Hentai: Peach's Untold Tale 3.48 (Nov 2/18) - HIATUS

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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby mikealen93 » Wed Sep 19, 2012 11:39 pm

Just tried the game the glitch still occurs from being disappeared when fucking a just spawned thing on level 4 :oops:
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Thu Sep 20, 2012 12:06 am

**Breasts letting Peach less heavy**
I think the 'less force' one is better for another reason than those you've mentioned: It will be easier to swim, so it will let the player enjoy letting Peach with larger breasts (its like an advantage). If Peach dies, its breasts goes back to normal and the player need to take more mushrooms or fail at puzzles to get those big boobs back. Its like a reward.
Of course, if Peach is FROG, Breasts size will not make any difference because she will be able to swim and stay in equilibrium.

**IDEA**
BIG Mushroom should add a breast size AND give Peach clothing (Mario Peach!) So the user could change which costume Peach can have with BIG MUSHROOM. And more. Fire Flower will only appear if Peach is Mario Peach. She can even lose the bra or some clothing item, but if she remains 'handwoman', she will receive a flower powerup instead of another big mushroom.
Last edited by Ivan-Aedler on Thu Sep 20, 2012 1:51 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby AsianP3rsuas10n » Thu Sep 20, 2012 12:49 am

QuizmasterBos Wrote:
AsianP3rsuas10n Wrote:But the only way boobs would float would be if the density was lower than that of water. I mean those boobs would have to be like ballons! Lol

Larger boobs means slower speed because they are heavier and filled with milk right? So wouldnt that make their density higher than water? Which in turn sinks? Haha. Of course take in my idea only if you want to get that scientific about it lol. I like the floating idea too but I like science so I will argue will scientific statements lol.

Yea i see how you are trying to implement how actual mario was played. But have you thought about resizing the water environment? If you look at the original mario games. Mario is only about the size of one block. Which makes swimming alot easier overall since there would never be a time where he'd have to squeeze through a fish and whatnot.

Give me a bit. I'll play your new version in a bit (if i remember) and I'll get back to you to see if I can make sense of my reasoning for you. Lol I'm kinda just saying stuff all by memory lol sorry if its like spam to you.


Breasts are generally filled with fat, not milk. Milk is only produced during a woman's pregnancy.
And so, female breasts do not sink because the fat makes the breasts buoyant. So they float up.
However, they do not provide enough buoyancy to stay floating, unless they're pretty big.
So, science is against you on this one.

Therefore, we should probably go for a lesser down-force as I had previously mentioned as well.


Psh never liked anatomy -_-" you got me on that one. Well played...well played.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Thaedael » Thu Sep 20, 2012 2:04 am

As a trained sailing instructor as well as red cross lifeguard member, I can tell you that breasts will not keep you buoyant at all. Are they floating, depends on the fat:non fat ratio. Depends on size, surface area etc. Will breasts float in water, if they are highly fat and of a certain shape yes, but for the average person they are as float-able as the rest of your body. Conversely saline filled breasts sage. That's a different story.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby HappyGoomba » Thu Sep 20, 2012 2:35 am

mikealen93 Wrote:Just tried the game the glitch still occurs from being disappeared when fucking a just spawned thing on level 4 :oops:


Same here. In the grasslands, she started a sex scene just as a goomba came out of a pipe and she disappeared.

A couple other glitches I've noticed in the last few versions:
After you start a game, if you open, then close the menu, her lingerie disappears.
I've won the game a couple of times and I always get the virgin conversation and ending animation. Her laid count was over 70 both times.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Thu Sep 20, 2012 5:03 am

HAMMERBROS outfit almost complete!

mikealen93 Wrote:Just tried the game the glitch still occurs from being disappeared when fucking a just spawned thing on level 4 :oops:

HappyGoomba Wrote:Same here. In the grasslands, she started a sex scene just as a goomba came out of a pipe and she disappeared.

I'll analyse this.
EDIT: Problem with goomba pipe respawn!

HappyGoomba Wrote:After you start a game, if you open, then close the menu, her lingerie disappears.

Marked for fix!

HappyGoomba Wrote:I've won the game a couple of times and I always get the virgin conversation and ending animation. Her laid count was over 70 both times.

That's because the "embarrassed for sex/OK/whore" in the end of each level is now different from "virgin/OK/whore" from the ending. Marked for feature (as its not done yet, its complete so far!)
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Biles » Thu Sep 20, 2012 4:12 pm

boobflash.png
boobflash.png (8.01 KiB) Viewed 3474 times

Apparently, Peach's bra flashes at random in the world map. However, it's possible that it's a cache-related issue so it may be insignificant and I'll try to play again.
-----

stuckgoomba.png
stuckgoomba.png (12.79 KiB) Viewed 3474 times

This sleeping goomba is stuck in the hill in such a way that Peach can't fuck it.
-----

tailess.png
tailess.png (9.11 KiB) Viewed 3474 times

Somehow IDK how it happened, but Peach managed to lose her tail after a massive fuck-fest orgy. I don't know if I can replicate the problem. On another note, if Peach does engage in a gangbang as the timer hits 100 second, the 100-sec chime plays off multiple time until Peach finishes her orgy.
-----

Other issues:
".
    ."
  1. I like the Platty level. However, if I play it again, the auto-scroll is disabled.
  2. While we're talking about this level, I'd like to point out that at the end of the level where you encounter the piranha plant, there's no wall barrier and you can potentially fall off into the abyss forever.
  3. Don't you think it makes sense to give us the option to exit the level that we pass at any given time?
  4. Remember when I said that a button for "Make character same for all" was missing? It turns out the pink button camouflaged itself too well within the pink curtains of the background pic. Maybe you should tint the background so that the foreground interface pops out clearly.
  5. I wonder if we should reset the coin/fuck/kill counts after each level is completed. It's something to think about.
  6. I like the infinite coin block in Toad's bonus level, but was not giving 1up on purpose or a bug? Because I've hit it couple of hundreds of times and Peach still retains 6 lives, unless of course 6 is the maximum number but I highly doubt it.
Need some basic Flash character animations? Then stop by at:
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Thu Sep 20, 2012 4:49 pm

Thaedael Wrote:As a trained sailing instructor as well as red cross lifeguard member, I can tell you that breasts will not keep you buoyant at all. Are they floating, depends on the fat:non fat ratio. Depends on size, surface area etc. Will breasts float in water, if they are highly fat and of a certain shape yes, but for the average person they are as float-able as the rest of your body. Conversely saline filled breasts sage. That's a different story.

Hello, Thaedael, thanks for participating! Yes, I want to use some real physics so I may just decrease her gravity inside water. Hmmm I don't know if Peach is eating many ice creams recently :mrgreen:

Biles! I'm getting prepared for your bug reports (nothing goes away from your eyes) :D so let's go!
PS: Already fixed the scroll problem in Platty level, but I have to UP the swf tonight.

Biles Wrote:Apparently, Peach's bra flashes at random in the world map. However, it's possible that it's a cache-related issue so it may be insignificant and I'll try to play again.

I'll test it here too.

Biles Wrote:This sleeping goomba is stuck in the hill in such a way that Peach can't fuck it.

Problem with the slope itself. Sometimes gravity check doesn't work well there. I may add antigravity to him, in order to let him always in the ground. Anyway, I did so many tweaking there already (in the slope), so Peach won't climb down while having little jumps.

Biles Wrote:Somehow IDK how it happened, but Peach managed to lose her tail after a massive fuck-fest orgy. I don't know if I can replicate the problem. On another note, if Peach does engage in a gangbang as the timer hits 100 second, the 100-sec chime plays off multiple time until Peach finishes her orgy.

This is the bug I'm trying to fix. It's already listed in the first page.

Biles Wrote:[*]I like the Platty level. However, if I play it again, the auto-scroll is disabled.

BUG! I'll fix it.

Biles Wrote:[*]While we're talking about this level, I'd like to point out that at the end of the level where you encounter the piranha plant, there's no wall barrier and you can potentially fall off into the abyss forever.

Whops! Forgot that! I'll fix it.

Biles Wrote:[*]Don't you think it makes sense to give us the option to exit the level that we pass at any given time?

Yes! As a PAUSE menu button and a little button next to the menu button. I'll see what can be done.

Biles Wrote:[*]Remember when I said that a button for "Make character same for all" was missing? It turns out the pink button camouflaged itself too well within the pink curtains of the background pic. Maybe you should tint the background so that the foreground interface pops out clearly.

I'll put a border in those buttons.

Biles Wrote:[*]I wonder if we should reset the coin/fuck/kill counts after each level is completed. It's something to think about.

Actually, they should reset! In the pause menu, the total number are shown, though, so the player can see his progress there.
EDIT: I see...its set on the contrary! I'll fix it!

Biles Wrote:[*]I like the infinite coin block in Toad's bonus level

HEY!!!! That's not fair! :lol: No nonononoo this button WILL be fixed! Problem with this coinblock! I'll check why lives are not coming up!

Thanks for the reports!
Last edited by Ivan-Aedler on Thu Sep 20, 2012 9:26 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby ElPresidente » Thu Sep 20, 2012 8:59 pm

I dont' know what you did, but the game now grinds to a halt. It's exceptionally slow, locking up occaisonaly - especially when I want ot talk to someone or when I reach a checkpoint.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Thu Sep 20, 2012 9:22 pm

ElPresidente Wrote:I dont' know what you did, but the game now grinds to a halt. It's exceptionally slow, locking up occaisonaly - especially when I want ot talk to someone or when I reach a checkpoint.

Neither do I. I've tested here (in the LAB-2 PC - Pentium Core2 Duo 2.4, with Firefox open - 5% CPU usage, and with playing MP3 (1% CPU). MIM became with 13fps in the lounge area (max quality), 16fps (checkpoint area), 19fps (Level 2, Toad meeting).
1- Please clear your flash cache
2- Please see if that occurs in a given outfit.
3- Check (control+alt+shift) if a given program is using a lot of CPU.
4- Always check in another browser/app, to do comparisons (firefox, chrome, internet explorer, safari, opera, adobe flash player projector, irfanview flash player).
5- Test in another PC (remember, if its single-core, like the Pentium 4, you can still play the game with, say, 15fps, but with quality MEDIUM or LOW.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Fri Sep 21, 2012 12:36 am

Its getting difficult for me to update daily, but you can expect this for the next version (1.5l):
(A Service Pack)

1) New outfit: HammerBros. It won't be just an outfit. I plan Peach to throw axes in the future. The axes will harm enemies but will let them angrier and angrier, according to the number of axes hit. I plan making sex scenes that, If Peach is a HammerPeach, the enemy will use the axe into her!
2) New: Mario outfit now has a hat!
3) New: Better blushing algorithm with a bit AI!
4) Fix: better yellow color in Peach hair color and changes to all graphics of her hair (maintaining consistency!)
5) Fix: Platty level: the scroll now works even if Peach dies or replay the level. Also, added collisions to avoid Peach going in unexpected places in the end of the level.
6) Fix: Coinboxes now functions correctly
7) Fix: 'Goomba respawn' pipe MAY not let Peach disappear again
8) Cosmetic: Border to 'all costumes' and 'all characters' buttons in Character Select Screen
9) Fix: now, the HUD will only show the laid/kill numbers of the actual level. PAUSE MENU will show the TOTAL amount.
10) Fix: Peach no more loses her lingerie if the player goes to PAUSE MENU right in the beginning of the game.
11) Fix: Daisy Striker outfit -> back clothing and bra should be appearing correctly now.
12) Fix: Toads in the lounge area no more have the 'text' bug all over the place, throwing the dialog of Level2.
Last edited by Ivan-Aedler on Fri Sep 21, 2012 7:14 pm, edited 9 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby humbird0 » Fri Sep 21, 2012 1:35 am

ivanaedler Wrote:
Code: Select All Code
stop();
onEnterframe=function()
 {
 _x++; //move the platform
if (_root.Peach.hitTest(this))
  {
   auxPoint = new flash.geom.Point(_x,0);
   localToGlobal( auxPoint ); //I dont want to use _root.ground.platform1, 2, 3, 4, 5 because its not scalable. I suppose 'this' or just the function call directly will call this path anyway.
  _root.Peach._x=auxPoint.x;

  //Peach disappears from view!
 }


auxPoint = new flash.geom.Point(_x,0);
localToGlobal( auxPoint );

The problem with this part is that it reads the platform's position within _root.ground, but it then uses that value as if it was a coordinate of something inside of the platform.
This is because, when you access a movieClip's _x variable, you're looking at it's position within its parent movieClip.
So auxPoint = new flash.geom.Point(_x,0); reads this: _root.ground.platform._x and then localToGlobal( auxPoint ); converts it as if it was: _root.ground.platform.????._x;
This is because...
localToGlobal( auxPoint );
is the same as:
_root.ground.platform.localToGlobal( auxPoint );

When you call localToGlobal() from inside the platform, it's assuming the coordinates are based on the platform's internal origin point.
What you want to do is use coordinates based on the ground's origin.

So the correct way to write this code would be:

Code: Select All Code
stop();
onEnterframe=function()
{
  _x++; //move the platform
  if (_root.Peach.hitTest(this))   // "this" refers to this movieClip.
  {
     var auxPoint = new flash.geom.Point(0,0);      // you can add "var" here because this variable doesn't need to exist outside of this function
     localToGlobal( auxPoint );      // "this" refers to this movieClip.      But not writing anything will also refer to the current movieClip.
     _root.GlobalToLocal(auxPoint);      // this step is very important if your scrolling is moving the _root movieClip around in order to scroll the level
     _root.Peach._x = auxPoint.x;
     _root.Peach._y = auxPoint.y;
  }// if: hitTest()
}// onEnterFrame()

I haven't tested it, but what this code should do is detect whether Peach is touching the platform,
and if she is, she'll snap to the center of it.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby humbird0 » Fri Sep 21, 2012 1:51 am

ivanaedler Wrote:Do you know those Vcams? Do you know why it corrupts objects' movement?

...So, if I duplicate the camera MC, calling them, say, VCAM SCROLL, and put in any level after level 1, this bug starts ocurring...

PS: VCAM use setInterval.

I have a guess:
setInterval() is capible of running code, even when its movieClip stops existing on the stage.
(there are situations where a movieClip can continue to exist in memory even though it no longer exists on the stage. If a setInterval loop is still running, that can prevent it from being removed from memory)
It looks like onUnload is probably setup to prevent that. But sometimes flash forgets to call onUnload.
If you jump to another frame that also has VCAM, and its instance name is identical to the one used on the other frame, I wonder if that might cause onUnload() not to run.
If that is the case, then you'd end up with the code of 2 VCAM's running at the same time.

I recently noticed a subtle quirk with Flash.
If you define onUnload() within a movieClip, and then call removeMovieClip() for that movieClip at some point, the movieClip doesn't vanish immediately. It remains for a few milliseconds, and is gone by the next frame.
But... if onUnload() is not defined, then removeMovieClip() removes it instantly.
Therefore, if you jump to another frame where that movieClip doesn't exist, it might get removed before its onUnload() has time to run, especially if another movieClip with the same instance name replaces it.

I myself have never used VCAM.
I just put everything I want to scroll inside of a movieClip, position that movieClip so that its origin point would be in the center of the screen, and then put this code inside of it:
Code: Select All Code
onEnterFrame = function(){
   this._x = -this.player._x;
   this._y = -this.player._y;
}

It's very simple.
When the player goes right, the level goes left.
When the player goes down, the level goes up.
And because the player is inside of the level, this ends up keeping the player centered, and the level simply scrolls around them.
Last edited by humbird0 on Fri Sep 21, 2012 2:02 am, edited 3 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby humbird0 » Fri Sep 21, 2012 1:57 am

ElPresidente Wrote:I dont' know what you did, but the game now grinds to a halt. It's exceptionally slow, locking up occaisonaly - especially when I want ot talk to someone or when I reach a checkpoint.

I suspect he's having trouble with his VCAM's.
VCAM's use setInterval.
If a lot of setInterval loops are running at the same time, then it can slow down the game.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Fri Sep 21, 2012 2:02 am

humbird0 Wrote:I suspect he's having trouble with his VCAM's.
VCAM's use setInterval.
If a lot of setInterval loops are running at the same time, then it can slow down the game.

No, I'm using the default VCAM. I didnt modify any setIntervals. My problem was in regard to multiple Vcams (one active at a time) damaging Peach and enemy gravity.

humbird0 Wrote:auxPoint = new flash.geom.Point(_x,0);
localToGlobal( auxPoint );

The problem with this part is that it reads the platform's position within _root.ground, but it then uses that value as if it was a coordinate of something inside of the platform.
This is because, when you access a movieClip's _x variable, you're looking at it's position within its parent movieClip.

Yes, this I understood. Every MC's coordinates is related to the parent movieclip.
But I reasoned that localToGlobal is like "Hey! please convert this auxPoint relative number to the global coordinate number, so I can use it will all objects in the same level (that is, Peach, ground, enemies...) So, the localToGlobal is an incomplete step?

Spoiler (click to show/hide):

auxpoint.jpg
auxpoint.jpg (23.32 KiB) Viewed 3294 times

GROUND MC and Peach are children of Scene1. Platform is inside GROUND.

humbird0 Wrote:auxPoint = new flash.geom.Point(_x,0); reads this: _root.ground.platform._x and then localToGlobal( auxPoint ); converts it as if it was: _root.ground.platform.????._x;
This is because...
localToGlobal( auxPoint );
is the same as:
_root.ground.platform_xxxxx.localToGlobal( auxPoint );

Hmmmmm.....yes, it is, because I'm running this code inside the platform (in platform timeline). But I've thought localToGlobal is supposed to transform this location coordinates to a global system, so I can use it in the SCENE1 MC'. I just dont understand the real meaning of Global in 'localToGlobal and Local in 'globalToLocal' in regard to MCs'.

So its like globalToLocal is saying: " please let this 'global' platform thing that is only global in regard to the inner platform to be LOCAL to SCENE1.
I will rewrite my own code to try to understand the mistake:

auxPoint = new flash.geom.Point(_x,0);
localToGlobal( auxPoint );

SAME AS:

auxPoint = _root.ground.platform._x ; // reference to auxPoint. A point of platform MC.
_root.ground.platform_xxxxx.localToGlobal( auxPoint ); // I've thought its like saying 'please transform this auxPoint coordinate, that is forever alone and limited to this MC, to a global state, outside of all those ground.platform_xxx thing.
Last edited by Ivan-Aedler on Fri Sep 21, 2012 2:54 am, edited 2 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby humbird0 » Fri Sep 21, 2012 2:15 am

Platform in inside of ground.
The problem is that you're putting _x into the point before converting it.
_x is a coordinate relative to the ground's origin.
platform.localToGlobal is relative to the platform's origin.
You should be using 0, not _x.
You want to take the 0,0 position of the inside of the platform and figure out where that would be on the screen.

And what you put to the left of localToGlobal() is very important.
peach.localToGlobal() will convert a coordinate relative to peach's origin to a position relative to the screen.
platform.localToGlobal() will convert a coordinate relative to the origin inside of the platform to screen coordinates.
ground.localToGlobal() will convert a coordinate relative to the origin inside of the ground to screen coordinates.

global = screen.
_root is NOT the screen.
And I suspect that Vcam creates scrolling my moving the _root around.
This causes _root to move, and the screen stays where it is, because the screen never moves.
So after getting the screen-relative coordinates, it's very important to use globalToLocal() afterwards to convert the coordinates to the origin of the movieClip you want to position things in.
If peach's _parent movieClip is _root, then you must do something like this.
Code: Select All Code
myPoint = new flash.geom.Point(0,0);
someClip.localToGlobal( myPoint );
_root.globalToLocal( myPoint );
_root.peach._x = myPoint.x;
_root.peach._y = myPoint.y;

I always use both localToGlobal() and globalToLocal() together like this.
Last edited by humbird0 on Fri Sep 21, 2012 2:23 am, edited 3 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Fri Sep 21, 2012 2:19 am

humbird0 Wrote:I have a guess:
setInterval() is capible of running code, even when its movieClip stops existing on the stage.
(there are situations where a movieClip can continue to exist in memory even though it no longer exists on the stage. If a setInterval loop is still running, that can prevent it from being removed from memory)
It looks like onUnload is probably setup to prevent that. But sometimes flash forgets to call onUnload.
If you jump to another frame that also has VCAM, and its instance name is identical to the one used on the other frame, I wonder if that might cause onUnload() not to run.
If that is the case, then you'd end up with the code of 2 VCAM's running at the same time.

Really!!! Darn! :o But... I executed it in a frame in scene1 without any camera! (stat level screen). This frame has code like that: 'if Peach is going to worldmap, gotoAndPlay (worldmap)', which has a camera! So:
1- Peach is in level 1 (VCAM object)
2- Peach finishes a level, going to stats screen. (no vcam)
3- Peach goes to Worldmap. (VCAM object).

I noticed that if I DONT put a relay code RIGHT inside this frame of stat level, BUT let it run after some frames (like a submovie clip of stat level animation), so it will be executed in the frame 10 of this submovie clip, the problem disappears! Its like it requires more than 1 frame to call onUnload!

humbird0 Wrote:I recently noticed a subtle quirk with Flash.
If you define onUnload() within a movieClip, and then call removeMovieClip() for that movieClip at some point, the movieClip doesn't vanish immediately. It remains for a few milliseconds, and is gone by the next frame. But... if onUnload() is not defined, then removeMovieClip() removes it instantly.Therefore, if you jump to another frame where that movieClip doesn't exist, it might get removed before its onUnload() has time to run, especially if another movieClip with the same instance name replaces it.

Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm........ I have to test it, man!!

humbird0 Wrote:I myself have never used VCAM.
I just put everything I want to scroll inside of a movieClip, position that movieClip so that its origin point would be in the center of the screen, and then put this code inside of it:
Code: Select All Code
onEnterFrame = function(){
   this._x = -this.player._x;
   this._y = -this.player._y;
}

It's very simple.
When the player goes right, the level goes left.
When the player goes down, the level goes up.
And because the player is inside of the level, this ends up keeping the player centered, and the level simply scrolls around them.

Yes!! This is why you have used LEVEL movieclip (Now I see an advantage of it!) ;)
But if I do this implementation, I will have to check all code, in order to change _root.ground references to _root.level.ground, as well as _root.peach and so on.
But its not that hard anyway. Just a dedicated hour (or two) in the chair, maybe talking with myself (remembering Clint Eastwood now :lol: )
This approach is faster than using VCAM in regard to CPU performance!
Last edited by Ivan-Aedler on Fri Sep 21, 2012 2:42 am, edited 2 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Fri Sep 21, 2012 2:23 am

humbird0 Wrote:peach.localToGlobal() will convert a coordinate relative to peach's origin to a position relative to the screen.
platform.localToGlobal() will convert a coordinate relative to the origin inside of the platform to screen coordinates.
ground.localToGlobal() will convert a coordinate relative to the origin inside of the ground to screen coordinates.

global = screen. =>> That BLUE RECTANGLE screen (aka document size)?
_root is NOT the screen.


screen.jpg
screen.jpg (12 KiB) Viewed 3293 times

PS: I hide the level. The level of course is A LOT bigger than this blue rectangle.

Now all makes sense!!! globalToLocal is needed to let the 'global screen' configuration to 'go into the 'local root''.
Actually, the entire VCAM moves (_root doesnt move, AFAIK). The VCAM screen is always the same in regard to itself. I can be so sure of that, because the level is already huge (like 2000 pixels per 1000 pixels), so a '_root' mover VCAM will duplicate this number to 4000, like rolling back/rewinding a VCR tape.
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Ivan-Aedler
 
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby Ivan-Aedler » Fri Sep 21, 2012 2:56 am

Now it works! ;) Thank you!!

worked.jpg
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Code: Select All Code
auxPoint = new flash.geom.Point(0,0); //point inside platform
localToGlobal( auxPoint ); //let it Global IN REGARD TO SCREEN (Document), that blue rectangle created with the document.
_root.globalToLocal( auxPoint ); //let it  Local IN REGARD TO ROOT.
_root.Peach._x = auxPoint.x; //move peach coordinates
_root.Peach._y = auxPoint.y;


Code will be cleaner now, as I'll be using the same logic to replace old junk, like manual pipe coordinates (like "2000,-1201") :oops:
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Ivan-Aedler
 
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Re: MiM 'Mim Ae version' (XXX) 1.5k

Postby HappyGoomba » Fri Sep 21, 2012 3:54 am

I knew I forgot something in my last post. These appear at the beginning of the game. If I click on them, I get the conversation about the key from the forest level.
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