Thursday, January 29, 2009

Random just got less... Random

I just finished up a new random generator that takes into consideration visual appearance over pure randomness. So, for example, it's less likely that eyes will be sticking out the edge of a head, or that a mouth will be above the nose. It also takes into consideration some other factors such as not having beards for girls. You can always add them later ;) but the random option won't be doing it for you. Below are examples of 6 random characters created, in sequence (i.e. I didn't do a bunch and pick out the best - I only did 6), by the new random generator.



You may note that boys can still have makeup. I'm going to go ahead and let that pass...

I'll probably update the beta with a new drop soon (once I clean up a few more things).

Tuesday, January 27, 2009

Changes in Avatar XML [Updated]

Its likely the pre-proposed will more or less stick. However, in the code redesign, I'm also re-evaluating how the data in that format is presented. I brought up the xml format values before, and how they should be "readable" in the sense of their data (not the hierarchy format) and decided to go back on that. The idea before was that the values themselves should make sense when editing them by hand. However, in working with those values directly, I've found that the trickery there was more confusing - and maybe that's just my perspective as a developer. But, additionally (also as a developer), it will be much easier to manage that data if how its presented in XML mirrors how its presented in the binary.

Particular cases include:
  • eyeY: inverted
  • glassesY: inverted
  • moleY: inverted
  • mouthY: inverted
  • mustacheY: inverted
  • noseY: inverted
  • eyebrowY: inverted, offset by 3 (it's minimum value is 3, unlike the others which are 0)
  • mingles: inverted
  • eyeType: value converted to order presented in interface
  • eyebrowType: value converted to order presented in interface
  • hairType: value converted to order presented in interface
  • noseType: value converted to order presented in interface
  • mouthType: value converted to order presented in interface
The new format will not present the data with this kind of filtering and will use the raw data. This means that you cannot just copy values from the old format to the new and expect the same results. However, the editor should be able to consume the old XML format as well as the new, so loading an old XML character will allow you to get an updated XML file with the correct values.

Update:
I think I've decided to go back on what I've said here. While most of the values will remain unchanged (relating to the format), I think there will continue to be one exception. This exception, however, is a new exception - not one listed above. It's for colors. Instead of an integer ID specifying which number of a pre-defined set of colors is to be used, I figured it would be better, moving forward, that a standard hex color be specified instead. This goes back to extensions and adding more functionality/possibilities than that which is possible for current-day Mii characters. If you're going to eventually allow specifying any color, some random number isn't going to cut it given how colors themselves are represented as numbers (in hex). So, for example, instead of having a favorite color of "10", it would be 0xFFFFFF (or #FFFFFF), meaning white.

Monday, January 26, 2009

Status Update; Plan Changes

Originally, I had intended on completely overhauling the editor interface for a new and unique look that not only changed what you saw, but how you interacted with the various features of an avatar to change them. Those plans have been dropped. Due to time constraints and the already delayed release, I instead decided to leave the editor much as it is now, as seen in the Transitional Beta.



But interface isn't everything. There is still a lot of work to be done under the hood.

So far, all Big N references have been removed. Additionally, the new Flash Player 10 save and load features have been implemented allowing for the editor to save and load avatar files without requiring an interaction with the server (making it easier to use on your own site or when offline). I have taken some time to do some code refactoring, but it's still very messy.

In fact a lot of what's left is cleaning up the mess. When I first started the editor, focus was put entirely on parsing the Mii character binary files as saved on a Wii remote. Providing a preview was an afterthought (and by far, the hardest and most time consuming portion). Since the preview was built around the Mii file parsing, there really isn't much wiggle-room in terms of extending the editor to do more than what's supported by the Wii. And I can't tell you how many times people have requested to add a hat, or a new hair style, or something else that is not Wii Mii-compatible. In order for the editor to be useful outside of editing Miis, that will need to change. And it is on that which I'm currently working.

Oh, and I haven't done anything new with the XML format I proposed earlier. I guess I'll have to work on that too ;)

Friday, January 23, 2009

Down but not out

In case you've been worried, My Avatar Editor has not been forgotten. I have been slowly fixing things, reorganizing code, (removing any references to Mii or Nintendo) and getting it ready for release.

Originally there were a couple of version blockers that stalled me, i.e. waiting for Flash Player 10 to release, then waiting for AIR to support Flash Player 10. Then I just got caught up with work and other things that just kept me from coming back to MAE, but I've finally been able to work on the editor some more bringing it closer to release.

And what does release mean? It means hopefully 1) myavatareditor.com will have the editor up and running, and 2) the SWF and all its source files will be available for download by anyone who wants them. This will allow you to edit, modify, enhance, or customize the editor any way you see fit (legally, unlike my original mistake) for personal or professional use. Currently, I see the licence being MIT.

Saturday, July 19, 2008

My Avatar Editor - Transitional Beta

For those of you who haven't already noticed, a transitional beta of My Avatar Editor is now online. This is not what My Avatar Editor will ultimately look like, but its different enough from the Wii's™ Mii™ Channel to get it back on the streets (methinks).



Some of the GUI changes include:
  • A change in the color scheme
  • A change in the button (and other control) styles
  • Characteristic buttons (tabs) have been moved to the bottom of the screen
  • All characteristic tabs are represented at the bottom rather than having some in sub-tabs (for example face shapes and facial features now are each given their own tab)
  • Arrows for paging through characteristic variations have been moved to the bottom
  • There is no longer an avatar URL
In addition, there were a number of general fixes to the editor. These include changes that would have made it into the original version of the editor but hadn't yet been pushed live before it went offline. These include:
  • The character shadow is now correctly behind/below the character's feet
  • The eyes on Page 4 Col 1 Row 2 were given the missing eyelashes (the icon preview had them but they were not seen when on the avatar)
  • Character names should now end when a null character is reached; this prevents new short names possibly revealing characters from long names used before the short name was set
  • Fixed mole size range. It was incorrectly going to 15 (steps) when it should have stopped at 8
This version should also be the last version that will work on Flash Player 9. The next release will target Flash Player 10, currently in beta from Adobe. This will allow a lot of the hacks in the current release to be removed and allow for the updated save and load feature mentioned in a previous post (which supports offline saving and loading). Additionally, the next release should have a new look and feel that is more unique to My Avatar Editor.

There's no telling when this new version will be released, but it will be a while. I'm currently going through a code review now cleaning things up and taking out the aforementioned hacks where necessary. There will be some other architectural changes that could delay this process not to mention the fact that I still have to figure out how to implement Mii™ compatibility within the new feature sets that are to be added. I might provide more detail on that situation at a later time.

Friday, July 18, 2008

Lost Tutorial Mode

The upcoming update of the old editor included a tutorial mode. This mode was intended to help indicate how a character could be created from the default boy character. The big benefit being that you could load up characters found online to your computer and learn how to recreate them by hand on the Wii™ by watching an automated cursor create the character in front of you without having to worry about transferring the raw character data through bluetooth to the controller and from the controller to the console.

Unfortunately, before the update could be released, the editor hit that snag with the big N and had to be taken down. I thought it would be interesting to show off what it did nevertheless. After all, I put in a decent amount of work to make it happen.

Wednesday, July 16, 2008

Default Girl and Default Boy

The default girl and default boy avatar characters can be loaded using the following XML.

Default Boy:


<avatar value="000000640065006600610075006c00740042006f0079404080807f5fc242899800044240318028a2088c08401448b88d008a008a25040000000000000000000000000000000000000000" />


Default Girl:

<avatar value="400000640065006600610075006c007400470072006c404080807f73c242899800041840018028a2106c08401448b88d008a008a25040000000000000000000000000000000000000000" />


Note: Be careful; the post cuts off the full XML string. Be sure that you copy the entire XML node (ends with />).