i have pet chickens, i make drawings, and i write software of questionable usefulness. that's pretty much the extent of my personality. ask me about array programming, decker, or anything, really.

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in reply to @internet-janitor's post:

Kind of related to mouth movements -- I had wondered in the past if a fancy puppet that cycles through images for the mouth (along the lines of this post's observation of the ace attorney series) would work.

It might require a 'talking' version of the puppet and a non-talking one, and switching between them. But it did seem possible that way. 🤔

I still haven't started making fancy puppets yet, haha. I feel like I'm missing out on some deeper Lil knowledge that would be useful for animating them and so I keep putting it off.

Sooo.... I wouldn't say no to a bit more info on "Lil for manipulating images (and potential fancy puppetry)" sometime.

I came up with a good hybrid solution: a naming-convention-based approach for regular puppets that lets you set up an arbitrary cycle of mouth pose frames for a given emote (which can totally cover the above) and a flag that gets set on Fancy Puppets to allow them to do their own thing while text in a dialog box animates.

Fancy Puppets are definitely pretty hairy to set up. I'll see what I can do in the future with respect to tutorial materials for them. Have you tried cracking open the Eggbug Fancy Puppet in the Puppeteer docs, or the different Eggbug I made using the WigglyPlayer (which is explicitly designed to be usable as a "codeless" Fancy Puppet)? Is there anything specific that you want to know how to do in terms of image manipulation?

I have cracked open buggo a few times! I think I'm generally hitting the limits of my Lil knowledge (for now) and I'm not sure what I need to learn next. I should probably just start prototyping something and see where I run into trouble. But I'll definitely come bug :eggbug-classic: you when something specific comes up.

The hybrid solution sounds great. :yeah:

I'm happy to provide assistance any time! :)

If it helps at all, my process for building the Buggo was to first make a version on a regular card and then move all the pieces into a contraption and wire up the attribute plumbing to make it communicate correctly with Puppeteer. There are a few extra constraints to worry about (can't use card.widgets, can't use any external modules or existing contraptions, etc) that can increase the difficulty.

Making some comparatively "boring" contraptions first that behave like configurable deck-accessories or UI bits and bobs is a good way to get the hang of that sort of thing, and it's a ripe opportunity to expand the Bazaar's offerings...