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

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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby QuizmasterBos » Mon Oct 08, 2012 10:10 pm

Currently I'm thinking of a way to time the sound effects for the sex scenes, so I can tell you how far they are off.
I've got a really dumb way of doing so:
- Use a recording software to record the scenes.
- Cut and paste using an editor to get all the scenes separately.
- Using a sound editor of sorts to see the exact moment in seconds when a sound effect starts and using it to find when it should start and end.

I intend to use this as a back-up plan, do you or anyone else have a good idea to get this done easier?


Also, the forward facing model for Monty Mole looks great, but the sideview definitely needs work.
I suggest you start with the feet. The claws are stacked upon one another but they should be partway hidden to show that they are on the same height.
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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby Ivan-Aedler » Mon Oct 08, 2012 10:18 pm

QuizmasterBos Wrote:Currently I'm thinking of a way to time the sound effects for the sex scenes, so I can tell you how far they are off.
I've got a really dumb way of doing so: - Use a recording software to record the scenes. - Cut and paste using an editor to get all the scenes separately. - Using a sound editor of sorts to see the exact moment in seconds when a sound effect starts and using it to find when it should start and end.

Hey, nonono, not necessary to do that! While programming, I tell the software to play the sound in an instant X. I have control of that. The problem is the sound itself. It starts silent, then, 2 seconds later, it plays on. The problem: I dont have a backup sound. So I will record it while playing, then edit it (or I can extract it in flash, but its not so straighforward. I have to create a new SWF for that and save as a sound in the same quality).

QuizmasterBos Wrote:Also, the forward facing model for Monty Mole looks great, but the sideview definitely needs work. I suggest you start with the feet. The claws are stacked upon one another but they should be partway hidden to show that they are on the same height.

It's a plan to improve him. Thanks for the recommendations ;)
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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby QuizmasterBos » Mon Oct 08, 2012 10:34 pm

ivanaedler Wrote:
QuizmasterBos Wrote:Currently I'm thinking of a way to time the sound effects for the sex scenes, so I can tell you how far they are off.
I've got a really dumb way of doing so: - Use a recording software to record the scenes. - Cut and paste using an editor to get all the scenes separately. - Using a sound editor of sorts to see the exact moment in seconds when a sound effect starts and using it to find when it should start and end.

Hey, nonono, not necessary to do that! While programming, I tell the software to play the sound in an instant X. I have control of that. The problem is the sound itself. It starts silent, then, 2 seconds later, it plays on. The problem: I dont have a backup sound. So I will record it while playing, then edit it.

QuizmasterBos Wrote:Also, the forward facing model for Monty Mole looks great, but the sideview definitely needs work. I suggest you start with the feet. The claws are stacked upon one another but they should be partway hidden to show that they are on the same height.

It's a plan to improve him. Thanks for the recommendations ;)


Why are you recording the sound effects yourself? You can just download them off themushroomkingdom.net
Here is a link to the page you'll need. http://themushroomkingdom.net/wav.shtml

Anyways, the reason I thought of doing it like that is because I can determine the timing better. Instead of guesswork (e.g.the sound must be played 1.5 seconds earlier), I can tell you it much more specifically (e.g. the sound must be played 1.32 seconds earlier.)
(Or: after 2.23 seconds the sound should start playing and should end 0.87 seconds after the player pressed space).

I see my role here to see this game through to its completion and help making it as perfect as it can get.
This game must undoubtedly become the absolute best fanmade porngame ever.
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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby Ivan-Aedler » Mon Oct 08, 2012 10:39 pm

QuizmasterBos Wrote:I see my role here to see this game through to its completion and help making it as perfect as it can get.
This game must undoubtedly become the absolute best fanmade porngame ever.

Thanks for the link! I will check!
Me too! I'm perfectionist ;) But I'm also a 'do it , even not being so good at first'. Otherwise, plans will stock up and nothing done :/
As for the timings, I can't tell the program *exactly* how many seconds, as I edit each frame (22 frames per second). So 100ms/22 = a slice that I can use. But again, I can edit just the sound, then its just a matter to check all the 25 scenes (because there will be one or two that was OK before, but now they will play earlier).
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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby QuizmasterBos » Mon Oct 08, 2012 10:55 pm

ivanaedler Wrote:
QuizmasterBos Wrote:I see my role here to see this game through to its completion and help making it as perfect as it can get.
This game must undoubtedly become the absolute best fanmade porngame ever.

Thanks for the link! I will check!
Me too! I'm perfectionist ;) But I'm also a 'do it , even not being so good at first'. Otherwise, plans will stock up and nothing done :/
As for the timings, I can't tell the program *exactly* how many seconds, as I edit each frame (22 frames per second). So 100ms/22 = a slice that I can use. But again, I can edit just the sound, then its just a matter to check all the 25 scenes (because there will be one or two that was OK before, but now they will play earlier).

Do not worry about checking them, you're busy enough as is. I'm glad I can contribute something meaningful to the game as this is my absolute favorite porngame on this site.
Of course I should remember that games run in frames, not seconds. But didn't you say that a while ago the game ran at 24 fps?
And considering that I remember you saying you intend to let the game run at 30 fps at some point, wouldn't that mess up the timing of the scenes at that point?
But don't worry about that, since I'll try and find the correct timing then as well.

My only problem is the way to time it. If I play the scene I notice the sound effect doesn't start at the correct point. But I don't know how many frames that is. Unless I do the math of course.
Hmm...I guess I'll need to play it by ear then.
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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby Ivan-Aedler » Mon Oct 08, 2012 11:02 pm

QuizmasterBos Wrote:My only problem is the way to time it. If I play the scene I notice the sound effect doesn't start at the correct point. But I don't know how many frames that is. Unless I do the math of course. Hmm...I guess I'll need to play it by ear then.

Trust me, its easier for me to check these, as I'm deep in the code. I'll remove silence in the first microsseconds when I have more time.
Last edited by Ivan-Aedler on Mon Oct 08, 2012 11:47 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6l

Postby QuizmasterBos » Mon Oct 08, 2012 11:14 pm

ivanaedler Wrote:
QuizmasterBos Wrote:My only problem is the way to time it. If I play the scene I notice the sound effect doesn't start at the correct point. But I don't know how many frames that is. Unless I do the math of course. Hmm...I guess I'll need to play it by ear then.

Trust me, its easier for me to check these, as I'm deep in the code. I'll remove silence in the first microsseconds when I have more time.

It's sad to see so much work fall on your shoulders. At times like these I wish I had the ability to draw or understood code.
So the only things I can provide you is my opinion as well as my creativity. I'm glad that these are both often understood and even praised.
Brings a :) to my face.
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby Ivan-Aedler » Tue Oct 09, 2012 1:29 am

ImageUpdate 1.6m
BUG found (peach moving left and right after some scenes). I'll correct it soon.

1- Big mushroom will now give Peach a Mushroom ring (if she's with a princess dress or naked) giving her extra damage. Clothes will be reconstructed (if shred), no matter which powerup Peach is. Peach (dressed or naked) will only lose this ring when she is stark naked and receives further damage. Only AFTER losing mushroom ring, Peach will use her last resort to be alive: her horny bar. Peach will only CARRY the ring all the time if she's with a normal princess dress or naked. Otherwise, only her clothes are restored.

In the next update, I will change the order that the ring will vanish, in a way Peach would lose this ring right when attacked for the first time. Further damage will start shredding her clothes. Why? Because , right now, its strange to see Peach getting hurt so many times and still with the ring on.

2- More 'hive' (speakers) boxes in some areas to give hints to Peach
3- Peach will no more slide to left/right if she enters/leaves a door
4- (internal) New enemy: Monty Mole. He will be active with sex scenes sooner or later.
5- BUG FIX - 'Peach going up until the sky if she is backside mode while stomping an enemy'
6- Peach will dance (if she's standing up without movement) if she fucked more than 10 enemies in a level
7- BUG FIX: negative counters in PAUSE SCREEN (laid enemies to be slut of the day and slut of the kingdom)
8- All 8 koopa scenes (with corrections) and also in the gallery
9- Peach new pose: 'surprise'. You can see this pose when Peach talks to herself inside her castle (level 1).
10- Small glitches fixed (like a correct sound for Mushroom grab and better coin sound)
11- Cosmetic: star, mushroom and flower icons in the background of pink messagebox.

QuizmasterBos Wrote:It's sad to see so much work fall on your shoulders. At times like these I wish I had the ability to draw or understood code.
So the only things I can provide you is my opinion as well as my creativity. I'm glad that these are both often understood and even praised.
Brings a :) to my face.

No problem, thanks!
Last edited by Ivan-Aedler on Wed Oct 10, 2012 12:02 pm, edited 6 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby MPLDAM9919 » Tue Oct 09, 2012 4:55 am

I love the update. The surprise pose is really good and I love the new text box.

Of course, I did run into a few glitches here and there. 1. The info block in the beginning 1-2 won't show it's info. 2. I encountered a glicth where I couldn't move on the world map. My only hope was to replay the first level (by pressing space) and it worked fine agian. And 3. There's this werid glitch on 1-4 where I got fucked by a Goomba and I couldn't jump. I could only move left and right but Peach's legs weren't moving Peach kept on getting fucked by Goombas. My only hope was to lose a life and the glitch disappeared.

I wish I could help you out, but I'm not a programmer. I'm more of an idea's person.
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby Ivan-Aedler » Tue Oct 09, 2012 5:12 am

MPLDAM9919 Wrote:Of course, I did run into a few glitches here and there. 1. The info block in the beginning 1-2 won't show it's info

I will check!

MPLDAM9919 Wrote:I encountered a glicth where I couldn't move on the world map. My only hope was to replay the first level (by pressing space) and it worked fine agian.

Hmmm I would like to know the process you did to get locked up. But I will take a look by 'try and error'.

MPLDAM9919 Wrote: There's this werid glitch on 1-4 where I got fucked by a Goomba and I couldn't jump.

1-4? Respawning goombas mechanism. Locking is not working. I will check.

MPLDAM9919 Wrote:I wish I could help you out, but I'm not a programmer. I'm more of an idea's person.

Thanks , that's fine, I will check them all
Last edited by Ivan-Aedler on Tue Oct 09, 2012 5:15 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby coolness32 » Tue Oct 09, 2012 5:14 am

Just thought you should know, when you play with the keyboard setup as "single left hand", when you are done with events where there is dialogue or thoughts, the space bar to proceed makes Peach jump and she jumps I was wondering if the "proceed" button could be something different on single left hand so that she doesn't jump when you have to press the space key.

PS. Peach's surprise pose was incredibly cute!
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby Ivan-Aedler » Tue Oct 09, 2012 5:38 am

coolness32 Wrote:Just thought you should know, when you play with the keyboard setup as "single left hand", when you are done with events where there is dialogue or thoughts, the space bar to proceed makes Peach jump and she jumps I was wondering if the "proceed" button could be something different on single left hand so that she doesn't jump when you have to press the space

I will see what can be done. Peach should only jump after dialogues if the player released the jump button after pressing it in the dialogue.
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby MPLDAM9919 » Tue Oct 09, 2012 6:58 am

I just got an idea for another sex scene: Vivian!
Spoiler (click to show/hide):

Image


She'd be futa like Birdo (If the Futa option is turned on) and you'd have to get a key to progress like the Pauline scene.

Vivian:: Oh! Princess Peach! It's nice see you! I haven't seen you since my adventure with Mario! I heard he went missing and you are searching for him. I happen to have the key you need to progress. But I'll only give it to you if let me fuck you!<3 Peach anwser 1: Are you serious? Just give me the key please! Vivian: Nope! Sorry! I'll only give it to you if I fuck that pussy of yours. Let me know if you change your mind. *nothing happens and you can talk to Vivian agian* Peach anwser 2: Alright! I'll do it! It's the only way I can find my dear Mario! Vivian: Thank you!!<3 You'll be quite pleased with what I've got in store for you!<3 *Peach takes off her dress leaving her in her lingerie. Vivian then pulls out her dick. Peach is amazed.* Peach: My goodness! I didn't know you were a transgender! It looks HUUUUGE! Vivian: I told you you'd be quite pleased!<3 Peach: Can I touch it?<3 Vivian: You sure may!<3 I've secretly wanted you since I first saw you!<3 *Peach starts rubbing Vivian's cock* Vivian: That's right, keep playing with my dick and nuts!<3 Peach: Wow! And I thought Birdo had a huge dick! I can't wait to have this in my pussy!<3 *Peach now is sucking on Vivian's dick.* Vivian: Ooooooooh, Princess Peach!<3 Keep sucking my cock!<3 Peach (in thought bubble): Mmmmmm...Vivian's huge weniner is making me cum!<3 *Vivian pulls he dick out of Peach's mouth and cums on her tits* Vivian: Oooooooo...that was great...you want that key now? Peach: Not yet! I'm still horny! I want that thing inside my tight pussy!<3 *Peach is now on her back and Vivian starts to penetrate Peach's tight pussy* Peach: I want that thing inside me!<3 Vivian (in thought bubble): Wow! She's TIIIIIGHT! *Vivian's dick is now in Peach's pussy and Vivian starts fucking Peach missionary style* Peach: OH MY GOODNESS!!!<3 Your dick feels sooooooo goooood!!!<3 Vivian: Oooooooh princesss!!!<3 Your pussy feels so good! *things get faster* Vivian: Princess Peach!!!<3 I think I'm gonna cum! Let me cum inside you!<3 Peach: Yes!!!<3 Shoot your load inside me!!!!<3 *Vivian then CLIMAXES inside Peach's pussy resulting to a huge creampie. Vivian then pulls out her dick and is still cumming on Peach's body. Vivian then lays on Peach and gives her a sweet kiss.* Peach: That was fantastic!<3 I never had a dick that huge before! Can you give me that key now, please? Vivian: Yes! A promise is a promise. Here's the key you need. Good luck on your quest! Make sure you come back and see me!<3 I want to try more sex postions with you!<3 *Peach then gets they key which is in her ass and gets her fress or current outfit back.*
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby AsianP3rsuas10n » Tue Oct 09, 2012 7:00 am

Has anyone ever seen the Super Mario Bros TV series? That show makes me cry honestly...it is so bad I want to rip my eues out. The characters they draw are nowhere near close to what they actually look like. Seriously, if you ever want to just cry a bit, watch it. Its only netflix. Or just youtube it.

Anyways on another note, cant access computer for awhile :\ kinda bummed out now cuz I cant test the updates nor can I see anything!! >_<
I will cheer on the sidelines with my Iphone!! Go Ivan! Go ivan!
But seriously, how are things going? Any difficulty with anything?

@Quiz
Any new ideas that have come up? I might as well do some collaborating while not using my computer. That way I'd actually be useful...
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby Biles » Tue Oct 09, 2012 7:18 am

Bugs, issues, and solutions for 1.6m

ivanaedler Wrote:"3- Peach will no more slide to left/right if she enters/leaves a door"

".
    ."
  1. Except for exiting pipes. She still continues with whatever sliding moment was interrupted upon entering pipes.
  2. On the first level, for some reason she can't climb onto the vines when standing directly on top of the block it grows out from and I have to kinda jump onto it from the side.
  3. In the Watery level, gaining any powerups, masturbation, lactating, and such still do not work.
  4. Raccoon Peach still loses her tail after fucking a bunch of goombas.
  5. In the second level, the tanooki powersuit does not reset itself when Peach dies by accident or deliberate.
  6. Raccoon Peach will sometimes display a standing pose when slowly descending downwards using her raccoon tails.
  7. Coins converted from bricks still continue to retain their floor ceiling collisions. I missed out on a shitload of coins in the subcon world after I hit the big P button.
  8. Bonus toadhouse should be fully boxed in via collision as this sorta thing kinda happens:
    peachouttabounds.png
    peachouttabounds.png (56.6 KiB) Viewed 2417 times

  9. In the duration the running bar continues to tingle, Peach should not be using the regular jump animation at all, she should be using the flying animation instead just as Mario did in SMB3.
  10. When Peach throws a veggie, she shouldn't be stopping to do so unless the player wants to.
  11. Peach should be able to hold the veggie and run at the sametime.
  12. Those long rectangular mushroom platform should have its wall collision removed as they prove problematic to reaching items and such. And why are they curved in the first place? It was never like that in SMB.
  13. Remember a long time ago when I suggested you should put an invisible collision wall somewhere on top of the Mushroom castle in the first level? Well now that you've improved the collision codes, I think it's safe to say you can remove it and put it at the very edge of the left side of the screen.
  14. You know that super long grey stone wall near the end of the watery level which you'd have to swim over or below it? Well, it should have a ceiling collision so Peach doesn't end up using it as an instant elevator, not that it creates any sort of major problems to the game.
  15. I hope you still consider my proposal to give coin blocks and bricks ceiling collisions as I found out how vital it has now become. Now that you've increased Peach's jump height, players may find it problematic if they do not want to jump through a line of blocks. In the vase rooms in the subcon level when Peach tries to hit the upper bricks for coins, she constantly jumps out of the vase all the time.
  16. I have an idea for swimming mechanics. I think it was either in SMB3 or SMW that when swimming underwater, if you press up and the jump button, Mario would bob up dramatically. Pressing the down button and then the jump button keeps him leveled. Should we apply this to Peach?
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby Ivan-Aedler » Tue Oct 09, 2012 11:36 am

Biles Wrote:"3- Peach will no more slide to left/right if she enters/leaves a door, except for exiting pipes. She still continues with whatever sliding moment was interrupted upon entering pipes.

Marked for fix.
Biles Wrote:[*]On the first level, for some reason she can't climb onto the vines when standing directly on top of the block it grows out from and I have to kinda jump onto it from the side.

I can let it better and direct.

Biles Wrote:In the Watery level, gaining any powerups, masturbation, lactating, and such still do not work.

(??!!) I will check.

Biles Wrote:[*]Raccoon Peach still loses her tail after fucking a bunch of goombas.

For this one I will require a day of testing.

Biles Wrote:[*]In the second level, the tanooki powersuit does not reset itself when Peach dies by accident or deliberate.

Easy to fix.

Biles Wrote:[*]Raccoon Peach will sometimes display a standing pose when slowly descending downwards using her raccoon tails.

Easy to fix.

Biles Wrote:[*]Coins converted from bricks still continue to retain their floor ceiling collisions. I missed out on a shitload of coins in the subcon world after I hit the big P button.

For this one I will have to code creation of coins 'outside collision subworld'.

Biles Wrote:[*]Bonus toadhouse should be fully boxed in via collision as this sorta thing kinda happens

I will re check the boxes.

Biles Wrote:[*]In the duration the running bar continues to tingle, Peach should not be using the regular jump animation at all, she should be using the flying animation instead just as Mario did in SMB3.

I will check.

Biles Wrote:[*]When Peach throws a veggie, she shouldn't be stopping to do so unless the player wants to.

It becomes strange seeing Peach throwing it while walking. And I would need to create a new walking animation just for that. Its things and features like that I dont see any real advantage other than aestethic.

Biles Wrote:[*]Peach should be able to hold the veggie and run at the sametime.

Explained before. I wont be doing that until finding a better mechanism.

Biles Wrote:[*]Those long rectangular mushroom platform should have its wall collision removed as they prove problematic to reaching items and such. And why are they curved in the first place? It was never like that in SMB.

They only have some ground collision in order for Peach to jump on them. No collision on its wall/trunk. Curvy for aestetic purposes.

Biles Wrote:[*]Remember a long time ago when I suggested you should put an invisible collision wall somewhere on top of the Mushroom castle in the first level? Well now that you've improved the collision codes, I think it's safe to say you can remove it and put it at the very edge of the left side of the screen.

I dont understand. Change this collision placement? Peach still needs ceiling and wall collisions in that area. And above the roof too.

Biles Wrote:[*]You know that super long grey stone wall near the end of the watery level which you'd have to swim over or below it? Well, it should have a ceiling collision so Peach doesn't end up using it as an instant elevator, not that it creates any sort of major problems to the game.

I will check that carefully.

Biles Wrote:[*]I hope you still consider my proposal to give coin blocks and bricks ceiling collisions as I found out how vital it has now become. Now that you've increased Peach's jump height, players may find it problematic if they do not want to jump through a line of blocks. In the vase rooms in the subcon level when Peach tries to hit the upper bricks for coins, she constantly jumps out of the vase all the time.

I will keep brainstorming about a solution.

Biles Wrote:[*]I have an idea for swimming mechanics. I think it was either in SMB3 or SMW that when swimming underwater, if you press up and the jump button, Mario would bob up dramatically. Pressing the down button and then the jump button keeps him leveled. Should we apply this to Peach?[/list]

I may add complexity and more bugs. I would like to see this feature (SMW?)

I'm now fixing two bugs I've found myself. Those hard-to-fix ones.
Thanks!
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby Biles » Tue Oct 09, 2012 5:13 pm

ivanaedler Wrote:
Biles Wrote:[*]When Peach throws a veggie, she shouldn't be stopping to do so unless the player wants to.

It becomes strange seeing Peach throwing it while walking. And I would need to create a new walking animation just for that. Its things and features like that I dont see any real advantage other than aestethic.

I don't see how that could look strange, she always used to do that in SMB2.

ivanaedler Wrote:
Biles Wrote:[*]Peach should be able to hold the veggie and run at the sametime.

Explained before. I wont be doing that until finding a better mechanism.

I figured the way you were able to make Peach throw veggies is very similar to how she's able to spit fireballs, right? Cause as Fire Peach, she was able to spit fireballs when doing all sorts of movements and actions.

ivanaedler Wrote:
Biles Wrote:[*]Those long rectangular mushroom platform should have its wall collision removed as they prove problematic to reaching items and such. And why are they curved in the first place? It was never like that in SMB.

They only have some ground collision in order for Peach to jump on them. No collision on its wall/trunk. Curvy for aestetic purposes.

Oh the trunk is fine alright, it's that curvy platform that's presenting a problem as it won't let Peach pass through it by the side. This is evident on the second level where you have that mushroom platform by those row of blocks that one of them contains the tanooki outfit. The coins are sometimes hard to reach just trying walk on top of the rows of bricks to reach them.

ivanaedler Wrote:
Biles Wrote:[*]Remember a long time ago when I suggested you should put an invisible collision wall somewhere on top of the Mushroom castle in the first level? Well now that you've improved the collision codes, I think it's safe to say you can remove it and put it at the very edge of the left side of the screen.

I dont understand. Change this collision placement? Peach still needs ceiling and wall collisions in that area.

Actually you can remove it now and stick it to the far left side of the entire level because you already now have both the floor and ceiling collisions which you can already apply to the first part of her castle (though come to think of it, it could've been applied much earlier in the development of the game).

Biles Wrote:[*]You know that super long grey stone wall near the end of the watery level which you'd have to swim over or below it? Well, it should have a ceiling collision so Peach doesn't end up using it as an instant elevator, not that it creates any sort of major problems to the game.

I will check that carefully.

ivanaedler Wrote:
Biles Wrote:[*]I hope you still consider my proposal to give coin blocks and bricks ceiling collisions as I found out how vital it has now become. Now that you've increased Peach's jump height, players may find it problematic if they do not want to jump through a line of blocks. In the vase rooms in the subcon level when Peach tries to hit the upper bricks for coins, she constantly jumps out of the vase all the time.

I will keep brainstorming about a solution.

Well, I suppose one other solution if you don't wanna apply ceiling collisions to bricks and blocks that have yet to be hit, is to make them slightly bigger, though it might mean having to adjust all those bricks and blocks in all 8 levels.
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Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby QuizmasterBos » Tue Oct 09, 2012 8:26 pm

AsianP3rsuas10n Wrote:Has anyone ever seen the Super Mario Bros TV series? That show makes me cry honestly...it is so bad I want to rip my eues out. The characters they draw are nowhere near close to what they actually look like. Seriously, if you ever want to just cry a bit, watch it. Its only netflix. Or just youtube it.

Anyways on another note, cant access computer for awhile :\ kinda bummed out now cuz I cant test the updates nor can I see anything!! >_<
I will cheer on the sidelines with my Iphone!! Go Ivan! Go ivan!
But seriously, how are things going? Any difficulty with anything?

@Quiz
Any new ideas that have come up? I might as well do some collaborating while not using my computer. That way I'd actually be useful...

Which Super Mario Bros. tv series? There's three of them.
And cry? Seriously? That stuff is totally awesome. I've got a videotape of two episodes of The Super Mario Bros Super Show at home.

I have not come up with something amazing in recent times. The minigame idea still bugs me. (For everyone else, Asian and I have been thinking of adding minigames into the game, but they're on hold since it's too difficult to come up with something that has to do with sex without making Peach fuck.)

What we could think of though is how Peach is supposed to fight the bosses without fucking them.
And what happens after you finish a boss.
I can tell you that I had an idea from SMW. A castledestrucion sequence, but with sex. The only problem is that I don't know what should happen in a virgin run instead.
Ivan wanted to use the sacks from SMB Super Nintendo version. Toads would come out and fuck Peach, or not if you're doing a virgin run.
We might even be able to use both, but that might be overkill.

Ivan, would you allow AsianP3rsuas10n and me to brainstorm about these two subjects together?
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QuizmasterBos
 
Joined: Wed Aug 15, 2012 1:31 pm

Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby GeraldMason » Tue Oct 09, 2012 8:36 pm

I actually like a few of those ideas, especially the castle destruction one despite it's difficult concept.

One idea for the bosses is veggies/fireballs, maybe hammers or whatever other power-ups are added. Or using the environment - But I much prefer the idea of actually fighting some bosses as opposed to simply sexing them up.
On the other hand, I do like the idea of Peach getting raped by Wendy. Perhaps make it so if you lose in a battle with a boss, they rape you and THEN it counts for a death?

Or perhaps give you the option to sex them up when you win?
Though the "defeat rape" is something I DEFINITELY wish to see with bosses, and the options to fight them over simply getting freaky with them is also a must.

Like say they get dominant in the situation as opposed to when you lose, you technically get "tops" or whatever.
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GeraldMason
 
Joined: Wed Jul 25, 2012 7:54 pm

Re: MiM 'Mim Ae version' (XXX) 1.6m

Postby QuizmasterBos » Tue Oct 09, 2012 11:20 pm

GeraldMason Wrote:I actually like a few of those ideas, especially the castle destruction one despite it's difficult concept.

One idea for the bosses is veggies/fireballs, maybe hammers or whatever other power-ups are added. Or using the environment - But I much prefer the idea of actually fighting some bosses as opposed to simply sexing them up.
On the other hand, I do like the idea of Peach getting raped by Wendy. Perhaps make it so if you lose in a battle with a boss, they rape you and THEN it counts for a death?

Or perhaps give you the option to sex them up when you win?
Though the "defeat rape" is something I DEFINITELY wish to see with bosses, and the options to fight them over simply getting freaky with them is also a must.

Like say they get dominant in the situation as opposed to when you lose, you technically get "tops" or whatever.

I pitched the castle destruction sequence to Ivanaedler before, but never really went and completed it.

We can't force players to use power-ups during boss battles since players can choose to get power-ups if they want, which means Peach needs to use the environment to kill them.
It'll be difficult to jump on top of them since Peach is a big target, so I prefer a different method.

Ivan probably has the idea of giving you the option to fuck them or not.When you meet the boss they ask you to fuck them and if Peach complies, you win and get to move on.

Maybe bosses should have two scenes: One where you comply to their asking of performing sexual acts with them and one where you fight them and lose.

Either way, I still need Ivan to give me the okay on brainstorming with AsianP3rsuas10n.
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QuizmasterBos
 
Joined: Wed Aug 15, 2012 1:31 pm

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