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yes! i am curious how you put together making this if you do ever want to share or discuss  as it's something i'm interested in (´。• ◡ •。`) ♡ the use of gendered options is really good. i found myself wanting to make them twin but with differences in how they went about it!!! leather jackets would be cute! i love harnesses too.. i love all leather.. leather bows.. leather dresses.. i'm curious to see how the different wrinkles and fits will look on them hehe.

and ofc!! seeing you join and be interested earlier on was a delight!! arigatouu!!

yeah of course!! ^_^ this is made in Clickteam, which has a more object-oriented coding language, and in practice its organized kind of messily so this is sort of paraphrased, but essentially the bare bones functions like:

Each clothing item has three states, an "Icon" state (identical to the button you click to pick it up), a "Kelly" state, and a "Wolfe" state. Each clothing item also exists off-screen first as kind of a "dummy" version; this way, everything is already loaded in. 

When you click the button for a clothing item, it creates a copy of the existing off-screen item, at the position of the mouse (and it stays following the mouse as long as an associated flag along the lines of "is item being worn" is set to false), in the "Icon" state--it can only create a copy of the "dummy" item long as there is no more than 2 of them.

(This making the Maximum in existence be 3 of each item--so, if you had the "dummy" that is always there, and the clothing piece on one model, the most it can spawn in is the second usable version of the piece to put on the other model.)

When a clothing item is overlapping with one of the models, and the user clicks on the model, it switches to either the "Kelly" or "Wolfe" state of the item depending which model is clicked, and changes the sprite accordingly, changes the position of the item to wherever it needs to be to sit on the model correctly, and changes the "is being worn" flag to true, so the position doesn't update to follow mouse movement.

I had some issues with the way Clickteam processes flipping a flag on and off if the user clicks too quickly, so right click when hovering over an item changes the item back to its icon state, sets the "is being worn" flag to false, so its position follows the mouse, and then it is free to be placed back down, or moved to the other model ^_^  (this also is why several items can be picked up and placed at once, I'm not quite sure how to efficiently code in exceptions for that with the way its structured; even now my item code is pretty inefficient because Clickteam is weird about the concept of item classes--ultimately I'm not bothered that you can move multiple overlapping items at once)


If an item is overlapping with the trash can and the user clicks the trash can, it deletes that item.


And then the faces and hair are simple. IE, Kelly's hairstyles are all part of one object. The right button adds 1 to its value (with a maximum value so it doesn't go beyond how many options their art), and each value has a different sprite (and sometimes different position if needed) associated with it. Left button subtracts 1 from the value (with a hard coded minimum value).


That was a bit long winded and I'm not sure how much of that was helpful, redundant, or even coherent ^_^" I'm glad to try and clarify if anything is confusing! Coding is something I do as a hobby and I'm not very used to explaining what I'm doing, LOL...



definitely taking notes on leather options... :3

So cool.. I understand!! This makes a lot of sense. I'd never heard of Clickteam. Thank you for the in depth description ^w^