Zorkaz Posted March 23, 2020 Share Posted March 23, 2020 Does anyone know what the games are based on or "made of"? (Codewise, Structurally) I always thought new holotape games would be a blast and given their simplicity they shouldn't be harder to code than some old flash game. But given the lack of info about their origins it's hard to start Link to comment Share on other sites More sharing options...
pra Posted March 23, 2020 Share Posted March 23, 2020 They are flash-based. There are in one of the vanilla BA2, with the extension *.swf. Whenever you can make some yourself, no idea... How good are you at making flash games? :D Link to comment Share on other sites More sharing options...
Zorkaz Posted March 23, 2020 Author Share Posted March 23, 2020 Well I still have my Flash 5 and MX lying around somewhere :D I might be able to make a duck hunting thing. Probably the hardest part in the end would be that the graphics should have the Fallout style Link to comment Share on other sites More sharing options...
scrivener07 Posted March 23, 2020 Share Posted March 23, 2020 You will need an absolute minimum of CS3 or greater and be handy with Actionscript 3.0. Start with extracting a vanilla holotape swf from the BA2 and decompiling it into an FLA file with FFDec https://www.creationkit.com/fallout4/index.php?title=JPEXS_Free_Flash_Decompiler_(FFDec) At that point you will be able to edit the holotape and re-publish it back to a playable swf. Link to comment Share on other sites More sharing options...
pra Posted March 24, 2020 Share Posted March 24, 2020 You could steal recycle assets from other holotape games. I have considered making a "rom hack" version of an existing holotape game by replacing the sprites. But that is still a lot of work, even without having to code in actionscript. Especially without a way to actually try the SWF without having to start the game each time Link to comment Share on other sites More sharing options...
SKKmods Posted March 24, 2020 Share Posted March 24, 2020 Especially without a way to actually try the SWF without having to start the game each time Reminds me of the actual HUNDREDS of hours I spent reloading clean games to test each script tweak or change before I found the [ reloadscript ] console command. Link to comment Share on other sites More sharing options...
Zorkaz Posted March 24, 2020 Author Share Posted March 24, 2020 Why didn't I know about this earlier?! Link to comment Share on other sites More sharing options...
scrivener07 Posted March 24, 2020 Share Posted March 24, 2020 You could steal recycle assets from other holotape games. Especially without a way to actually try the SWF without having to start the game each time In most cases you dont have to restart the game to test swf changes. Depends on the menu but most are unloaded/disposed completely when they are closed. There are exceptions like the Console menu which needs a game restart to see changes, but I think with holotapes you can just have the game running in the background while you work in Adobe Flash, re-publish your swf, then tab to fallout and open the menu/holotape. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted March 24, 2020 Share Posted March 24, 2020 I am not too familiar with SWF stuff, but would it be possible to create a custom perk system with this that you access via a holotape (like a normal holotape game)?Can this SWF stuff read/change "ingame" variables / quests / things like that?Or is it like a completely seperate "application" that is running "independant" of FO4 (can't read/write variables to the FO4-game system). Because if the holotape-swf-stuff could "interact" with the FO4-game system, that would make custom perk-systems with a nice UI possible ... [Just my crazy thoughts ... ] Link to comment Share on other sites More sharing options...
Zorkaz Posted March 24, 2020 Author Share Posted March 24, 2020 Probably not Link to comment Share on other sites More sharing options...
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