Author Archive
Finally! 8 new products, and the TouchBound system are released!

I have been working on this project since 2, maybe 3 months i’m not entirely sure anymore, but here it is, the TouchBound system!
For now 8 products are available, and it’s pretty much the start of a new product line, now that the basecode is written i “should” be able to create compatible items with a bit less downtime inbetween.
The TouchBound system is pretty much the result of all my thinking of how “I” would really like bondage and power play in SL to be: Intuitive, uncluttered, and close to reality, because for me, the main attraction in SL’s BDSM is to be able to experience “some” part of what it is in real life.
A quick features summary:
- Self updating
- Even if most of the main TouchBound accessories are no transfer, the new package system still allow you to buy it for a friend, it will only become no transfer if you unpack it.(Thanks a LOT to Timeless Prototype for the help, inspiration and all, you are my hero in the scripter world!)
- Zero configuration, no complex menus whatsoever.
- Intuitive touch based interactions.
- Low lag, only 4 tightly packed scripts, so it’s really easy on the sim you are in.
- Leashing to objects, to leash handles, to peoples, drawing chains from any objects to any other compatible object.
- 100% RLV compatible!
- Realistic locking system with padlocks and keys that can be shared with other persons.
- AO proof animation system, you can keep wearing your AO while being animated by TouchBound objects.
- Sound effects, chain clicketing, locks snapping…
But… a few pictures are worth a thousand words 🙂
Also i’m moving all the documentations for my products to
Likewise, i now have a bug repor/feature request tool located at
The Dead realm pier is done!
It was faster than i expected, maybe took me 1-2 days at best, and i’m pretty satisfied of the result.
I was kind of bothered because the road arriving in front of the Manor was kind of dull, and my Miss told me she would love to have a pier here.
So once i got myself into it i guess i couldn’t stop, plus it wasn’t the most complex build in the world anyway. I knew i first needed some sort of stairs from the road to go down the cliff, i also knew i didn’t want to make a typical wooden board pier, but i didn’t want to drift too much into a crummy industrial type.
Kinda settled for some simple floating platforms you often see where leasure boats are anchored, they usually float on large foam ish structures.
Added a few crates here and there, Timeless Prototype suggested to add a radio stream, that gave me the occasion to get back out my old player from when i still had land in Livigno.
Also added a 7seas fishing spot, not really for the money tho… i just thought it would be fitting to be actually able to fish here while having a chat.
Anywhere here is the result 🙂
Pier and Marina
I developped some more the land in front of the manor, adding an abreviated marina, access stairs and floating pier segments, terraformed left and right and added a contouring wall to the manor land.
This corner of the sim is starting to really look nice…. I WISH i had some more decent land textures…
Hands that can’t make up their mind
It seems i ran in another funky oddity while cramming animations into the cuff/collar system, it appears that when hand animations are set it’s for BOTH hands at the same time, even if you only select one…
a few solutions present themselve:
A: add this info as an extra bit into the limb table, and make versions of the animation with and without hands override, so if one animation override the hands, i can swap for a version with no hand overriding. Might lead to more problems tho…
B: put into every animations that do not use a relaxed hand pose both fists closed and hope for the best.
And a few advancement pictures:
GLOOMIII: In doubt, Compare is your friend
There is nothing more painful ,while adapting a script you made before to a new object, to you discover a bug in the initial script that you can fix, and now have to carefully remove the same bug from all the different variants of this script.
That’s where the Compare function in LSLPlus is your friend. Simply select both scripts, hit compare, and they are shown side by side, with the differenve between eachothers highlighted, with buttons to quickly merge the changes from one to the other.
I know this has existed for a while inclassic C/C++ programming, but i’m jsut discovering the benefits for an LSL user.
here is a pic.
Some pictures of the bondage project
I’ve been talking a lot and not showing much, considering i just finished the wrist cuffs i might aswel post an update.
The cuffs aren’t exactly round like the collar, they have a sort of oval shape wich i believe fits better on the wrists. Also made the ankle ones.
Anyway there is still “some” bugs in the collar script that makes it stop responding, oddly; i need to find what’s wrong before adapting the code the the wrist cuffs.
Update on the manor
I’ve left this project take dust for waaaay too long and this week end i have the opportunity to maybe, complete the texturing of the structure.
I do believe these are the sweetest staircase banisters i’ve ever seen in sl 🙂
Want to visit? [CLICK HERE]
An update on the work i’m doing.
This has been a couple of weeks of radio silence, but i hadn’t much to show really, i’m coding a new collar concept, as i said before, more in adequation with what i think restraints and bondage stuffs in SL should be.
So far i had quite positive feedback from the peoples i demonstrated it to, they liked the simplicity and the complete lack of configuration menus.
Today I’ve been working on until now on an early implementation of RLV into the collar through the use of a homemade “relay”, to keep thing simple, if you wear the relay and have an RLV client, it lock itself and enable the rlv functions of the collar (and other stuffs) , if you decide not to wear it, the RLV functions are disabled.
It has no actual look so you can really wear it anywhere you want, but i got comments that being unable tod etach the relay when having a RLV client might be a bit too much…
But i’ve no idea of an alternative that keeps it simple and doesn’t make it just a matter of removing the relay when RLV bothers you.
I also worked more on my new “lock” system, wich basically transfer the “look” of the locks you are using to the objects it lock, wich allow some extra visual customisation…. it’s always nice.
Here are a few poctures of the two locks i modeled so far, note that the rightmost one does not require a key as it is biometric , fancy way for saying it react to avatar keys 🙂
I have to say it’s quite surprising the level of code complexity involved, compared to the simplicity of the interface, Iwill probably have issues with customers that believe it is as simple under the hood as it looks on the outside.





































