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

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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby kissofthehell » Mon Jan 04, 2016 9:58 pm

Well its a quad I7. Unless flash uses only 1 core.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Mon Jan 04, 2016 11:09 pm

kissofthehell Wrote:Well its a quad I7. Unless flash uses only 1 core.

well... sorry to say but you have to implement multi threading for it to use more than one core, and ivan's code doesn't currently have that (i'm not even sure flash supports multi threading)
i have been pushing for a switch to unity, but ivan want the as3 conversion first also he insists on using vector graphics, which unity doesn't support natively, there is a plug-in but it costs 50$
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby kissofthehell » Tue Jan 05, 2016 4:41 pm

overlord5 Wrote:
kissofthehell Wrote:Well its a quad I7. Unless flash uses only 1 core.

well... sorry to say but you have to implement multi threading for it to use more than one core, and ivan's code doesn't currently have that (i'm not even sure flash supports multi threading)
i have been pushing for a switch to unity, but ivan want the as3 conversion first also he insists on using vector graphics, which unity doesn't support natively, there is a plug-in but it costs 50$


I see. But AS3 should give some sort of performance "boost" shouldnt it ?
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Tue Jan 05, 2016 7:13 pm

kissofthehell Wrote:I see. But AS3 should give some sort of performance "boost" shouldnt it ?

well yeah but it's not gonna do miracles, the bigger "boost" is proberbly gonna be the implementation of classes
so it's gonna be a more gradual performance boost. but yes as3 is gonna give a little boost
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby squilax » Tue Jan 05, 2016 7:23 pm

I have some ideas about the scenes missing, perhaps a scene of Double anal or tripple anal bukkake perhaps even if they are only ideas, and think it would be difficult to carry them out.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby kissofthehell » Tue Jan 05, 2016 8:50 pm

One slight question. Ever since i started playing P.U.T i always had problems going pipes upwards and underwater left/right. They seem to have an awkward "hitbox". If you have any idea what im talking about and you could explain it to me how to do those pipes easier i would be glad.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Tue Jan 05, 2016 11:51 pm

kissofthehell Wrote:One slight question. Ever since i started playing P.U.T i always had problems going pipes upwards and underwater left/right. They seem to have an awkward "hitbox". If you have any idea what im talking about and you could explain it to me how to do those pipes easier i would be glad.

if you press right left at the same time she stands up even under water it makes it a lot easier to go down pipes under water
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Ivan-Aedler » Wed Jan 06, 2016 10:45 am

PROTOTYPE updated, PEACH CASTLE WORKING!

Image

Its a VERY IMPORTANT achievement in this complex process!
Exit doors not working, and maybe other areas not working too.
Bugs expected to happen.

DUE to the complexity and next steps ahead, I MUST priotitize the conversion of the rest of the levels!
So I'll be working like crazy UNTIL its done!


overlord5 Wrote:why not keep a link to the as2 version as legacy

Ok then! (Updated the last page) ;)

kissofthehell Wrote:Looking forward to the finish of the AS3 version. On my old laptop that can run games like Saints Row couldnt run this flash game on even low. I had to use my newer laptop with 2 GT 750m in order to play it.

But did you test the prototype (AS3) in your computer? Is it faster?

overlord5 Wrote:also he insists on using vector graphics, which unity doesn't support natively, there is a plug-in but it costs 50$

I insist on vector graphics!

judge_hammer.jpg
judge_hammer.jpg (14.13 KiB) Viewed 2237 times

squilax Wrote:I have some ideas about the scenes missing, perhaps a scene of Double anal or tripple anal bukkake perhaps even if they are only ideas, and think it would be difficult to carry them out.

I'ts better to focus on more vaginal+anal (or 'all holes used' scenes) than double anal in the short term.

kissofthehell Wrote:One slight question. Ever since i started playing P.U.T i always had problems going pipes upwards and underwater left/right. They seem to have an awkward "hitbox". If you have any idea what im talking about and you could explain it to me how to do those pipes easier i would be glad.

This should be fixed in AS3.
Last edited by Ivan-Aedler on Wed Jan 06, 2016 3:55 pm, edited 1 time in total.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby kissofthehell » Wed Jan 06, 2016 2:54 pm

Okay i tested it. Sadly it doesnt run well at all for my old laptop. None of the settings. Hell even low had the same framerate. My old laptop's cpu is Intel I7 Q740 @ 1.73Ghz i think it can "turbo" to 2.4Ghz or something and GPU is ATI Mobility Radeon HD 560v. I think the laptop is like.... 4-5 years old? Surely the game should run fine considering the laptop ran Skyrim modden with decent framerate.
Hell even with my newer laptop i cant hold steady "60fps"

My newer laptop GPU burned out and was sent to get it replaced. I will have it in a month or so.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Wed Jan 06, 2016 4:10 pm

kissofthehell Wrote:Okay i tested it. Sadly it doesnt run well at all for my old laptop. None of the settings. Hell even low had the same framerate. My old laptop's cpu is Intel I7 Q740 @ 1.73Ghz i think it can "turbo" to 2.4Ghz or something and GPU is ATI Mobility Radeon HD 560v. I think the laptop is like.... 4-5 years old? Surely the game should run fine considering the laptop ran Skyrim modden with decent framerate.
Hell even with my newer laptop i cant hold steady "60fps"

My newer laptop GPU burned out and was sent to get it replaced. I will have it in a month or so.

as i said before gpu is irrlevant in this game, i know that it is the biggest factor in running most games, but the entire game is rendered on the cpu.
i think you need around 3GHz CPU to run smooth through all levels. once we have classes up and running correctly we might be able to do some multi-threading but i'm unsure if as3 even supports multi-threading.
our best hope still seems to be unity, but until ivan decides we do unity and collect the funds he would need for the vector graphics license, a unity version isn't gonna happen.

because of the nature of vector graphics you may have an easier time running the game at a smaller resolution...
(ironicly being that one of the reason vector graphics is used is that ivan hates pixelation)
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Ivan-Aedler » Wed Jan 06, 2016 4:31 pm

kissofthehell Wrote:Okay i tested it. Sadly it doesnt run well at all for my old laptop. None of the settings. Hell even low had the same framerate. My old laptop's cpu is Intel I7 Q740 @ 1.73Ghz i think it can "turbo" to 2.4Ghz or something and GPU is ATI Mobility Radeon HD 560v.

Flash prefers a 'high Gigahertz' CPU that is at least dual core. It doesnt matter the power of the GPU. You can have a dual 'NVIDIA GTX 980' and the game will be still slow, unfortunately.
This may change in future releases of Flash...of if I convert it to HTML5, Unity or other format (but I cant promise anything, I am JUST ARRIVING in the AS3 world).
Also, desktops are more powerful than laptops. So if you have a Pentium Core 2 Duo of 2.6ghz (just an example), it will be from 'Faster' to 'MUCH faster' than a laptop which is Dual Core i7. Also remember that Intel plays with our patience. A Core i7 laptop IS NOWHERE NEAR a true Core i7 desktop. Many are 'cutted down' versions, almost like a Celeron :/

The AS3 version IS faster than AS2, cleaner, fewer bugs, etc, period. BUT in certain areas full of graphics (houses, shadows, etc), it will be almost the same as AS2.
In order to check the speed, you can go to the OPTIONS screen in the AS2 version and click in 'FPS BENCHMARK' (sixth line from top left area).
In the AS3 prototype, just right click anywhere in a map and select SHOW PROFILE. If both are almost the same in the same level (e.g. Peach Castle), then I need to know.

Here, I got an increase from 24fps to 26fps in the most intense areas. By the way, the game HAS 26fps (its the limit). If the benchmarks shows 30, 32, etc, its a glitch. Its just saying it reached the max of 26.
So I have now 100% speed (no frame skips).
I fixed in 26fps because putting it 60fps would make it 2 to 3 times slower for everyone. Also, the animations would need to be remade, otherwise they will be like a 'floppy disk/vinyl with high RPM' (without the chipmunk sounds).

You can test other ways to make it faster:
1) Running in ADOBE FLASH PLAYER PROJECTOR (a pure flash player) because you can CHANGE THE WINDOW size.
2) Changing QUALITY (pressing '=' button in the keyboard, not keypad).
3) Pressing * (asterisk) in the keypad to CHANGE FRAME SKIPPING. It works only in the AS2 version (the official game in page 1). AS3 game will have this option sooner or later.
You also can change those settings above in the OPTIONS screen. You dont need to remember key presses all the time.

kissofthehell Wrote:I think the laptop is like.... 4-5 years old? Surely the game should run fine considering the laptop ran Skyrim modden with decent framerate. Hell even with my newer laptop i cant hold steady "60fps"

Remember this game runs at 26fps (its the TOP speed).

overlord5 Wrote:(ironicly being that one of the reason vector graphics is used is that ivan hates pixelation)

The thing is that, if you navigate through the huge pages of this thread, you will notice I kind of masterize vector graphics editing by now.
I can create complex structures using only fewer points (like 10 or even less) : )
So the vectors will be a lot faster, while still having some detail. In zoom ins, you wont see any post processing, because the vectors are calculated by pure mathematics.
If Flash /Unity or whatever uses GPU for the vectors, then the game could be made EVEN IN PURE 3D, with THOUSANDS of vector shapes and would be still faster than the current AS3 version!
Last edited by Ivan-Aedler on Wed Jan 06, 2016 9:36 pm, edited 1 time in total.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Wed Jan 06, 2016 7:21 pm

Ivan-Aedler Wrote:
overlord5 Wrote:(ironicly being that one of the reason vector graphics is used is that ivan hates pixelation)

The thing is that, is you nagivate through the huge pages of this thread, you will notice I kind of masterize vector graphics editing by now.
I can create complex structures using only fewer points (like 10 or even less) : )
So the vectors will be a lot faster, while still having some detail. In zoom ins, you wont see any post processing, because the vectors are calculated by pure mathematics.
If Flash /Unity or whatever uses GPU for the vectors, then the game could be made EVEN IN PURE 3D, with THOUSANDS of vector shapes and would be still faster than the current AS3 version!

Vector graphics are 2D only, NURBS are fairly similar and exist in 3d, although not the same thing
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby kissofthehell » Wed Jan 06, 2016 9:07 pm

Spoiler (click to show/hide):

Ivan-Aedler Wrote:
kissofthehell Wrote:Okay i tested it. Sadly it doesnt run well at all for my old laptop. None of the settings. Hell even low had the same framerate. My old laptop's cpu is Intel I7 Q740 @ 1.73Ghz i think it can "turbo" to 2.4Ghz or something and GPU is ATI Mobility Radeon HD 560v.

Flash prefers a 'high Gigahertz' CPU that is at least dual core. It doesnt matter the power of the GPU. You can have a dual 'NVIDIA GTX 980' and the game will be still slow, unfortunately.
This may change in future releases of Flash...of if I convert it to HTML5, Unity or other format (but I cant promise anything, I am JUST ARRIVING in the AS3 world).
Also, desktops are more powerful than laptops. So if you have a Pentium Core 2 Duo of 2.6ghz (just an example), it will be from 'Faster' to 'MUCH faster' than a laptop which is Dual Core i7. Also remember that Intel plays with our patience. A Core i7 laptop IS NOWHERE NEAR a true Core i7 desktop. Many are 'cutted down' versions, almost like a Celeron :/

The AS3 version IS faster than AS2, cleaner, fewer bugs, etc, period. BUT in certain areas full of graphics (houses, shadows, etc), it will be almost the same as AS2.
In order to check the speed, you can go to the OPTIONS screen in the AS2 version and click in 'FPS BENCHMARK' (sixth line from top left area).
In the AS3 prototype, just right click anywhere in a map and select SHOW PROFILE. If both are almost the same in the same level (e.g. Peach Castle), then I need to know.

Here, I got an increase from 24fps to 26fps in the most intense areas. By the way, the game HAS 26fps (its the limit). If the benchmarks shows 30, 32, etc, its a glitch. Its just saying it reached the max of 26.
So I have now 100% speed (no frame skips).
I fixed in 26fps because putting it 60fps would make it 2 to 3 times slower for everyone. Also, the animations would need to be remade, otherwise they will be like a 'floppy disk/vinyl with high RPM' (without the chipmunk sounds).

You can test other ways to make it faster:
1) Running in ADOBE FLASH PLAYER PROJECTOR (a pure flash player) because you can CHANGE THE WINDOW size.
2) Changing QUALITY (pressing '=' button in the keyboard, not keypad).
3) Pressing * (asterisk) in the keypad to CHANGE FRAME SKIPPING. It works only in the AS2 version (the official game in page 1). AS3 game will have this option sooner or later.
You also can change those settings above in the OPTIONS screen. You dont need to remember key presses all the time.

kissofthehell Wrote:I think the laptop is like.... 4-5 years old? Surely the game should run fine considering the laptop ran Skyrim modden with decent framerate. Hell even with my newer laptop i cant hold steady "60fps"

Remember this game runs at 26fps (its the TOP speed).

overlord5 Wrote:(ironicly being that one of the reason vector graphics is used is that ivan hates pixelation)

The thing is that, is you nagivate through the huge pages of this thread, you will notice I kind of masterize vector graphics editing by now.
I can create complex structures using only fewer points (like 10 or even less) : )
So the vectors will be a lot faster, while still having some detail. In zoom ins, you wont see any post processing, because the vectors are calculated by pure mathematics.
If Flash /Unity or whatever uses GPU for the vectors, then the game could be made EVEN IN PURE 3D, with THOUSANDS of vector shapes and would be still faster than the current AS3 version!


I guess my CPU is just old enough to the point of not being able to handle the game. Tbh i dont know if there is any difference but my old laptop is 17inch while my newer one is 15.3inch. I know in games highter rez can cause frame drips. Dont know its the same case in flash games.
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Wed Jan 06, 2016 9:23 pm

kissofthehell Wrote:I guess my CPU is just old enough to the point of not being able to handle the game. Tbh i dont know if there is any difference but my old laptop is 17inch while my newer one is 15.3inch. I know in games highter rez can cause frame drips. Dont know its the same case in flash games.

the physical size of the screen is irrelevant but the screen resolution does matter as the game has to calculate how each pixel has to look each frame...
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Ivan-Aedler » Fri Jan 08, 2016 3:36 am

PHEW! I-AM-REALLY-TI-RED.

If I knew before that IT WAS HARDER to make the WORLDMAPS work, I would delay the conversion to 2017!! :shock: :o :o
Its bad the fact that ANY HARD WORK takes time. But its the price we pay for a better game.

Below, its a TAG CLOUD of the BIGGEST PROBLEMS I've had in this MEGA conversion, since September 2015. If you plan programming in AS3 someday, REMEMBER those 'cute' errors. Here, those errors combined happened more than 3000 times (YES, THREE THOUSAND). But, one by one, I fixed them all....Or almost!

mim put as3 conversion problems.jpg
mim put as3 conversion problems.jpg (81.52 KiB) Viewed 2182 times

I may be absent for more days, so I can focus in this conversion and in a book I am reading.

overlord5 Wrote:Vector graphics are 2D only, NURBS are fairly similar and exist in 3d, although not the same thing

Yes, NURBS for the win! ;)

overlord5 Wrote:the physical size of the screen is irrelevant but the screen resolution does matter as the game has to calculate how each pixel has to look each frame...

That is correct. If you put, say, 1300x900 or even less, the game will be faster for the same windowed size (or even full screen).
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Sat Jan 09, 2016 1:58 am

hey ivan could you do a pole on if anyone uses a 32 bit system, i'm working with some bit shifting and 64 bit variables and am wondering if i should try to make 2 32bit variables instead while this may be alot more difficult it is possible, there is also a few other things i wish to dicuss. some of these things may be related to some of the things you wanna do in the world map so rather sooner than later
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Danny Flesher » Tue Jan 12, 2016 3:33 am

Hey Ivan,I can't go to World 8,tell me how to do pls.(or anyone who have gone to World 8)
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Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby MPLDAM9919 » Tue Jan 12, 2016 7:47 pm

Danny Flesher Wrote:Hey Ivan,I can't go to World 8,tell me how to do pls.(or anyone who have gone to World 8)

World 8 isn't made yet.
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PROTOTYPE V3.0a - 11th January

Postby Ivan-Aedler » Tue Jan 12, 2016 9:11 pm

PROTOTYPE updated!
Image LEVEL: PEACH CASTLE
Image WORLDMAP!
Image LEVEL: 1-1

Each new level that works in AS3 deserves a finish flag!

Image
But many bugs may appear, as said in page 1.
Level 1-1 Might be slower, I hope its temporary.

overlord5 Wrote:hey ivan could you do a pole on if anyone uses a 32 bit system, i'm working with some bit shifting and 64 bit variables and am wondering if i should try to make 2 32bit variables instead while this may be alot more difficult it is possible, there is also a few other things i wish to dicuss. some of these things may be related to some of the things you wanna do in the world map so rather sooner than later

Remember AS3 wont use 64. This is for unity. Your unity (I cant call 'mine', I am a baby there hehe). So I dont care if we're going to use 32 or 64 in the future. Also remember we wont be using so many memory (like 5gb used memory), so why not sticking with 32?

Danny Flesher Wrote:Hey Ivan,I can't go to World 8,tell me how to do pls.(or anyone who have gone to World 8)

MPLDAM is correct. But I may start on it still this year, if the conversion is successful.
Last edited by Ivan-Aedler on Thu Jan 14, 2016 5:05 am, edited 2 times in total.
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Re: PROTOTYPE V3.0a - 11th January

Postby overlord5 » Tue Jan 12, 2016 9:21 pm

Ivan-Aedler Wrote:
overlord5 Wrote:hey ivan could you do a pole on if anyone uses a 32 bit system, i'm working with some bit shifting and 64 bit variables and am wondering if i should try to make 2 32bit variables instead while this may be alot more difficult it is possible, there is also a few other things i wish to dicuss. some of these things may be related to some of the things you wanna do in the world map so rather sooner than later

Remember AS3 wont use 64. This is for unity. Your unity (I cant call 'mine', I am a baby there hehe). So I dont care if we're going to use 32 or 64 in the future. Also remember we wont be using so many memory (like 5gb used memory), so why not sticking with 32?

as i mentioned earlier i'm thinking of using 64bit variables for some things, i doubt it will ever use more than 32 bit memory allocation
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