it to them and then they insult me for not realizing how their work was the greatest thing under the sun and other such nonsense.
But admittedly, it probably doesn't help that I probably miss many of the subtleties of the English language since I'm not a native speaker and my efforts to avoid misunderstandings by being direct ironically often cause other people to think that I'm being hostile. I have yet to find a good middle ground.
>> No. 46915
Yeah it can be hard to give good criticism. It's best to give it in small chunks I've found. Say something you like about their work so they know to keep doing that and then give 2 or 3 manageable critiques that they can work on. Any more and people start thinking you are just being mean.
>> No. 46919
This update pack includes updates for the Mane 6, from subtle color corrections to shiny new sprites.
>> No. 46920
You know, I just realized that you've changed his eyes. And now, strangely enough, the shorter muzzle doesn't bother me anymore.
Weird how a seemingly unrelated thing can change everything. :)
>> No. 46921
Ugh, I hate it when I overlook something.

It's not much. It just contains a small update to Fluttershy's pony.ini and a change to the interactions.ini so Fluttershy can still participate in Celestia's interaction with the Mane 6 in her gala dress (something that, interestingly, was already coded into Fluttershy even though the program didn't support this kind of multi-behavior-interaction until recently).

Hopefully I didn't overlook anything else, but if I did, feel free to tell me. :)

Last edited at Sun, Jun 8th, 2014 08:12

>> No. 46923
File 140228096433.gif - (10.69KB , 72x80 , mr breezy blink right.gif )
Argh this guy, seriously this guy's body and vest and color scheme and I had to draw everything from scratch argh argh argh.
Is he supposed to be Irish, by the way? An Irish pony would be awesome to see and hear.

Anyway, here it is Mr. Breezy's first version. Fire at will.

It's difficult because most of time the other guy only wants praises and attention, using the smallest effort possible.
If you give them criticism they will ignore you (or label you as a "hater") and then will go showing whatever they did to other people until somebody finally gives them the "correct" answer and yes, I wish I were making this up.

Last edited at Sun, Jun 8th, 2014 20:01

>> No. 46925
File 140228593147.gif - (15.43KB , 110x100 , mr breezy trot right.gif )
And just like this, to the pub (or whatever they have in Ponyville) he goes.
>> No. 46926
So, guess what I forgot? Adding transparency to the crystal pony sprites.
Oh well, time for yet another update pack. Also includes some other small fixes here and there.

I'm also thinking about merging Gala Pinkie with regular Pinkie for a future update. This has been done for Fluttershy quite a while ago, so i guess it's only appropriate to do that for Pinkie, too. Unless you prefer the way it is now. What do you think?

Looks nice. :)

You still there? I hope my long list of suggestions didn't scare you away. ^^;
Anyway, there's yet another thing I noticed: If a pony is displaying a behavior with an effect (like the sparkling for the crystal ponies) and you hover the mouse cursor over the pony, you'll get the mouse-over animation and the effect of the previous behavior will vanish. So far, so good. The thing is, once you move the mouse away, even though the pony will resume the previous behavior, the effect will not reappear.

Last edited at Sun, Jun 8th, 2014 22:36

>> No. 46929
Vote for merging gala and regular Pinkie from me.

I do like your suggestions for games, I'm just mindful of the fact I haven't released a new version in a while and the last release is now way behind considering all the updated ponies.

I'll probably aim to wrap up all the pony updates and release a new version this weekend, hopefully that's enough time for you guys to polish off whatever other ponies you're working on in the short term.

Then maybe I'll look at tackling some of the new suggestions. As far as the mouseover thing goes I'll change that so effects restart too (I want to say I had a good reason that they didn't restart - but I can't remember what it is so it probably wasn't much of a good reason after all)
>> No. 46931
File 140235928372.gif - (68.03KB , 250x140 , testingsunshine2.gif )
At first I was thinking that was a really big chin but then I looked him up and his chin really is that huge. You captured it spot on. I really like that bow tie bounce. I'm wondering if you could do that with the little ball on top of his hat too. Anyway I think he looks pretty good.

And yes I know exactly the kind of people you are talking about but if they cannot even fathom that they can improve then that is their loss as everyone can improve. Even if you are not going to change your current work you should at least consider the advice for the future.

@Bot-chan Aww the breezies look really good

Ok I know this is not done but in case my computer catches fire or I catch fire, I don't want this to be lost as this has taken forever to just get this far. Thanks anonycat for the inspiration where you said you started reworking on a sprite you started a few years ago so I decided to do the same. (and yes I know there are a few missing spots on her body. That will be taken care of when I go back and do the hair for each frame)
>> No. 46932
Thanks. And aww, this looks so great already! :D
This animation has been on my to-do list for quite a while, but I never got around to actually work on it. So glad to see that you decided to make this animation. :)

Sounds good. :)

Last edited at Tue, Jun 10th, 2014 00:00

>> No. 46935
File 140243401645.gif - (15.23KB , 110x100 , mister breezy trot right.gif )
The hat was a good idea, so here it is.

I already have this guy ready to download as a pack, but with our site down, I don't know of any other good places where I could upload the .rar file.
>> No. 46936
I know you can put zip files on deviant art. You set a gif as a preview and people can just download the whole package. I'm not sure if it accepts rar files but it might. You can use 7zip to create a zip file if it doesn't.

Thanks. Yeah it has been in my half completed folder for about 2 years now so it's been on my to do list for quite awhile too. ;)
>> No. 46938
File 140245185750.png - (691B , 86x158 , tardis 2.png )
Well, since we are discussing the issue about half finished stuff...

I never figured out a decent way to make this thing spin. -_-U
>> No. 46939
There already existing sprites somewhere that you could use I think. Unless of course you'd prefer to do it yourself, which you could do with a slightly pain staking process to make perspective warps make it look like it spins. Or perhaps a simple 2D "smash one side while the other fills in" method. There are many ways, but that depends on the style you want.
>> No. 46941
File 140245788265.png - (1.57KB , 80x100 , mr greenhooves wip.png )
I have never seen any animated Tardis pixel art besides of those front-view "animations" that do nothing but use a dissolving effect.

And what the hay, this is the unfinished Desktop Ponies animations confession day.

I began making this bad boy, then I thought of waiting until I finished redoing his head, then redoing his hat, etc and then I forgot about him.
>> No. 46942
File 140245837052.gif - (15.20KB , 86x158 , twirlingbox.gif )
Ahh I just tried to do a quick spinning animation and now I feel dizzy -_-

I feel ya. I have a bunch of unfinished ponies but most of them ended up getting done by another person before I got back to them. Poor baby cakes. I teased my friend with work in progress pictures for about 2 months before Bot-chan made completed versions of them.

>perhaps a simple 2D "smash one side while the other fills in" method
Ok I am trying to picture this but I don't quite get what you mean by it.

Last edited at Tue, Jun 10th, 2014 20:49

>> No. 46943
File 140245909872.gif - (8.73KB , 80x100 , mr greenhooves wip.gif )
Whoa, that looks great. o_0

Oh well, as if a blinking animation were so difficult to complete. (But the nightmare will be moving this guy and his hat argh)
>> No. 46944
Thanks I did forget to change the color at the bottom when I flipped it so that could be fixed but I've had enough spinning stuff for tonight so have at it if you want. I was wondering do you still have the welcome princess celest banner sprite you did. I was wanting to try and do something with it.
>> No. 46945
OK so I've gathered up all the updates I can for now. A few things left over though:

I could do with an alternate download for this guy since the forums are out at the moment.

If you happen to have some updated stand animations that match the style changes I can update the images for these guys.

If you can't find anywhere to upload him in the meantime, drop me an e-mail and I'll make sure he gets in the next release at least.
>> No. 46946
File 140246308247.gif - (29.63KB , 86x158 , anitardis.gif )
No man, thanks to YOU.
And yes I do, it's here:

Unless they had been follwing the collectible card game and the fandom nods placed there.
>> No. 46947
File 140246555895.gif - (80.46KB , 302x446 , cherry-balloon-right.gif )
Okay, here's the next update pack. It contains a few new sprites (and also Stellar Eclipse).


You can always do what I do and put them into your deviantArt stash. Even rar-files are no problem then. :)

That looks pretty neat. But yes, it makes you slightly dizzy. ^^;

Also, very good job on Greenhooves. :)
>> No. 46948
File 140251031638.gif - (12.15KB , 400x240 , banner-raising.gif )
Ok I think I got what I wanted to do but it goes by so fast you can't even see all the work I put into it. Oh well at least it looks pretty good to me.

I'm thinking we could have an interaction between twilight and carrot top where carrot top raises the flag and then twilight says "What happened to the rest of her name" and carrot top says "We couldn't fit it all in" Twlight "We can't hang a banner that says Welcome Princess Celest" "Take it down and try again" then we could just reverse the gif to have it fall and disappear.
>> No. 46949
File 140251238772.gif - (9.38KB , 100x100 , carrotraisingbanner.gif )
and so carrot can raise the banner herself.
>> No. 46950
File 140253511356.gif - (18.24KB , 108x106 , mr greenhooves walk right.gif )
Nice, maybe we should make a "Welcome Princess Twilig" version.

Also, this old guy now trots around argh argh.
Interesting how motivated one can get after the project gets new wind (and the idle hours at my job helped out a bit as well.)
Yeah, the staff said that originally he was intended to have a wheat straw as a CM so I rolled with that.
>> No. 46951
Hey guys, does this involve a game of some sort? (I mean the Pong and the hoofball...) I don't go here at all, I just saw this on the front page and took a look because curiosity.
>> No. 46952
The program loads animated ponies on your desktop screen but yes, it also includes a couple of games too.
>> No. 46953
>> No. 46954
Looks very good already :)
>> No. 46957
File 140262380247.gif - (18.38KB , 108x106 , greenhooves walk right.gif )
I completed his final version and I attached a pack with the updated ponies as well.

Fire at will in case I had made any mistake.
>> No. 46958
File 140263984448.gif - (29.56KB , 130x98 , lyrabon-bench-big.gif )
Ever wanted Lyra sitting on a bench together with Bon-Bon (or alternately with Shoeshine, which would be more show accurate)? Well, now you can have them do that.

Last edited at Fri, Jun 13th, 2014 01:34

>> No. 46960
File 140272274571.gif - (14.83KB , 72x86 , ladyjustice-trot-right.gif )
More ponies. Also contains small updates for Daring Do and Applejack.
>> No. 46962
Okay, so here's another thing that shouldn't affect most people, but I'll mention it anyway: I once made a separate Desktop Ponies folder that only contains my WIPs, so I can edit them without messing up something in my main folder. This worked fine with versions up to v1.46. Now I wanted to upgrade to the current v1.49, so I copied the whole program folder, deleted the usual ponies and added my WIPs. But now, the program just crashes with an error message. Maybe you can tell me what went wrong.

Unexpected Error - Desktop Ponies v1.49
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
bei DesktopPonies.MainForm._Lambda$__66() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:Zeile 196.
bei DesktopPonies.IdleWorker.RunTask(Object sender, EventArgs e) in _____________________________________________Desktop PoniesDesktop PoniesCoreIdleWorker.vb:Zeile 111.
bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.Run(Form mainForm)
bei DesktopPonies.Program.RunWinForms() in _____________________________________________Desktop PoniesDesktop PoniesProgram.vb:Zeile 23.
bei DesktopPonies.Program.Main() in _____________________________________________Desktop PoniesDesktop PoniesProgram.vb:Zeile 13.
2014-06-15 07:27:53Z
>> No. 46963
- Added A.K. Yearling, Featherweight, Lady Justice, Stellar Eclipse and Tirek by Bot-chan.
- Added crystal Applejack, Fluttershy, Pinkpie Pie and Rarity by Bot-chan.
- Revamped Parasprite, Bulk Biceps by Bot-chan.
- Added Rarity dragging animations, Cheery Berry with goggles and tweaks to Spitfire's goggles by Bot-chan.
- Added balloon riding animations for Cherry Berry and Twilight Sparkle by Bot-chan.
- Added bench interaction for Lyra, Bon-Bon and Shoeshine by Bot-chan.
- Added Mr Breezy and Mr Greenhooves by Anonycat.
- Renamed Master to Perfect Pace, Clyde Pie to Igneous Rock and added revamped animations by Anonycat.
- Revamped Braeburn, Davenport, Hayseed Turnip Truck and Horte Cuisine by Anonycat.
- Added Carrot Top raising 'Welcome Princess Celest' banner as an interaction with Twilight Sparkle by StarStep and Anonycat.
- Fixed the "Do not repeat animations" setting to work again for behaviors and effects.
- Fixed a minor issue where a pony resuming its old behavior after exiting sleep, mouseover or drag would not re-trigger effects for that behavior.
- Fixed creating/editing of interactions to keep the list of possible behaviors updated as you add or remove targets.
- Fixed renaming behaviors and speeches in the editor to update places the reference those names too.
- Prevent a crash that would occur if you deleted the random pony, introduced in 1.47.
- Fixed a crash that could occur when changing the screen resolution with ponies active on Windows.
- Fixed a crash that could occur when closing the program on Windows.


The absolutely crazy amount of new content in this release brings us to 200 ponies! Pretty god-damned awesome if you ask me.

This also contains a serious fix for the "Do not repeat animations" setting of behaviours and effects which not been working for some time. Don't know how that went uncaught by anybody else but it's back now.

Due to the renaming of several ponies, there is no patch download for this release. As ever, you can find a link to the full download in the opening post.

I just don't know what went wrong!

(OK sorry I do know actually - it wasn't a fan of you deleting the Random Pony folder. I've fixed it so it won't matter if you delete it in future.)
>> No. 46964
200 ponies!
We should send a mail to Equestria Daily and Horse News to ask them to shoowcase Desktop Ponies.

After all, we are the oldest fanproject still active and constantly being updated and expanded.
>> No. 46965
File 140288627928.png - (360.54KB , 500x448 , tumblr_m7upq7ClC91qet5hfo1_500.png )
> Pretty god-damned awesome if you ask me
I second that =)

// status update: implemented some border cropping (b.t.w.: can the size difference, by any chance, affect behaviors if all animations returned will already be cropped?) and automatic shrinking, currently trying to eliminate the need to provide image pairs by using AVL hash trees; this would theoretically slow the loading down by a logarithm, but on practice I don`t think that it`ll exceed disk reading latency.
>> No. 46966
It's a bit unfortunate that we're having so many problems with the forum lately, but other than that, 200 ponies and counting and many new and improved features should be more than enough reason for a showcase. :)
So, who wants to tell them?
>> No. 46967
Just a mini-update for Surprise for a better transition from her Wonderbolt uniform to her civilian getup:
>> No. 46968
Cropping does matter as it affects offsets. However a renderer would be free to do some runtime cropping I suppose. I get image sizes separately without relying on the renderer to provide them in my architecture but I guess it depends on how yours is set up in that regard.

I did implement image pairs internally a while back. So I can happily throw you a stream of those if that saves you some effort.

If nobody has sent off something already, might it be worth creating that OC pack with extended universe/true OC split you guys were mulling over first?
>> No. 46970
File 140295261748.png - (56.23KB , 735x667 , out of order.png )
Yeah I think we should wait til the site is actually accessible before the announcement. Then we need to decide what new features do we want to highlight? Here is our last announcement for reference.

Also yeah the extended universe/ oc pack being out would be good. Anonycat I am still waiting for the comic ponies. I'll set up the new thread so the initial post will have a link which can stay updated instead of having to wait months for a new version.

Oh Something weird came up when putting the OC pack in v1.50, the cave story ponies just appeared everywhere in the list (even though it wasn't their turn alphabetically) and didn't stay in the same spot every load of the program. I looked at their pony.ini and they look allright. Did something get changed recently that would cause this?
Ok just tried it again and even more ponies were out of place then just the cave story ponies. Picture to show what I mean.
>> No. 46971
> I get image sizes separately without relying on the renderer to provide them in my architecture
It`s so out of low coupling principle… T_T
This, to my mind, should be a renderer`s job to provide such things to the main program, because otherwise the program is bound to keep the whole loading pipeline of its own and re-read all files once again, while it may just ask the renderer to send some digits. Will be added.
Also thinking about rendering to the menu window and somehow making it platform-independent. I`m pretty sure it is possible.
With regard to pairs: OK, I`ll add the frontend to load them pairwise. I just realized that hash trees make the engine much more flexible from the architectural point of view. Fortunately, there`s no hurry, so I try my best to make the architecture as good as I can.
Either way, DPE is now far from being ready for integration, so please don`t take anything I said too seriously; it may change.
>> No. 46972
But I already submited them on the pack I posted here just a day ago: The First Doctor, the Observer Pony and Flax Seed plus Scruffy as a fanon-made pony eh.
>> No. 46973
Oh sorry I didn't realize that pack was for all the ponies. Well then I'll add those in.

I don't see Scruffy in that pack though.

Last edited at Tue, Jun 17th, 2014 00:31

>> No. 46974
Wow, no new announcement on EQD since 2012? Yeah, we definitely have to do something about that.

The forums are a problem... even when they work. With some ISP(s) apparently refusing to load them for some people, a limited daily bandwidth, missing emoticons (not really a big deal except it makes the forums look unfinished and untended), they're not really the most reliable part of our little project. Which is too bad, because the few times they do work, I really like them.

Hmm... most of the more noticable new features are probably only relevant to people actually interested in coding/editing the ponies. Which should be mentioned too, of course, but I'd guess that most people are mostly interested in the about 50 additional characters since the last announcement (not to mention the new behaviors, improved sprites and lots of little tweaks for many of the older ones, too).

As for your OC problem, I presume that you are lacking the "Random Pony" in your ponies folder. Until RoosterDragon fixes it, just add it back from your canon ponies folder and it should work again. :)

Last edited at Tue, Jun 17th, 2014 00:37

>> No. 46975
Yep that fixed it. Thanks :)

Wow I only saw the month when I looked at it, that is quite awhile ago. I was just referencing it so we could tell what was new and seeing what was changed. Hmm I'm thinking our main link should be the ponychan thread and the download itself with our website at the bottom so it doesn't get bombarded quite as hard this time.

Yeah I really loved our emoticons too. They were fun to make.
>> No. 46976
Randomly sorted ponies so you can see some new ones every time? Totally a feature I swear :P (I'm kidding of course, I'll fix that)

I'd look to solve the size and menu problems later. If you try and solve all the problems at once it'll never be done and I'd hate to see all your work go to waste just because it can't draw to the menu or do sizes or whatever other thing that it doesn't really need to do right now because it's already handled by the existing code (even if not perfectly).

If we could get a copy of the current forums we could maybe transfer everything to an actual domain which would make everything a bit more reliable.

As far as new features go: focus on the new and updated ponies. They're the cool part of the project. People don't download a new version for changes to the program, they download it for new ponies.
>> No. 46977
Yeah, I'm aware of that. But simply saying "Hey, download the newest version. It contains more ponies!" doesn't really seem to cut it for me. Not to mention that you deserve credit for all the improvements you constantly add to the program itself. Honestly, I can't be the only one feeling any excitement for those, can I?
>> No. 46979
And speaking of the forums... as much as I like them, but how necessary are they really? Regarding the announcement on EQD, I mean. Sure, it was nice to have a place to talk and bounce around some ideas in private, but other than that, the most frequented part of the forum was the sprite request topic.
Again, I like them, I really do, but they hardly seem like such an essential part of the project that we absolutely have to wait for their uncertain return.
Sorry if I sound pushy, I certainly don't mean to. But... 2012, man.

Last edited at Wed, Jun 18th, 2014 12:19

>> No. 46980
Well there's lots of little improvements - but I don't think I've added any super-killer features worth mentioning on their own. The best is probably the changes that allow you to do more with behaviour groups and interactions.

I agree there. I would like to have them back but if they're not back and you guys want to make an EQD post I'm not fussed.


Also whilst I'm thinking about it I asked a few of the projects related to Desktop Ponies if they could add the new ponies.

BronyLiveWallpaper has updated:

qt ponies has updated:

ponysay is working on it:

Browser Ponies should update soon:
>> No. 46981
File 140319921731.gif - (22.92KB , 110x100 , flutterbat-trot-right.gif )
I'm torn on adding this to regular Fluttershy, so have a separate Flutterbat here:
>> No. 46982
File 140320423536.png - (4.00KB , 123x103 , flutterbat.png )
Nice beat me to it. I was still working on the ears and eyes. It's always interesting seeing how others do the same character.

Anyway yeah we can have the announcement without our site since it isn't that important especially since we have this thread.

Last edited at Thu, Jun 19th, 2014 11:59

>> No. 46983
Sorry ^^;
>> No. 46984
No don't be sorry. It was going to be awhile before I would have been able to finish her and yours looks really good.
>> No. 46999
How about: "Hey download desktop ponies we have the latest ponies from the season 3 and 4!" Maybe rephrasing it might be a good reason to make an announcement. We only had the ponies from season 1 and 2 and I think there was an improvement for the pony editor. Might be a great thing to show our bases/templates and your tutorials as well. An announcement like this could help people to make their own oc and avoid thieves.

Oh and question for RoosterDragon. I wonder if there was a possibility for those ponies to interact with icons? I'm thinking of the recycle bin or the desktop ponies icon it self for example. Or maybe add some customizable switchable ON/OFF behavior in the left-click menu like sleep mode.
>> No. 47000
Okay, let's try to get the things needed for our announcement into an orderly manner.

- Desktop Ponies being one of the oldest, still ongoing fan projects is worth a mention, I'd guess.
- I think we all agree that mentioning the about 50 new characters is a must. We should probably mention some of the added fan-favorites from season 4 like Coco Pommel or something.
- New and improved behaviors/animations for the "classic" characters are also a pretty big deal. Doctor Whooves or my own Granny Smith would make good examples for that.
- While we don't need to go into too much detail about it, some improvements to the engine should be mentioned. A short blurb about how pony creators can now make interactions that are more versatile than ever before or something like that should be enough to wet the appetite without boring readers to death with all the technical aspects.
- Links to this ponychan thread, the OC thread and whatever templates/tutorials we have (along with RoosterDragon's technical documentation) should be included. Maybe also the link to our deviantArt page. The forums... are still down. Not sure what to do about that, but if they'll ever be back up, people interested in visiting them can still find the link to them in pretty much all of the other places, so I wouldn't worry too much about them. Not to mention that forum bandwidth was limited anyway, so better only post links on EQD that can actually handle the masses.

Anything I missed?

Speaking of additional features, I remember you once mentioning plans for adding subfolders into the "ponies" folder. With StarStep being busy updating the OC pack, now would be a good time for this. Each subfolder could also be represented in the program with a tab showing only ponies from this folder, making it an additional way to sort ponies separately from the category filters.

No rush for any of this, but I just wanted to ask if this is still planned or not.

Oh, and in my opinion it would be nice to have a text-field in the editor to specify the target of ponies following other ponies, because currently, when you want to specify a target that is not currently included in the ponies folder, you can only do so by manually editing the pony.ini.

Last edited at Sat, Jun 21st, 2014 06:13

>> No. 47001
File 140337966001.gif - (5.05KB , 66x74 , filly derpy blink right.gif )
I like those suggestions.

Also, this is something I decided to attempt just because.
>> No. 47002
Cute :)
>> No. 47003
She is indeed adorable but wouldn't she be bigger than the rest? Still like the taller legs you gave tho I remember the time when someone reproach mine was too short. Really good job!
>> No. 47006
Almost finished with DPE librarification, just a few finishing touches left (like Windows support, lol). Added the ability to read the original non-scaled base and downsample+flip it on the fly. Will post the code to Github within a week or two.
However, the API came out to be quite different from what we discussed earlier, so please take a look at the sample executable.
The important thing is that the whole base needs to be loaded into RAM on initialization due to GPU texture memory reallocation restrictions. It shouldn`t take long though, neither will it take much — 133 MB summarily (80 MB RAM + 53 MB VRAM for the current set of 200 ponies). Actually, more than my first PC could ever handle :D
>> No. 47007
Looking at canon pictures again, filly Derpy seems to have a fluffier tail.
>> No. 47008

Can't say I'm a big fan of that idea. Maybe if you had something specific in mind for the recycle bin you could create a generic looking trash can icon and spawn that as an effect. Plus that way it works even if the icon you want isn't visible and stuff.

It could be done really easily but there are some issues:

- Not a major problem, but obviously this breaks compatibility with older versions since the folders will be laid out differently. Hopefully people would twig if they're copying ponies over but you never know.
- This introduces a problem where ponies might not be named uniquely anymore. (What if you have an Rarity in the Canon folder and another in the OC folder? Which is which?)
-- The easy solution to that is to prevent ponies from different collections being able to reference each other. Ponies in the Canon folder can only refer to other ponies in the Canon folder, etc. I imagine this might be restrictive for people who want OCs to be able to interact with the canon ponies. This might be extremely restrictive if we have a "Show Canon" and "Extended Canon" separation since all the extended universe ponies won't be able to interact with the show ponies which would suck.
-- A different solution is to allow references across collections. For example we could introduce a syntax in the config files like "Canon/Applejack" which would tell the program to jump into the Canon folder before looking for Applejack. The problem with this is that config files using such a syntax will break other programs that are not expecting it. If we're lucky they might ignore the unexpected line but if we're unlucky they might just crash which also sucks (for them).

So with that in mind, I'm actually leaning toward not doing this after all. I think using the tagging system might be better (it's not great but at least adding some new ones won't break stuff). I can add a few extra tags in the default list if you need them.

I love it.

How expensive is it to reallocate it if you had too? It'd be great if we could avoid sitting on that much memory for the use case where you only have one or two ponies onscreen (particularly if you're somebody with a trillion cookie-cutter OCs and we need 5x that amount). Even if it took like 500ms when you added a new pony via the right-click menu I'd consider that acceptable.
>> No. 47009
Hmm, I see the problem.

- Okay, so subfolders within the ponies-folder are probably not the best idea. But what about leaving that folder alone and instead add the ability to specify additional folders within the main program folder that can contain ponies? Or just a single extra-ponies folder. That shouldn't break anything (versions that don't support other folders would likely simply ignore them) and still offer the ability to sort the ponies.
- I didn't really think about ponies from different collections having the same name. I'd say that they should stay unique even if they are in different folders. Starting the program with multiple ponies of the same name could give an error message, specifying the offending ponies. This should not only help with the interactions problem, it would also ensure that you could still just move all extra-ponies into the main ponies-folder if you have a version that doesn't support additional folders (the only problem would be possible additional interactions.inis, but you can't have everything...).

So yeah. Just a few suggestions. But like I said, no pressure. :)
>> No. 47010
File 140348684220.gif - (7.92KB , 64x74 , filly derpy idle right.gif )
Why, you are right. Not only her tail, but her mane is more abundant as well.
>> No. 47012
> particularly if you're somebody with a trillion cookie-cutter OCs and we need 5x that amount
Hm. Sounds convincing. It slipped my mind that someone might have OCs as a part of the base.
> How expensive is it to reallocate it if you had too?
Frankly speaking, I do not know =) But definitely less than half a second per pony. Most likely, 1–3 frame cycles. Will be added.
Still, it will be better if DP requested to load all animations from the newly-added pony`s configs at once, and not each time the behaviour changes and thus demands a new animation.

Also, a quick bug report: both 'PP Saddle Rager/saddle-rager-idle-left.gif' and 'PP Saddle Rager/saddle-rager-idle-right.gif' have a zero delay in frame #14.
[UPD:] Surprisingly, I seem to have reported this earlier: >>46228
It`s not fully a bug, though, since it doesn`t influence output.
>> No. 47013
File 140349758016.gif - (65.10KB , 73x50 , rarity_galla_right.gif )
Been a long while, but I wanted to stop in and say that I made a small update to my Gala Dress animation for Rarity. Namely, I added her slippers and that little jewel on her neck. You can grab the left and right animations here...
>> No. 47014
wow love that tail bounce and sparkling effect. Really exceptional!

Last edited at Sun, Jun 22nd, 2014 21:44

>> No. 47015
Welcome back. :) And nice sprite update.
>> No. 47017
File 140355605297.gif - (8.69KB , 84x78 , wheatgrass blink right.gif )
Let's try completing this girl again, shall we?
Fire at will before I star the LOVELY process of animating this thing. (Filly Derpy will use a custom base for the walking/flying frames too, I'm afraid argh.)

Man, so glad to see you again.
>> No. 47018
Yes. This is the best version of this character yet. Nice! :)
>> No. 47019
I totally hadn't thought about just ignoring ponies and having a warning about it if there were name clashes. That's actually a much better alternative.

If I do warm up to the idea I'll probably do something along those lines, still not sure about it though.

I think requesting all the new images at once should be doable.

Bot-chan: I can't check the original images you provided (forums down and such) so could you let me know if you forgot to set the delay for that frame in your original copy of that gif? (If your original is correct, something may have gone wrong when it was cropped and stuff.)
>> No. 47020
Can you guys make An Elsa and Anna Pony. also I cannot download any ther ponies such as OC's like Fluffle puff.
>> No. 47021
That's okay. I guess it's not exactly a crucial feature.

About Saddle Rager, that delay was supposed to be a 10. I do remember that it was reported before, and I did update my sprite accordingly, but I may have forgotten to actually put this sprite into one of my update packs. So yeah, that was entirely my fault.

Wrong thread. The OC thread can be found here:
Keep in mind though that requests are usually frowned upon, but at the very least you can find a download link for my own version of Fluffle Puff in one of the more recent posts there.
>> No. 47022
File 140399694233.png - (194.84KB , 330x476 , transmetropolitan_glasses_by_monkeynoc-d3cwgt9.png )
…at last, DPE became a library :3
>> No. 47025
Pony Noia, Bot-chan, Anonycat- Thanks for the compliment, and for the return welcome :)
>> No. 47040
File 140439342798.gif - (108.50KB , 88x198 , trixie-formal-left.gif )
Still a bit basic animation-wise, but for those select few who like to have humans walking around their desktops, here are some more:

Last edited at Thu, Jul 3rd, 2014 06:31

>> No. 47043
File 140443649899.gif - (13.08KB , 102x142 , ironwill-walk-right.gif )
With apologies to StarStep. ^^;

Comes with a tail and a brand new idle sprite.
>> No. 47044
desktop ponies!!!!
>> No. 47050
It was too hot to do anything useful, so I somehow made this instead.
>> No. 47057
And the next update pack. It contains some new animations for some characters, among other stuff.

Also, Anonycat said he doesn't mind if you replace his Babs Seed with mine, so here it is again if you decide to do so:

Last edited at Tue, Jul 8th, 2014 17:44

>> No. 47060
Finally got a computer that can properly run this thing but I need some help regarding houses. Specifically, how to use them? I don't see ANYTHING in the Desktop Ponies menu about the houses anywhere!

Also, I see someone's working on making Wheat Grass. Glorious! Perhaps we could see Flax Seed or Ponyacci in later updates as well? Especially Ponyacci. Frigging love that guy.
>> No. 47061
Anonycat already released his Flax Seed. He's one of the ponies included in the pack which you can download here:

Also, it's normal that you can't find houses in the main menu. Once the ponies are running around your desktop, you can find and add houses by right-clicking on any pony and choosing it from this menu.

Last edited at Thu, Jul 10th, 2014 09:44

>> No. 47063
If a few of the artistically inclined agree on replacing the existing sprites I'm happy to do so.
>> No. 47071
I have a problem:

I have v1.50 downloaded, I try to run it... and my computer's virus protection software immediately deletes the application. Apparently, because it's been used by very few users of this particular virus protection software, the computer thinks that it's a virus and deletes it the moment that it activates.

Any workarounds that do not involve deactivating my virus protection software?
>> No. 47072
I don't know since I'm not familiar with your anti-virus. You may have more luck finding workarounds on a site dedicated to your program. Simple things like whitelisting desktop ponies (if possible) or enabling a simple prompt that asks if you actually want to delete the files or not should do the trick.
>> No. 47073
File 140546190856.gif - (61.57KB , 78x96 , aj-banjo.gif )
A small musical update for Applejack and Lyra (and some other small fixes)
>> No. 47075
No worries. I managed to fix it. By the by, it's Norton Security Suite, and you guys might want to have any future iterations of Desktop Ponies whitelisted at their website so that they know you guys can be trusted.
>> No. 47077
File 140575047433.gif - (29.16KB , 102x84 , bulk-powerfly-right.gif )
A new update for Bulk Biceps with a few additional animations.
>> No. 47078
> dat pic
L.O.L., awesome!
>> No. 47079
Thanks :)
>> No. 47082
File 140623702126.gif - (19.70KB , 96x62 , pinkie-sleep-right.gif )
New sprites for Applejack and Pinkie (and a small fix to Rarity's pony.ini)
>> No. 47084
Sorry to say my free time has been absolutely sidelined by real life of late. However with all the updates I figure I can at least wrap those up into a new release sometime.

Unless somebody interjects I am inclined to replace Iron Will and Babs Seed with these versions.
>> No. 47085
That's okay. Real life has priority, of course. I hope everything is well?

Also: Yes! My nefarious plan to include show accurate sprites is finally going to bear fruit. Muahaha! :P
>> No. 47087
File 140635423134.gif - (26.52KB , 79x63 , saddlerager transform full.gif )
Added an actual transformation for her. :)
>> No. 47091
File 140648312195.gif - (72.60KB , 176x134 , walk_right.gif )
I updated Nightmare Moon's mane so it looks a bit more misty like in the show and also added a flight animation. :)

Last edited at Sun, Jul 27th, 2014 10:46

>> No. 47095
File 140664700760.gif - (9.07KB , 64x60 , truffle-trot-right.gif )
In all honestly, he looks a bit smaller than I intended him to be, but here he is anyway:
>> No. 47096
We need a Fluffle Puff sprite.
>> No. 47099
No we don't. At least not here. Go to the OC thread instead.
>> No. 47100
File 140690073758.gif - (13.19KB , 82x84 , goldiedelicious-walk-right.gif )
Very simple, but there she is:
>> No. 47101
Technically, it's the third pack already, but I released the second one under a different name, so eh, whatever.

For those of you who like having humans walk around your desktop every once in a while, this pack contains Celestia, Luna, Octavia, Granny Smith and the two background characters Sweet Leaf and Watermelody (if those are still their names...)

Enjoy. :)
>> No. 47102
Nice. :)

This isn't a request thread. >:(
>> No. 47103
Thanks :)
>> No. 47104
A small graphical update for Princess Luna.
Turns out that she's been a bit too dark the whole time (back then, I had to base her color scheme on "Luna Eclipsed", a night-time episode). Also I made subtle changes to her mane (mostly the sparkles).
>> No. 47105
..:: The Alicorn Edition ::..

Fixed a small thing with my Nightmare Moon, then proceeded to change some other stuff that bothered me for a while, especially with the filly versions of Celestia and Luna. Full list of changes in the link.

Please tell me if I accidentally broke something. Seriously, do it! I can only do so much testing by myself. :(

(And not to appear presumptuous, but if the OC-pack ever gets updated, we should really discuss if moving the non-canon characters (fan-character Dr. Whooves, Filly Luna and both Filly Celestias) to it wouldn't make more sense.)
>> No. 47106
I wish there were more art and stuff of filly Luna with season 2/3/4 hair. Season 1's Luna design doesn't exist in my world.. I guess everyone has their own opinions..

Last edited at Tue, Aug 5th, 2014 18:50

>> No. 47108
Well, it sure doesn't happen often to see visitors from another world. How are you? :)
>> No. 47109
Okay, two more "bugs", so to speak, which happen in the main menu.

- If you press "R" after highlighting a pony (or rather its value of how many you want), instead of going to the next actual pony with a name starting with "R", it just goes to the "Random Pony". Now that it's always the first pony in the list, it should probably be ignored in my opinion.

- Pressing Tab after highlighting a pony used to simply jump to the next pony. Now, it jumps to what appears to be any random pony.
>> No. 47110
Google chrome says this is maliware file?
>> No. 47111
File 140742822728.gif - (18.83KB , 80x98 , auntorange-trot-right.gif )
How come no one thought to include her?

Hmm, I don't know why.
>> No. 47112
We got an Aunt Orange submission 2 years ago, but the "author" was an infamous thief and chronical liar so we didn't accepted it.
The thief went from attempting to submit our own animations to spam us with recolors and suddenly sent us a decent animation without any evidence that truly belonged to her, etc. (2011 was a bumpy year ow.)

I will update Uncle Orange's old animations to make him match your submission's quality, btw.
>> No. 47113
Oh, I didn't know. I just found it odd how we had Uncle Orange since practically forever but no Aunt Orange to accompany him.
>> No. 47114
File 140750702846.gif - (20.93KB , 92x88 , tealove-trot-right.gif )
Known from the comics (and blindbag toys), Tealove is now ready to stalk Big Mac on your Desktop. :)

Get her here:
>> No. 47117
File 140776529811.gif - (15.57KB , 142x70 , rd-swim-left.gif )
Have a new swimming animation for Rainbow Dash. :)
>> No. 47118
I *think* Dropbox as a whole may have been tagged as hosting malware and so Chrome is being over-cautious and marking any downloads from Dropbox as bad, even though Desktop Ponies is harmless.

Try this link instead, if it works I'll use github in future for links:

Last edited at Mon, Aug 11th, 2014 10:42

>> No. 47119
Hmm, Chrome gave me the same message with Dropbox, but it worked fine with Github, so I guess you're right about that.

So... everything okay? :)
>> No. 47120
Yeah I'm fine - just busy!

Going to try and release a new version with all your new ponies tomorrow though :D
>> No. 47121
Okay :D
>> No. 47127
- Added Flutterbat, Aunt Orange, Goldie Delicious, Tealove, Truffle Shuffle and Mane 6 Breezies by Bot-chan.
- Added Surprise change, Applejack banjo and drag, Lyra lyre, Pinkie Pie sleep, Saddle Rager transform,
Rainbow Dash swim and Bulk Biceps drag, muscles and fly animations by Bot-chan.
- Updated Nightmare Moon and new fly animation by Bot-chan.
- Updated Rarity gala animations by The Coop.
- Added Filly Rarity Smile animation by RJP!
- Tweaked Princess Luna animations by Bot-chan.
- Fix tab key in the menu to go through ponies in order.
- Fix minor bug where ponies would appear in a random order if the Random Pony was missing.
- The Random Pony is now ignored when using the keyboard to jump to a pony by name in the menu.


As ever, you can find a link to the full download in the opening post.
>> No. 47128
Nice. Everything seems to work fine so far.

I'm just a bit surprised at the inclusion of Tealove, since she's not a cartoon character. I just posted her here because she's technically not an OC either. :P
>> No. 47130
A quick question: can speech lines, architecturally, be ever modified in runtime?
>> No. 47131
File 140817459889.gif - (53.30KB , 100x160 , the_wave_rainbow.gif )
Sigh man... sigh.... -_-

I have three.
>> No. 47132
File 140817464664.gif - (28.00KB , 110x82 , the_groove_rarity.gif )
>> No. 47133
File 140817469172.gif - (22.80KB , 102x134 , the_dance_pinkie.gif )
>> No. 47136
Those look pretty nice. :)
>> No. 47141
Unexpected Error - Desktop Ponies v1.50
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.ComponentModel.Win32Exception (0x80004005): Controlador no válido
en DesktopSprites.SpriteManagement.AlphaForm.InitializeBuffer() en _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAlphaForm.cs:línea 145
en DesktopSprites.SpriteManagement.AlphaForm.get_BackgroundGraphics() en _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAlphaForm.cs:línea 63
en DesktopSprites.SpriteManagement.WinFormSpriteInterface.GraphicsForm.OnResize(EventArgs e) en _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementWinFormSpriteInterface.cs:línea 65
en System.Windows.Forms.Control.OnSizeChanged(EventArgs e)
en System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
en System.Windows.Forms.Control.UpdateBounds()
en System.Windows.Forms.Control.WmCreate(Message& m)
en System.Windows.Forms.Control.WndProc(Message& m)
en System.Windows.Forms.ScrollableControl.WndProc(Message& m)
en System.Windows.Forms.ContainerControl.WndProc(Message& m)
en System.Windows.Forms.Form.WmCreate(Message& m)
en System.Windows.Forms.Form.WndProc(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
2014-08-21 03:27:51Z
>> No. 47144
File 140865152315.gif - (17.13KB , 80x90 , neonlights-trot-right.gif )
A very simple Neon Lights for your collection. :)
>> No. 47147
File 140883624716.gif - (748.57KB , 234x260 , demon-sunset-idle-2-right.gif )
Just in case you've always wanted a demonic Sunset Shimmer to stalk the other Equestria Girls (or even the ponies).
>> No. 47149
I think I wasn't paying sufficient attention, whoops! Oh well all the more reason to sort out canon/comic/OCs eventually.

Not right now - but it could be done if it'd be worthwhile.

Man I was hoping this bug was fixed in 1.50.

When did this happen: trying to start some ponies, whilst ponies were running, whilst trying to close the program, something else?
>> No. 47150
> Not right now - but it could be done if it'd be worthwhile.
OK, will add.
Still not certain whether to render them by hand or pass it to the OS, though. The latter is easier, but, at least on Windows, the standard hints are just not designed to pop up in quantities sufficient for probable numbers of «talking» sprites on the screen.

Do you need my help with integration?
A friend familiar with .NET told me that the biggest problem that can occur here is passing a proper callback. Is this the issue?
In case I forgot to say it earlier, all functions the library exports have __cdecl calling convention, not __stdcall. Furthermore, all imported callbacks are also assumed to conform to __cdecl. Unfortunately, linking a low-level library to high-level code does require a bit of black magic…

No hurry, as usual, just wondering.
>> No. 47152
Is there a way to change their speech box when ever they talk? It's hard to read them for me.
>> No. 47153
File 140938248297.gif - (15.63KB , 100x192 , flash-walk-right.gif )
The "Equestria Guys" edition. :p
Contains Flash Sentry, Snips and Snails.
>> No. 47155
Equestria Guys, part 2. :p

Yeah, sorry about that. I had to change a tiny detail in Flash's idle sprites so you'll have to redownload the whole pack all over again. Boohoo.
But on the plus side, the pack now also contains Big McIntosh. Handcrafted with love and a healthy dose of Apple Spice, this is a character you don't want to miss in your collection. :)

Download at the same link from my previous post.

(Warning: I'll take no responsibility should your desktop decide to explode with happiness when using Big Mac.)

Last edited at Sat, Aug 30th, 2014 22:31

>> No. 47162
File 140996631120.gif - (6.32KB , 304x322 , twilights_house.gif )
No worries. I had tried having him do a thumbs up idle animation but it just wasn't up to par so glad you decided to do your own take on him.

You have been busy these past few months, that is a lot of really good sprites.

Nice. Those are really cute animations you chose.
>> No. 47163
Glad to hear that. And nice library. :)
>> No. 47166
In the pony editor, the following message appeared when I changed some of the behavior groups from "0" to any other number (it was a new pony with behaviors exclusively of group 0, if that's important):

Unexpected Error - Desktop Ponies v1.51
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
bei System.Collections.Generic.Dictionary`2.get_Item(TKey key)
bei DesktopPonies.Pony.HandleMouseoverAndDrag() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesPony.vb:Zeile 2136.
bei DesktopPonies.Pony.StepOnce() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesPony.vb:Zeile 2076.
bei DesktopPonies.Pony.Update(TimeSpan updateTime) in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesPony.vb:Zeile 2063.
bei DesktopSprites.SpriteManagement.AnimationLoopBase.Update() in _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAnimationLoopBase.cs:Zeile 1258.
bei DesktopPonies.PonyAnimator.Update() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesPonyAnimator.vb:Zeile 208.
bei DesktopPonies.EditorPonyAnimator.Update() in _____________________________________________Desktop PoniesDesktop PoniesPonyEditorEditorPonyAnimator.vb:Zeile 53.
bei DesktopSprites.SpriteManagement.AnimationLoopBase.Run(Object startSync) in _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAnimationLoopBase.cs:Zeile 1160.
bei System.Threading.ThreadHelper.ThreadStart_Context(Object state)
bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
bei System.Threading.ThreadHelper.ThreadStart(Object obj)
2014-09-09 23:10:45Z


When exactly this happens seems to be kinda random. It can happen after the first change or after multiple changes and when it happens, it will crash the program.

Edit: Oh, and another thing: Sometimes it's difficult to select colors in the "Gif Alpha" window. This seems to be especially true with large sprites (from any of the two previews) or sprites with a big palette (which will not fit into the window if it's exceptionally large).

Last edited at Tue, Sep 9th, 2014 18:06

>> No. 47175
Octavia (who is part of character pack 2) was updated to include her playing cello. Also, I made a small fix to Sweet Leaf's idle, who's part of the same pack. Get it here:

Also, while I'm at it, I'll mention it here even though it's about an OC: Fluffle Puff was updated to include sounds. Get her here:

And finally, I've made a small tutorial... thing... on how to code a pony using the pony editor. I have no idea how useful it will be, but you can get it here:

That's it for now. :)
>> No. 47179
I've just been super short of time lately (I fell really bad for pushing you to give me something then not doing much with it, sorry!)

The calling convention is fine. I think the main issue will be dealing with threading (fun enough to start with and callbacks between managed and unmanaged land will make it super extra fun! </sarcasm>). Additionally both sides of the equation have a "main loop" at the moment. You're looping and calling back for new state, whereas I'm looping to update the state and draw. Don't know how much of an issue that will be yet. Should be interesting.

There's no way to change them at the moment. Would you like them in a bigger font or something like that?

That bug will be fixed in the next version. Turns out there were other subtle errors that would happen it you updated something in the editor - this one was good because it caused a crash. Some of the others would just leave your preview doing the wrong stuff unless you reloaded it.

Regarding the Gif Alpha window, I was really lazy with that. Usually we're dealing with smallish images with limited colour palettes so I didn't put a lot of effort into makings things work when that wasn't the case. I'll add some scrollbars to the image preview so hopefully you can at least scroll around in there and click the right colour. Fixing the palette is too much effort right now though.
>> No. 47181
> I think the main issue will be dealing with threading (fun enough to start with and callbacks between managed and unmanaged land will make it super extra fun! </sarcasm>)
Exactly the first issue I have foreseen.
The calling process does not need to be multithreaded, since the loader already is. EngineLoadAnimAsync() just binds requests to threads and returns immediately, and only waits when all threads that can accept the current request are busy. There is virtually no need to go parallel outside ELAA(). Or is there?
> I fell really bad for pushing you to give me something then not doing much with it, sorry!
Nah, never mind. All in all, it was my idea in the first place, to go and make a separate sprite engine with girls and blackjack =)
>> No. 47182
Hmm, that's understandable. But just so you know, when I'm talking about it being difficult to pick colors from the preview images, I'm not just talking about the size of the sprites making it difficult. I mean that clicking on a color in one or either of the preview pictures sometimes causes the program to pick the wrong color for some reason. I just have the feeling that this happens more often with large sprites, but it can actually happen with smaller ones, too. And by resizing the window, you can even change the results sometimes. It's all very odd. :p
>> No. 47184
I'm getting an error opening desktop ponies. :(

Unexpected Error - Desktop Ponies v1.51
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.UnauthorizedAccessException: Access to the path 'C:UsersAmandaDesktopDesktop.Ponies.v1.51Profilescurrent.txt' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.StreamWriter.CreateFile(String path, Boolean append, Boolean checkHost)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost)
at System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding, Boolean checkHost)
at System.IO.File.WriteAllText(String path, String contents, Encoding encoding)
at DesktopPonies.Options.LoadProfile(String profile, Boolean setAsCurrent) in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesOptions.vb:line 210
at DesktopPonies.MainForm.LoadProfile() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:line 500
at DesktopPonies.MainForm.ProfileComboBox_SelectedIndexChanged(Object sender, EventArgs e) in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:line 496
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at DesktopPonies.MainForm.GetProfiles(String profileToAttemptToLoad) in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:line 454
at DesktopPonies.MainForm.LoadInternal() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:line 52
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
2014-09-23 23:42:17Z

Is there a way to fix this?
>> No. 47187
Surely there is. It is most likely due to «Read-only» flag set on this file:
Go to file properties (right click → Properties) and uncheck «Read-only».
>> No. 47190
More Equestria Girls. Yay!


>> No. 47191
File 141201727585.gif - (2.25MB , 853x480 , 267938__safe_twilight+sparkle_pinkie+pie_animated_cute_hug_adorable_feeling+pinkie+keen.gif )
Thank you for the link! :)
>> No. 47195
Unexpected Error - Desktop Ponies v1.51
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.ArgumentOutOfRangeException: The added or subtracted value results in an un-representable DateTime.
Parameter name: t
at System.DateTime.op_Addition(DateTime d, TimeSpan t)
at DesktopPonies.PonyAnimator.PlaySounds() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesPonyAnimator.vb:line 289
at DesktopPonies.PonyAnimator.Update() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesPonyAnimator.vb:line 215
at DesktopPonies.DesktopPonyAnimator.Update() in _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesDesktopPonyAnimator.vb:line 242
at DesktopSprites.SpriteManagement.AnimationLoopBase.Run(Object startSync) in _____________________________________________Desktop PoniesDesktop SpritesSpriteManagementAnimationLoopBase.cs:line 1160
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart(Object obj)
2014-10-04 21:44:22Z

Yeppers. It crashed. Now time to Team Fortress 2, MAGGOT!!!
I took control of a pony, held it with my mouse, tried moving at the same time, then it crashed. Heh... heh.

Last edited at Sat, Oct 4th, 2014 14:47

>> No. 47197
is there a way to start with building (that, in turn, will spawn ponies) ?
is there a trick to avoid duplicates (age, clothing, season) of a pony?
why all "dedicated forums" links are always dead?
>> No. 47198
File 141250550853.gif - (20.25KB , 77x78 , lyrabon bench.gif )
Bulk Biceps can now be downloaded here

Also, Bon-Bon and Lyra have been updated with an interaction. Find the characters here

and add this line of code to the interactions.ini:
EqG_lyrabon,"EqG Lyra",0.25,300,{"EqG Bon-Bon"},One,{"lyrabon_1"},250
>> No. 47203
- Added Neon Lights by Bot-chan.
- Added Ponyville Library by StarStep.
- When editing a pony, it will be respawned when changes are made to ensure it gets the updated configuration.
- Added some scrollbars to the window for setting up transparency for GIF images.
- Prevent a crash when the current profile selection cannot be remembered due to file security.


As ever, you can find a link to the full download in the opening post. I would provide a patch version but I think Dropbox is still blacklisted :(

I've not had any luck resolving this problem yet, sorry about that.

Oh I get it now! Yeah it seems like if the image is cut off it starts giving you the wrong colours when you click. Thankfully the scrollbars see to have fixed that issue as a side effect so it should be fine now.

Fixed :)

Sort of fixed - it was crashing because some sound file said it had a duration of like a billion years - so I'm just going to ignore any files that claim that from now on.

>is there a way to start with building (that, in turn, will spawn ponies) ?
You cannot start with just a house at the moment unfortunately.

>is there a trick to avoid duplicates (age, clothing, season) of a pony?
There is no automatic way to avoid duplicate ponies in the way you describe - but you can look though the ponies and only choose which ones you want. The variation is usually given in brackets at the end of the name, e.g. (Filly) or (Season 1). The name of the pony is usually the same so they should show up next to each other alphabetically.

>why all "dedicated forums" links are always dead?
They died a while ago unfortunately and it seems to be permanent - I've stopped linking there because of this.

Can I add these to the next version? (If you have a specific configuration for them you can send me the pony.ini file and I'll use that - if not I'll create something myself if you like)
>> No. 47208
I'm not sure how to download Desktop Pony Sprites and the internet isn't much help.
>> No. 47210
File 141314633331.png - (419.40KB , 1280x720 , Pinkie_Pie_happily_singing_the_cupcake_song_S1E12.png )
All you have to do is scroll up and click the topmost link
Now just wait for it to download, it really is a cinch.
Getting these sprites won't make you flinch it really is so easy.
For getting it set up just check the readme.
So cute and funny
They're really lovely
Ponies, ponies poniiieees!
>> No. 47213
File 141317127627.png - (13.22KB , 238x212 , bats.png )
>> No. 47218
I just had a thought/suggestion:

So far as I can tell, there are no Desktop Ponies made of the Olden Pony or the Headless Horse. I understand that the Headless Horse's appearance is in silhouette and any attempts to work on it would largely be conjecture, but they would be interesting Desktop Ponies to see added. This is all at the convenience of those who produce these characters, though, so feel free to take your time on them if you take up my suggestion.
>> No. 47219
Requests are not allowed here as far I know.
Not even a disguised request.
>> No. 47220
Well then... Please disregard my previous statement.
>> No. 47228
File 141412680584.png - (2.49KB , 80x122 , cherriwip.png )
Hi guys, ong time no see and stuff bleh.

Guess what I'm working on. (Yeah, I love to pick the difficult ones haha.)
>> No. 47229
Nice. :)
>> No. 47231
File 141421246606.gif - (7.46KB , 63x82 , pedal beta1.gif )
Well... it's a start. (Now I understand why the original scene added a pink smudge to hide the part where the pedals were connected to the copter argh.)

Suggestions and opinions are always welcome of course.

Last edited at Fri, Oct 24th, 2014 21:50

>> No. 47235
What's the system req's for the new one?
>> No. 47236
Hm.. Haven`t they stayed the same?
>> No. 47247
File 141492524969.jpg - (63.11KB , 678x840 , Error cap.jpg )
Not sure if it's been reported before, when using the screensaver on Windows 8.1, background is not transparent despite the setting being selected. However, it works normally in preview mode.

Last edited at Sun, Nov 2nd, 2014 03:49

>> No. 47252
File 141507921699.png - (508.79KB , 1280x1024 , src+rar.png )
…just another update on DPE.
Lots of changes underway, unable to commit them as for now; leaving a snapshot in a rarpng.
The picture features the engine working under vanilla Windows 98 SE. All hail compatibility! (Pretty sure it`s now capable of running on any Windows 9x including ME and 95/OSR2.)
>> No. 47253
I like !
>> No. 47257
File 141521529479.png - (227.79KB , 640x360 , vlcsnap-2014-06-09-05h36m04s195.png )
>> No. 47277
Hi guys, DPE anon here again. Does anyone have an archive of all DP threads since the beginning? Pictures do not matter, all I need is text.
I want to get myself a full summary of DP features, to know exactly what has to be (re)implemented, and, most importantly, to be able to devise a proper architecture for them.
Release notes seem to be a better way of doing this than scanning through screens and screens of VB# code I often fail to understand.
So, yeah, despite RD`s advice not to try rewrite DP logic from scratch, I still consider myself capable of doing it eventually (and since there already is a working implementation in VB#, a done-when-ready schedule is acceptable). And I do believe that a carefully planned extensible architecture can make adding features an easy task.
>> No. 47278
Hmm, I can't really help you with DP threads, but why don't you just look into the programs readme.txt which has a version history included?
>> No. 47279
Oh my.
Never paid attention to the Content folder since I symlinked the animation base into my project.
Thank you, that`s precisely what I needed.
>> No. 47280
No problem. I'm glad if I could help you :)
>> No. 47281
File 141603543939.gif - (16.42KB , 108x192 , valhallen-walk-right.gif )
I will eventually make more ponies again, but for now, I hope you enjoy the latest addition to my EqG line-up. :)
>> No. 47283
File 141604356849.png - (33.85KB , 640x400 , 26-9-26.png )

This is so weirdly reminescent of «Full Throttle»…
← Pic related.

Maybe someday I`ll even try and make an FT pack for DP.
>> No. 47287
It's allright for a first attempt. We actually already have a rainbow dash flying if you want to look at that for future inspiration. The main thing is all the hair is pretty stiff. You moved some of the colors in the hair and tail to try and create movement but that does not work. You need to redraw bits of it. Have the outline change and show more movement instead of only moving a pixel or two. So take a look at the ones in the program to see how to improve and keep spriting :)
>> No. 47288
Thanks so much for your kind words. c: I'll be sure to keep that in mind the next time I make some more pixels. :D
>> No. 47291
File 141613461158.png - (32.78KB , 576x466 , spoiler.png )
just trying to find a app to use to create a pmv vid
>> No. 47292
File 141614846267.gif - (15.56KB , 96x172 , mysterymint-walk-right.gif )
And one more.
>> No. 47294
No reason to be pleased about this. All you did was recolor my Shoeshine. >:(
>> No. 47296
Ahem? :/ Sorry that you woke up on the wrong side of the bed or whatever to sass me, I simply used the the trotting pony tutorial you had on your DA for the pose and stuff and then used Bon Bon's colours since her and Shoeshine have the same tail shape and stuff.

But never mind about all that. I ended up deleting before more drama was started. Happy now?
>> No. 47297
I thought this should have gone without saying, but my tutorial was meant to give people an idea of how to create those pony sprites themselves, not to have them just skip to the final step, copy the frames of the finished pony, recolor them and then pretend that they've put any effort into "their" work. If you're doing that, you are fooling no one but yourself.
>> No. 47298
While its great that you want to learn pixeling, recoloring a pony is more about finding the tools to recolor in your program then about spriting. It accomplishes nothing especially when it is a pony we already have. So if you want to learn spriting we'll happily give any tips and critiques you want but just recoloring something and calling it your work is not spriting and feels more like art theft since you are taking credit for the original artists effort.
>> No. 47303
File 141638420697.gif - (15.04KB , 100x176 , cherrycrash-walk-right.gif )
And another one.
>> No. 47308
File 141655895721.gif - (14.73KB , 124x82 , daring-gallop-right.gif )
Now with galloping action for faster treasure finding. :)
(treasures not included)
>> No. 47311
File 141667914564.gif - (15.71KB , 70x88 , gizmo-trot-right.gif )
For those who've always wanted to have the short-lived asparagus-induced target of Rarity's affection roaming around your desktop, well, here's your chance:
>> No. 47312
File 141676036303.gif - (17.52KB , 82x72 , maud-lying-left.gif )
Since Anonycat told me he didn't mind, I took his idle and walking sprites, touched them up a little, added my lying sprite and created this desktop pony here

Hope you like it :)
>> No. 47315
Gee, I'm sorry if you choose to take it that way then,. But it's pretty much behind me now so I guess I'll just start don't nf pixels from thought and try not to make anyone angry over it.
>> No. 47317
Where's the linux version? I heard there's an official port, but the forums are down and I can't find it anywhere.
>> No. 47320
The port you are most likely talking about is called QT Ponies.
BTW, the official version is also able to run under Linux. It has some dependencies though, and they shall be installed manually since there`s no DP package in the majority of Linux repositories (none I`ve heard about, at least).
>> No. 47323
I'm back after having to get myself a new laptop since my old one kicked the bucket. Woo. I've long since forgotten my trips so god knows whether it'll turn out the same.

Looking awesome. Good luck with the rest of it!

If you weren't aware of it already, I've written up a description of the file formats and how DP interprets specific sections with a fair amount of detail so hopefully that covers the key aspects of things.

Obviously if you want exact implementation details the only way is to refer to the implementation. I suggest ignoring most if not all of it myself, but you might find reading the comments on the Pony class which have a little more description about handling some edges cases and other things.

Also I collected all the old thread links at one point whilst I was hunting up image credits and making sure the version history was complete. They may or may not be that useful (you'll also need to use the wayback machine on the older links). [v1 to v1.16] [v1.18 to v1.23] [v1.24 to 1.29] [v1.30 to v1.32] [v1.34 to V1.38 Test 6.1] [v1.38 to v1.40 Test 2] [v1.40 to v1.41.2.14] [v1.42 to v1.42.4] [v1.42.5 onwards]
>> No. 47324
I can't run desktop ponies. I keep getting this: Cannot execute "C:UsersPRESI_~1AppDataLocalTempRar$EXa0.841Desktop Ponies.exe"
>> No. 47328
It`s mainly because you should unpack DP first, not try run it directly from the archive file. It just doesn`t work that way.

Congrats on the new hardware, I hope it handles OpenGL properly this time =)
Well, yes, I already know about the documentation. It does save me a lot of time.
Just in case: when (if?) you begin using DPE, tell me to stop altering its API. It`s already quite different from what you`ve tried to link to DP back in July, and there are probably more changes to come.

BTW, while reading old DP threads, I realized that the second thread was actually named third. So out of curiosity I made a simple ponychan crawler script and found this:
Allow me to present the very original, zeroeth DP thread.
>> No. 47329
Oh I see.
Thanks! c:
>> No. 47335
File 141768055747.png - (3.31KB , 400x400 , font+sample.png )
Bump. Got an idea regarding speech lines.

I do not like how they look in DP, and therefore do not want to reproduce them as they are.
The idea is, firstly, to have a monospace font that matches the overall 8-bit look-and-feel, and, secondly, to draw actual speech bubbles instead of mere rectangles around what`s said. For every phrase, a unique bubble (in terms of shape and color) shall be generated, which, as I see it, may bring even more cuteness :3
Note that no effort is needed from the artists here, as bubbles are to be generated programmatically.
The pic contains the current version of the font and an example of how speech may look.

What do you guys think?
I mean, if you don`t like what I`ve done here, I can abandon it and implement speech handling exactly as in DP.
>> No. 47336
File 141770956531.png - (3.96KB , 114x142 , browserponies.png )
While I'm generally in favor of replacing the rectangles with something nicer, I'm not sure if I like your example picture. I mean, I like the general idea, but I don't think that the monospace font and the blockiness are the way to go (even though we use low-res sprites for the most part, I don't think it should be hardcoded into the program). But I guess I'd have to see what an actual speech bubble would look like instead of the thought bubble you've shown.

Personally, I'd prefer something similar to what Browser Ponies is doing with its nice rounded corners.
>> No. 47339
Are you using a secure screensaver? Here is a hint: it is secure if there is password protection.

Secure screensavers are very sandboxed, they run on a different desktop and are forcefully killed at any interaction.

On a different note, how about adding triggerable behaviors? They would start in response to events. Events would be various window session events, such as starting/closing an application, getting an email or the music player switching to the next track.
>> No. 47346
File 141793594383.gif - (13.60KB , 90x96 , mule-idle-right.gif )
Your desktop can't possibly be too cool for this mule.
Get him here:
>> No. 47348
> I like the general idea, but I don't think that the monospace font and the blockiness are the way to go
Well… gotta admit that my graphic design skillz are beyond awful T_T

> even though we use low-res sprites for the most part, I don't think it should be hardcoded into the program
Even if this made it into the program, it won`t be in any way hardcoded. Bubble creators are planned to be encapsulated in functions which may then be passed as a parameter to a general speech initialization subroutine. So, different families of bubbles/rectangles/whatever may be obtained by just changing the init invocation (maybe even via if/then/else or switch/case).

> I guess I'd have to see what an actual speech bubble would look like instead of the thought bubble you've shown.
OK. However, there`s another exam session ahead of me, so no earlier than February. We`re not in a hurry, right? =)
I proposed the feature early to collect opinions on it. (Before I begin doing something potentially unneeded.)

> Personally, I'd prefer something similar to what Browser Ponies is doing with its nice rounded corners.
Got it.

> On a different note, how about adding triggerable behaviors?
Doable. Still, by February at least, if not later.
>> No. 47349
Youtube embed play button
  On the topic of speech bubbles, what level of formating of the text itself will be possible?

Text color, bubble colors, possible animation of the bubble as well as the text, bold, italic, underline...

There is one special style of font used in speech bubbles that I think is important: icy cold. Lots of downward spikes. It is rarely used, but when used it has a strong impact.
>> No. 47350
> what level of formating of the text itself will be possible?
Maybe without the ability to change the font itself. Different OSes have different font sets, so there is no guarantee that the requested font exists in the system.

> There is one special style of font used in speech bubbles that I think is important: icy cold
I.M.H.O., icicles on letters won`t look good on font sizes we`re dealing with here.
Icy bubbles may work like a charm, however.
>> No. 47353
i downloaded it and extracted it and theres no .exe file :/ i checked read me and it only told me how to make my own pony

Last edited at Mon, Dec 8th, 2014 20:18

>> No. 47354
help how do i run it i checked read me but theres nothing except on how to make my own pony wheres the exe file
>> No. 47355
It sounds like you downloaded the template folder by accident. Try downloading the first zip file in this thread and once you unzip it, it should contain the .exe you are looking for.
>> No. 47357
I just realized something: there are non ponies in the ponies folder. Perhaps the folder should be renamed to "characters"?
>> No. 47358
I don't think that this is really necessary. The program is called "Desktop Ponies" after all, despite the inclusion of non-pony characters.
>> No. 47359
File 141863814061.gif - (13.21KB , 78x82 , silvershill-trot-right.gif )
I totally forgot to announce it here: Silver Shill is now ready for download. He's still very simple, but I hope you'll like him anyway.

In other news, the Equestria Girls characters Flim, Flam and Photo Finish are also available for download. You can find them with my other EqG characters right here:

And that brings us to a staggering 40 EqG characters. Yay. :)
>> No. 47362
See, I have an error for ya:

Unexpected Error - Desktop Ponies v1.48
An unexpected error occurred and Desktop Ponies must close. Please report this error so it can be fixed.
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в System.Windows.Forms.Control.EndInvoke(IAsyncResult asyncResult)
в DesktopSprites.Core.ControlExtensions.EndAndDisposeAsyncResult(Control control, IAsyncResult asyncResult) в c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesCoreControlExtensions.cs:строка 138
в DesktopSprites.Core.ControlExtensions.SmartInvoke(Control control, MethodInvoker method) в c:UsersTomDocumentsActualProgrammingC#Desktop PoniesDesktop SpritesCoreControlExtensions.cs:строка 25
в DesktopPonies.MainForm._Lambda$__94() в _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:строка 775
в DesktopPonies.MainForm._Lambda$__93(Object a0) в _____________________________________________Desktop PoniesDesktop PoniesDesktopPoniesMainForm.vb:строка 775
в System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
в System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
в System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
в System.Threading.ThreadPoolWorkQueue.Dispatch()
в System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
2014-12-20 12:07:08Z
Sorry, if it is a wrong tread
>> No. 47363
1.48 is already obsolete. Try 1.52.
Приятно, кстати, видеть на этой доске русскоговорящих.
>> No. 47365
Not sure if right place to write, but here goes:

Recently tried to run Desktop Ponies v1.52 on my Arch Linux laptop. It works fine otherwise, except that all sprites have black boxes around them.

The problem is probably on my end since everything works perfectly on my Windows PC. Anybody know if there are some programs or packages required to display sprites with transparency? I don't have desktop environment, I'm only running Openbox as window manager.

Also, the program causes some weird spikes to my cpu usage every 20-30 seconds, but that's tolerable.
>> No. 47366
Nevermind, I found the solution. I installed xcompmgr and got rid of the black boxes.

Still have those weird spikes in cpu usage, though.
>> No. 47367
File 141958780829.gif - (20.02KB , 106x106 , High Heel trot.gif )

I noticed a lack of Power Ponies villains in your collection and made a trot anim for High Heel (as seen in the MLP:FiM Annual 2014 comic by IDW).

I will likely make changes to it but for now I wanted to show the basic design. DA submission can be found here []. Let me know what you think!
>> No. 47377
Looks pretty nice. Personally though, I think the legs look a bit too long because of the heels.
>> No. 47378
I'm having a weird issue in screensaver mode with v1.52. I allow the ponies to roam all three of my monitors but they prefer to stay on monitor three and never go to the other monitors and try to stay as far away from next screen as much as possible. Any ideas why this is happening?
>> No. 47379
File 142002844376.gif - (16.96KB , 106x96 , Pharaoh Phetlock trot.gif )
I see what you mean and kind of agree, though that's what high heels are for. :P

I could try moving them up the leg by a pixel or two and see how it looks. Main thing that has me wondering is the tail. Doesn't use standard outline because it's too thin. Not sure whether to change that or not.

Also, I made a Pharaoh Phetlock [] sprite.
>> No. 47380
I think the lack of a complete outline on her tail is fine, but it is missing the second loop. Maybe that's why it looks odd to you. :)

The Pharaoh looks okay, but his colors (especially those of his outfit) could be a bit more vibrant in my opinion (at least if you are going for a less comic-y and more cartoon-y look).
>> No. 47381
Indeed. I chose not to draw the other loop and string because I wasn't sure it would stand out enough to not look like one big mess. I will try to do something with it, but I'm worried it will look worse.

As for the Pharaoh's colours, I picked them right out of a screencap of the comic (digital copies ftw). I did dull the gold down to look more metallic, but I see now that may have been a mistake.
>> No. 47384
Would you gentlemen consider doing sone ponies, animations, monsters for a game I'm working on?

Like let's say 10 dollars per animation: Applejack jumping, running, crouching, bucking, using her lasso, stomping, running without her hat. Thats 70 dollars.

Price might differ depending on the animation's duration. For example a pony looking up or down would be 5 dollar each. But something complicated like Nightmare Moon or Twilight's spells would be around 20 dollars. Unless you're more comfortable working on a fixed price.

Like for example I'd like a Timberwolf for 100 dollars with all the animations I mention and I'd pay you for each animation at a time.
(It needs a death animation, walking cycle, running cycle, pouncing action, knocked back when taking damage, biting, slashing, standing up and roaring, running while set on fire, idle animation(scratching itself like a dog))
That would be the gist of it.

As for special animations those would be out of the package. For example I'd also need a green ghostly ball which wanders around.
>> No. 47388
> Desktop Ponies
> Paid Commisions

Is this bait?
It surely looks like bait.
>> No. 47389
I'm sorry but Desktop Pony animations cannot be used for paid commissions. If you are just looking for spriters who will be creating completely new assets then I suggest starting your own thread for that.
>> No. 47391
File 142068351109.png - (0.96MB , 1920x1200 , 2 543 616.png )
Weird screenshots, yay!
Purged mod()`s from the rendering pipeline, vectorized computations in both vertex and pixel shaders. Tried to lower the shader model even further (1.10 → 1.00, which would mean switching from GLSL to ARB GPU assembly), but failed: unfortunately, 1.00 does not allow to perform texel fetches during vertex processing stage.
Still, picrelated contains two and a half million sprites, ~0.3 FPS on Intel HD 3000 GPU.
I wonder what the use case of this many ponies on screen might be ^_^
>> No. 47395
Wait, why does this need texture fetches in the vertex shader?
>> No. 47398
Well, this does require an explanation.
[TL;DR:] it`s implied by the current architecture. In case there is an alternative solution that I`ve overseen, feel free to describe a better architecture. Some of the probable solutions I already considered are listed below.

Hereinafter, «server» is a library responsible for loading and drawing, and «client» is an executable that tells the server what to load and draw.
To avoid confusion, let`s also define «animation» as an internal server structure whose data is unique among other animations, and «sprite» as a client-controlled instance of some animation on the screen.

Every animation has its unique ID. When it`s time to update the screen, the client has to set properties for every sprite, namely: animation ID, frame number and sprite position (X, Y). Sprite dimensions are not needed: both server and client know them, and they stay constant for every sprite rendered from the same animation. Then the array of properties is passed to the server, and the server feeds it to the shader program. When the execution reaches this point, the shader program needs to determine which animations are to be drawn, and all it`s got is an array of sprite properties and a pre-allocated array of animations. How to link sprites to animations, and how to store them rationally?

In GLSL 1.10, the input data passed to the shader can be either vertex attributes or uniforms — special variables imported from RAM to VRAM. Static arrays are possible, but the total number of imported uniforms is bound by GL_MAX_VERTEX_UNIFORM_COMPONENTS and GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, both usually less than 1024, and much less than, say, a million. Vertex attributes, in turn, are given to the shader one vertex at a time, proving their name.
So, animation properties like width, height or scaling factor can not be stored in vertex attributes. Technically, it`s possible, of course, but it`s very impractical: they`ll have to contain several times more data than the number of sprites, since every sprite has several vertices (6 for the current implementation — 3 for both triangles comprising a sprite quad); what is more, the attribute array would have to be refilled on every sprite reordering and then sent to the GPU, along with the sprite properties from the client. Another point is that the total number of unique animations is quite finite, bound by the animation base on disk, unlike the number of sprites, which can be added or deleted every frame. Unfortunately, uniform arrays are also not an option, since their size is limited and largely depends on GPU capabilities: some early models supporting 1.10 had as little as 16 hardware uniform slots.
What`s left? The most promising (if not the only) option is textures. Consider a texture containing IDth animation properties in IDth pixel. This screme is not in any way affected by sprite ordering, so once loaded, these values hardly ever change. Thus, there`s no need to update the texture every frame wasting precious video bus capacity. There`s even a special texture type for that, called GL_TEXTURE_BUFFER, but it`s not available in 1.10, so let`s stick to the good old GL_TEXTURE_2D. So, acquiring the necessary data by animation ID would require a texel fetch.

And there`s the pitfall. Most computations that give pixel shaders the data they need are complex enough to slow execution down if done anew for every pixel. Furthermore, setting sprite geometry, the actual job of a vertex shader, requires knowledge of sprite dimensions at least, stored in a texture.
>> No. 47400
First of all, a quad has 4 vertexes, even after being converted to a pair of triangles. You aren't doing it right if you need to duplicate the shared vertexes.

Now, I do not get why the vertex shader needs to look up things like scaling and what not. That is the key point here. Why does the vertex attributes not contain the position of the vertex, both on screen (XY) as well on texture (UV)?

You might argue that the gpu doesn't need to be told the animation data each frame. But what it does need to be told is the position of the current animations and their status. Since as far as I know, there is no such thing as per triangle data, you have to either use multiple draw calls and uniforms (bad for performance) or let each vertex carry the data.

What exactly does the vertex attribute data contain in your setup? My setup has just four values per vertex, each unique: X, Y, U and V.
>> No. 47401
File 142100504300.png - (237.20KB , 545x491 , src+bin.png )
> First of all, a quad has 4 vertexes, even after being converted to a pair of triangles. You aren't doing it right if you need to duplicate the shared vertexes.
Uh, okay, mea culpa. I`ve got 6 indices for glDrawElements(), but actually 4 unique vertices, you`re right. At first, I used to have 4 indices when drawing GL_QUADS, but then I stumbled upon the official OpenGL wiki [] that said it is no more standard. This usually means lack of hardware support, so I switched to GL_TRIANGLES.

> Now, I do not get why the vertex shader needs to look up things like scaling and what not. That is the key point here. Why does the vertex attributes not contain the position of the vertex, both on screen (XY) as well on texture (UV)?
Plain economy, both in terms of performance and bus capacity.
First, I use a 3D texture to store animation frames, so there are 3 texture coords: 2D textures are too small to store ~90 MB of raw pixel data in a single sampler object. (XY)(UVW) don`t fit in vec4, so we`ll need at least a vec2 and vec3 for vertex attributes. But that`s not the main point. The main point is that my approach gives me one «dynamic» vec4 per sprite, not per vertex.

This is how it works:
1. The array of sprite properties is also passed via texture and updated every frame using glTexSubImage2D().
2. The vertex attribute array is static and never changes.
3. For every vertex in this static array, left corners have X = 0, bottom corners have Y = 0, right and top have X = 1 and Y = 1 accordingly; Z = sprite property array index, same for every 4 consecutive vertices.
4. In the vertex shader, each vertex «knows» where to look for the new data, due to its Z coordinate.

Note that this approach does not require any per-frame computation to be done on CPU, since all data is passed unchanged. According to Amdahl`s law [], this shall provide higher performance than what you proposed, and results in 4 times (5 actually, because of 3D texturing) less data going through the video bus at every frame.

The pic attached is a RARPNG containing full source at its current state and executables for both Win32 and Linux x64. To work properly it needs a copy of original DP «Ponies» directory near the executables, renamed into «anim».
core/ogl/shad/ dir contains actual shaders, core/ogl/oglstd.c has their comments.
>> No. 47402
So you are basically using vertex attributes and changing the texture instead.

I am not sure that it is a good idea to upload a new texture each frame. There is also the issue of overdraw.

Can you elaborate on what data exactly is stored in the texture? How much data needs to change in the texture each frame?
>> No. 47403
Both shaders operate on 5 texture objects in total. 4 of them are static. The only texture that changes dynamically holds the sprite data, 1 sprite = 1 texel.
The exact layout for all textures is outlined in comments, see oglstd.c; they are quite large, you won`t oversee them. Still, here`s the structure of the sprite data texture.
Each texel is a combination of 4 single-precision floats:

R = X position of the sprite
G = Y position of the sprite
B = current sprite frame
A = [base index (22)] [Y inv (1)] [X inv (1)]

I.M.H.O., the only element worth explaining here is A. It is the actual sprite`s animation ID (22 upper bits) and its current mirroring (2 lower bits). For the purpose of minimizing RAM / VRAM footprint, all animation pairs that are mirrored copies of each other are stored as a single animation sharing same ID and differing in lower bits only.
As per IEEE 754 [], floats have a 24-bit mantissa, 23 actual bits and 1 hidden. Thus, the largest integer that can be represented without losing integer precision consists of 24 bits, which gives 22 + 1 + 1.
>> No. 47404
I fully understand now, quite clever.

The cpu has to compute four-ish values for each quad. The traditional approach is four values per vertex. This is four values less since you need four vertexes per quad.

But I still don't understand why you need the animation data to be stored on the graphics card. To me it seems more straightforward to just let the LUT texture contain data about possible frames to draw and nothing more. As far as I understand, none of the animations here need to do any scaling, tinting offsetting or other effect that would require more data for each quad than the UV of the image texture and the dimensions of each frame.
>> No. 47407
> As far as I understand, none of the animations here need to do any scaling, tinting offsetting or other effect
They do. Unfortunately, they do.
There are several methods of minimizing the amount of pixel data RAM (and, most importantly, VRAM) implemented in my engine.
Among them are mirroring, scaling, transparency cropping and linearized pixel storage. The first technique has already been mentioned.
W.R.T. scaling, not every animation in DP base can be downsampled twice, and some of them can be downscaled 4-fold, which adds individual scaling factors to animations` properties. Compared with 4 and even 16 times less memory for pixels, this isn`t much.
Cropping also adds 4 individual values — the coordinates of the cropped animation inside the bounding rectangle of the original. Same reason.

Maybe the most interesting of technologies implemented is the latter.
The engine does not store frames as rectangles, like it`s usually done in textures. In our case, it`d be an awful waste of time and memory: animations differ both in size and in framecount, and the problem of arranging quads of depth 1 so they adequately fit in a cuboid is not only NP-hard [], which is already enough to slow loading down, but also its solutions leave spaces. Such packing will also require a map that defines the exact position of each quad (frame), resulting in 3×framecount additional values per animation.
So, the engine treats frames` pixels as a 1D string of bytes, and animation data is written into the 3D texture string by string, also treating each layer as a very long 1D. This way, if provided with UVW coords of the first frame of the animation, the engine knows exactly where each next frame resides: base + W×H×frame_number. One notable exception is that frames are never split between layers because it would complicate pixel shader code. If the layer has less space left than required to store the frame, it`s allocated in the next layer.
>> No. 47420
File 142174293412.gif - (20.83KB , 106x106 , High Heel trot.gif )
High Heel updated with shorter legs, second part of tail, etc. Also corrected the colours on Pharaoh Phetlock [].
>> No. 47427
Nice :)
>> No. 47482
File 142242481804.gif - (18.37KB , 86x86 , sunset-idle-right.gif )
Since I'm a sucker for making improvements to anything whether it's necessary or not, I made a few tweaks to Sunset's animations and especially to her mane, which has been bugging me for the longest time.

After all this time, it's now finally a bit more show-accurate! :D

I've also added some voice samples (so far only from the second movie) and deactivated some of her meaner or goofier lines (#3, #6 and #8 to be precise, just in case you want to re-enable them for some reason).
>> No. 47484
I don't know if this has been discussed before, but is it possible to make an oc? or does anyone take commissions for this kind of thing?
>> No. 47485
It has been discussed way too often before, but some people seem to prefer repeating the same questions over and over instead of just reading the information provided.
Here it is anyway: There is a thread specifically made for dealing with OCs. You can find a link to it in the first post of this very thread.
Also, our sprites and templates are meant to be used non-commercially, so no commissions.
>> No. 47492
File 142317912964.gif - (13.75KB , 92x106 , pinkie-dance-right.gif )
This small update adds Pinkie's and Cadance's little dance from the wedding to both ponies.

And for the interaction, just add this line to the interactions.ini:

Wedding_dance,"Princess Cadance",0.1,200,{"Pinkie Pie"},One,{"weddingdance_start"},120
>> No. 47504
>Not sure if it's been reported before, when using the screensaver on Windows 8.1, background is not transparent despite the setting being selected. However, it works normally in preview mode.

Yeah, I'm having a problem with this as well. Does anyone have a fix for this?
>> No. 47516
File 142484193541.png - (776.41KB , 1070x708 , 13741577828.png )
Guys… guys, is it just me or is this epic thread eventually dying?
>> No. 47517
I certainly hope not, but I have to agree that it doesn't look all that great at the moment. Hopefully, this will change once this ridiculously long hiatus is over.

Also, getting a few newcomers every once in a while might help to breathe some fresh air into the project, but you can't really force that. :(
>> No. 47524
File 142541537984.gif - (22.37KB , 64x174 , goldenhazel-idle-right.gif )
Since there's a bit of a drought of new downloads here at the moment, I guess I may as well mention that there are a few new Equestria Girls available for download on my DeviantArt page:

Since the last time I've mentioned them here, I've added Atomic Adam, Wiz Kid, Scribble Dee, the Diamond Dogs (Rover, Fido and Spot) and Golden Hazel to the collection.
>> No. 47525
Ok so since I've been lazy for almost half a year I'm pulling together a new version with the extra ponies Bot-chan has made :P

Don't know if there's any fixes I have the know-how to make but I think I'll try and at least spice up the github page since now that's where all the downloads are sat.

I don't have a fix for this sadly :( You could try setting a background image for the screensaver profile instead so at least you have something other than a grey area behind it.

It might be a bug, but you could also try checking the options for the screensaver profile and see which monitors or what area the ponies are allowed to walk in. Maybe that are being restricted to one monitor right now.

Seeing as I'm increasingly useless these days, do let me know if you get to the point where your system could replace mine outright. Forget the library stuff, I'll likely never be able to manage it.

Glad to hear you fixed the boxes issue. Not sure about the CPU I'm afraid.

Regarding speech text, I could tweak the font, colour scheme, etc a little bit if that's worthwhile. Rounded corners wouldn't be impossible either. If somebody can suggest a good design I'd be up for doing what I can to make it happen.
>> No. 47526
Welcome back! *throws confetti*
>> No. 47528
DPE anon here.
It turned out that writing a grad thesis while working part-time is much harder than I initially thought. This is the reason for the lack of updates from me T_T
It`s worth to note that just working full-time leaves several hours more spare time daily.

> Forget the library stuff, I'll likely never be able to manage it.
OK. I already made single-module compilation scheme the default, although it`s still possible to build the executable and the library separately.
> If somebody can suggest a good design I'd be up for doing what I can to make it happen.
This may just be yet another crazy idea, but have you thought of integrating a simple interpreted language (like, say, LISP or Forth, maybe Lua) into DP?
Scriptability can eliminate inner behavioral code altogether while allowing ponies to do much more, e.g. interact with the OS (tell the current time for Doctor, draw something random on the screen for Discord, fly from window top to taskbar for RD, hang from window bottom for Flutterbat). Of course, drawing (or just loading) custom speech bubbles would thus become designer`s task, not developer`s.
>> No. 47529
That is no small feature, definitely a bit of a pipe-dream I think.
>> No. 47530
I am not convinced that it's a problem.

I think we can do plugins. I blindly guess that we have some class responsible for running each behavior. Let a plugin provide a replacement class.

Plugins would be done as DLLs that are loaded as specified in the ini files.

Scripting languages are overrated, what people actually need is to add code. There is no need for some complicated VM to do that.
>> No. 47531
I'm on a Mac OS X and once the Desktop Ponies zip file was expanded and I downloaded a version of mono, I went to run the RunOnMac.command for Terminal and it comes up with an error, "The Ponies directory could not be found. We can't start without that! If you just downloaded the full program then please make sure it has extracted correctly. On Mac/Unix it is important to preserve the directory structure when extracting. If you have downloaded a patch - you need to copy these files over an existing install and overwrite if prompted." I don't know why this is coming up. Help?
>> No. 47532
File 142609801249.png - (26.81KB , 595x350 , Desktop-Ponies-Folders.png )
I think there are more costs than just that, personally, and I can't justify the time to do it myself.

I have attached a screenshot of what the folder should look like after you extract it. Notice the "RunOnMac.command" and the "Ponies" folder are both in here.

The error message you're seeing means the "Ponies" folder doesn't seem to be there.

Maybe that helps a bit?. If not, post a picture of what you have on your computer I might be able to help more.
>> No. 47533
File 142609970599.png - (262.80KB , 575x712 , Screen Shot 2015-03-11 at 11_47_43 AM.png )
None of the files are in folders.
>> No. 47534
Looks like the program that unzipped it did a bit of a cruddy job.

Somebody else had this issue on Mac too and had a suggested tool that worked for them, see the linked post:
>> No. 47535
Costs like what?

From my limited understanding it is just a matter of loading the DLL with the pony and doing a small tweak to the behavior initialization code to use the custom class instead.

The rest of the problem is left to the plugin author. Give them references to some useful objects, like say the pony in question and the speech bubble, and they will do the rest.
>> No. 47536
The main problem, as I see it, is that artists and designers are not coders. They might not want to install an IDE or learn a build system to get DLL toolchain up and running, and then write actual code and compile it. Furthermore, Win32 is not the only platform for DP.
So, the only option I see is to have a built-in JIT and a «standard library» script containing default actions (like following a pony or changing movement direction) that can be called in a response to some event.
The more advanced, personalized set of actions for a pony shall be a result of coder/designer cooperation.
>> No. 47537
To add to this, the existing system isn't designed in an easily extensible manner either. It's not ready for external stuff to come along and mess with it - hell it's only just capable of managing itself without getting in a twist.
>> No. 47538
Scripts are coding. It is going to be too difficult for non coders no matter if you hand them a scripting language on a platter or just the same language as what the main program is written in.

You are correct in that this would require designer/coder cooperation, but I know that's easy.
>> No. 47539
I stated the presence of some standard function set for a reason.
As for now, DP designers have a special tool that helps them create new characters without the need to write configs manually. The standard script (coupled with some changes to the tool) shall serve exactly the same purpose. Provided with default functions, the tool will automatically generate behavioral scripts for any subset of standard actions chosen by the designer.
The key difference from what we have now is that these scripts can be easily extended and distributed by a coder, without the need to recompile DP core.
>> No. 47540
It worked! Thank you!
>> No. 47541
The same benefit applies for plugins. No need to recompile the core.

And a "standard script" is nothing more than a specific API. Plugins would need one of those too. But they have the benefit of just being able to use the existing classes. So there is less work to use plugins, since there is no need to integrate a jit engine as well as write an API for the scripting, just use what already exists!

It's just loading an additional file at runtime, something that's like a function call or two. Quite a lot less than a full separate engine.

And really, if someone isn't able to recompile the core, then they don't have the skills to write a script either.
>> No. 47543
I can only imagine that I had a good reason for not finishing them earlier. Unfortunately (or not), I can't remember it, so here are all of the Mane-iac's henchponies. :)
>> No. 47545
Hello!! I just downloaded and im wondering how to use this!! thanks!!
>> No. 47546
Firstly, what OS do you use?
— Windows: just run Desktop Ponies.exe from the program`s main folder.
— MacOS X: execute RunOnMac.command (also in main folder).
— Linux: the exact way to run largely depends on what distro you use, so please specify it first if this is the case.
>> No. 47548
Bulk Biceps/bulk_lift_left.gif, Bulk Biceps/bulk_lift_right.gif: transparent pixels in the corner of Fluttershy`s right eye.
>> No. 47549
File 142691878930.gif - (18.51KB , 80x88 , doctorhorse-trot-right.gif )
The doctor is now ready to make some house calls.

Good catch. I've included the corrected sprites with the Doctor Horse download.
>> No. 47550
An idea: can we adjust the animation speed to match the movement speed? That would allow some nice reuse without making ponies look like they are sliding around.
>> No. 47551
Assuming that normally they are in sync, yes. Given an arbitary R, multiplying the movement speed by R and frame delays by 1/R shall result in R times acceleration.
Still, what exactly do you mean by reusing?
>> No. 47553
Just reuse as in not needing to duplicate animation data, be it in memory or as files on disk.
>> No. 47554
I understand what reusing means. And yes, it`s possible. I just don`t get why we might need to create new sprites with adjusted speed; I can`t see the usecase. There already is a global multiplier called «time dilation».
>> No. 47556
Note how you say "sprites" when I say "animation data". They aren't the same.

When you say "global", what do you mean exactly?
>> No. 47557
> Note how you say "sprites" when I say "animation data". They aren't the same.
Exactly. They are just the opposite. «Sprites» = «not needing to duplicate animation data» (see >>47398).
> When you say "global", what do you mean exactly?
Applied to all sprites on the screen.
>> No. 47558
I was afraid that you meant that. A global solution wont work for this. But the underlaying code might make it a lot easier to do this.
>> No. 47559
OK, but what was your idea?
>> No. 47560
Didn't I state it already? Scale the animation speed to the movement speed.
>> No. 47565
I searched google for a way to get the program to display ponies on startup without having to click the Give Me Ponies button on the menu
I read some stuff about an autostart option or naming a profile to "autostart," but that hasn't worked. Is there a setting that needs to be changed to get it to work? The pages also talked about doing something from the command line but I have no idea how to do that.
Help please!
>> No. 47566
Ok so I'm going to provide instructions for Windows and hope that's what you're using. :)

- Load Desktop Ponies and create a profile. To do that, select which ponies you want to use in the menu. Then in the bottom-left enter a name for your profile in the 'selected profile' box and hit save. Then close Desktop Ponies.
- Create a shortcut to "Desktop Ponies.exe".
- Right-click the shortcut and choose 'Properties'.
- There should be an entry for 'Target'. This will have the path to Desktop Ponies in it. e.g. It might be "C:/Blah/Desktop Ponies.exe".
- Here is where you can set it up to use autostart. Let's say you named your profile 'ponies'. Add autostart ponies to the end of the 'Target' field. Overall it might now look like "C:/Blah/Desktop Ponies.exe" autostart ponies.
- Apply these changes.
- If you click the shortcut, the program will open and load your profile right away.
- To run Desktop Ponies at startup, place the shortcut in the Startup folder. There's instructions here:

That should do it - let me know if you have any problems.

Last edited at Thu, Apr 2nd, 2015 18:28

>> No. 47568
I've released 1.53 - woo.

New thread >>47567 since I can't edit the parent post any more (let that be a lesson in never forgetting your login details kids).

See you there :)
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