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.
mikealen93 Wrote:Just tried the game the glitch still occurs from being disappeared when fucking a just spawned thing on level 4
mikealen93 Wrote:Just tried the game the glitch still occurs from being disappeared when fucking a just spawned thing on level 4
HappyGoomba Wrote:Same here. In the grasslands, she started a sex scene just as a goomba came out of a pipe and she disappeared.
HappyGoomba Wrote:After you start a game, if you open, then close the menu, her lingerie disappears.
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.
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.
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.
Biles Wrote:This sleeping goomba is stuck in the hill in such a way that Peach can't fuck it.
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.
Biles Wrote:[*]I like the Platty level. However, if I play it again, the auto-scroll is disabled.
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.
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?
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.
Biles Wrote:[*]I wonder if we should reset the coin/fuck/kill counts after each level is completed. It's something to think about.
Biles Wrote:[*]I like the infinite coin block in Toad's bonus level
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.
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!
}
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()
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.
onEnterFrame = function(){
this._x = -this.player._x;
this._y = -this.player._y;
}
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.
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.
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.
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 );
myPoint = new flash.geom.Point(0,0);
someClip.localToGlobal( myPoint );
_root.globalToLocal( myPoint );
_root.peach._x = myPoint.x;
_root.peach._y = myPoint.y;
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.
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.
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.
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.
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;
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