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

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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Thu Jul 12, 2012 7:26 pm

Hi great man, let's go!
Allsop2604 Wrote:I've been playing your game every update and nothing seems to be working very well. I'm not complaining or trying to criticise - I love your work. I just can't get used to the control layout you keep trying. Ctrl as jump causes too many function issues with computer/browser commands and whatnot. Using 'C' as jump feels too close to the 'D' key when using WASD controls leaving me constantly holding down both keys when I jump.

Control as jump was abolished once and for all. Toooooooo many problems with browser keystrokes.
Well, for about 'C', it's to be used with 'directionals' set, not WASD, that's why the keyboard configs I've put here are with red color for directionals, and green colors for WASD. I've already set '/' button (next to right shift) for jumping for WASD (see the in-game options menu). Also, '.' key allow her jumping (so you can use WASD with left hand and '.', ',', and '/' with right hand.

I've tested here (WASD play) and I didnt get any problems, like pressing wrong keys or difficulty in key response.

Its interesting to let the game two handed, because you can maintain focus on directionals (or WASD) while pressing 4, 5, 6 even 7 function buttons with the other hand.
I've played a lot of FPS (duke 3d, quake, counter strike, gta) and emulator games (sega genesis and snes) using direcionals + ZXCASD. But wait!! Single handed should be possible in a new options menu (more below).

So the current version allows playing using two keyboard layouts (WASD and Directionals), two handed in each one, without conflict. But I plan to let this better.
In the future (I hope in a near future), I plan adding the ability to set the keys in game (or better, a radio button set), that is, A) Key 1 (with an image of a keyboard set) -> directionals both handed B) Key 2 -> WASD both handed, C) Key 3 -> WASD one handed. (choose one). Then, if player choose 1), WASD will be disabled. And so on.
This is a lot faster for me to implement and the user can see the keyboard setting graphically.

Allsop2604 Wrote:For two handed it will be better to go with Arrow Keys for movement, then the Z,X,C,V keys for other functions (or ASD,ZXC keys). The idea behind that for a player like me is to move my left hand over to the arrow keys and have my right hand for the others.

Yes, its better this way. But the current game layout still let you use this config mentioned: Arrow Keys + zxc (Z will soon be moved to - and + keys). X and C are the current 'A and B' of nintendo controls.

So you have in this implementation of MIM AE so far:
1) WASD + '.' , '/' .
2) Directionals + X , Z.

Allsop2604 Wrote:Layout 1 (single handed):
W, A, S, D -Movement/Climbing
Space - Jump
E - Masturbate
Q - Milk
X - Redo

Really nice! This could be the third setting of the 'radio button' idea above : )

Thank you, and please criticize. I'm here to improve the game ;)
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Re: MiM 'Mim Ae version' (XXX)

Postby Vanks » Thu Jul 12, 2012 9:56 pm

I love this game. You did a great job of regressing to classic Mario. I like the bugs in the underwater level that freeze peach at the end of the seximation. I had to swim around all of the bloopers except the first and last ones. The music change was a good choice as well.
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Re: MiM 'Mim Ae version' (XXX)

Postby powerofvoid » Thu Jul 12, 2012 10:17 pm

When running the game in the standalone flashplayer, moving the mouse out of the window causes gameover.
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Re: MiM 'Mim Ae version' (XXX)

Postby protognome » Thu Jul 12, 2012 10:43 pm

Allsop2604 Wrote:Layout 1 (single handed):

W, A, S, D -Movement/Climbing
Space - Jump
E - Masturbate
Q - Milk
X - Redo

And set any (or all keys) to advance.


I whole-heartedly agree with this. Perhaps set the advance key to "F" or "R" as both are accessible for one handed play. I dislike two handed play for any porn game, as one hand tends to be less inclined to rest on a keyboard.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Thu Jul 12, 2012 10:47 pm

Update 1.24:
1) Fixed a bug when running towards a wall. Peach might trespass the wall and go into the void.
2) Added invisible coins functionality to P (POW) Switch in level 2. Try to get them all on time!
3) Fixed old glitch which let Peach walk and masturbate (if you press RIGHT/LEFT/D/A while pressing DOWN or S)
4) Added two more animations by Biles: drift animation (underwater, while using frog power) and flying animation (open arms). This flying animation is different from running-ready-to-fly animation.
5) (internal) some code optimization dealing with timers.

Next step: underground area to 'The Forest' level, with a remastered Mario 1 underground music.
Next level: The Pond (10%). Goal: yet one more level ('The Flower') before more features
Next bug to attack: checkpoints that are activated automatically if you pass over them in parallel places (like in a corridor under them).
Next bug to attack: glitch in pipes (those that need Peach to jump a bit to enter it). Cause: small collision change in x axis.
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Re: MiM 'Mim Ae version' (XXX)

Postby Lex_Liven » Fri Jul 13, 2012 4:29 am

Well. Right slash doesn't work. At all.
There are troubles with "run" button too - sometimes speed indicator doesn't increase (tried in the first Castle among toads).
IMHO accelerating is too long - first level contains 3 or 4 zones where is possible to run. Classical Mario had more of vast flat space.
I'm not sure my english is good, I'm russian. So I'll be please if you will correct me ;) Thank you for understanding.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Fri Jul 13, 2012 12:48 pm

Lex_Liven Wrote:Well. Right slash doesn't work. At all.

Which keyboard layout are you using? The key used is the one next to the RIGHT Shift (US, PT, ES based keyboards). Some keyboard layouts change this key to another one, sometimes next to Backspace. If this game has custom key config (I'm planning that), these problems of finding the right key of some keyboard layouts will be vanished.

Lex_Liven Wrote:There are troubles with "run" button too - sometimes speed indicator doesn't increase (tried in the first Castle among toads).

Small glitch. It occurs when you keep pressing RIGHT, then press RUN button, then release it. Pressing it again will not ler her run without releasing RIGHT. Same with LEFT. Just release the RIGHT/LEFT button, then press it again. I'll fix that soon.

Lex_Liven Wrote:IMHO accelerating is too long - first level contains 3 or 4 zones where is possible to run. Classical Mario had more of vast flat space.

I'll create some more flat space.
Also, some may also notice Peach doesn't run in some slopes. Collision related. I'll be studying a better form.
Last edited by Ivan-Aedler on Fri Jul 13, 2012 3:09 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby Allsop2604 » Fri Jul 13, 2012 2:56 pm

Think you could squeeze in another Koopa somewhere to make their fourth animation possible to get? It's my favourite from Blarghs version and I miss it ever so much. Right now there's only sets of three.

And I remember you mentioning something about the Boombs, are they suppose to instantly explode the second you go to 're-do' them (cause they do :P)?

Last question - any progress making the enemies continue to move until they hit an object? You'd obviously need to make slight modifications to all the levels so all the goombas aren't falling all over the place, but I think it'd add a lot of play value to the game.
^.^
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Re: MiM 'Mim Ae version' (XXX)

Postby Soda » Fri Jul 13, 2012 3:03 pm

Hello,

[ I really didn't read the latest happenings on this thread]

I am Back, surprise.
But well actually I never really was here anyway :D

Wow amazing what happened since a while here on that game.

TheDirtyMonkey joined you guys and started to contribute his part in redisigning.
Wow Man. Perfekt.

But I also did some redesigning. [ I didn't wanted to show you unfinished works so I worked until I had something to show]

now I shall show you some of MY redesign works.

[ I do the sketches in sai painter, import screenshots from the sketches and import them to adobe Illustrator ( amazingly smooth software, way more powerfull than the grafik tools in adobe flash) work them out here and than import them into flash, directly into a MIM file... just for those how are curious]

So here you can see the redesigne on certain objects I did so far
http://img411.imageshack.us/img411/2720/showroom01.png

and here you can see the objects allready placed in the [ older ] Version of the game.
http://megaswf.com/file/2442255


I also reanimated the walking animation of the gumba.
Please check it out it looks splendid.

If you think it was not a good idea to upload these kind of works on the choosen hosters ...
Well just please tell me and I will choose a more apropriate way to
show my works so far.

And I really love the spirit of this game!
I am just a little over euphoric :D
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Fri Jul 13, 2012 3:20 pm

Allsop2604 Wrote:Think you could squeeze in another Koopa somewhere to make their fourth animation possible to get? It's my favourite from Blarghs version and I miss it ever so much. Right now there's only sets of three.

I will put the forth koopa in levels that has only three, no problem ;). It's also a plan to do lots of them (like a queue), and it may have also a way to 'stomp' on them (to grab its shell) and throw at them, earning points. However, throwing is not planned soon because it requires running and gravity code for the shells.

Allsop2604 Wrote:And I remember you mentioning something about the Boombs, are they suppose to instantly explode the second you go to 're-do' them (cause they do :P)?

There are two kinds of bobombs:
1) the ones that run and Peach has to stop them. So, after being laid, pressing END will make it explode.
2) the ones that are just laying in the level (some have been hidden!), so Peach gets an instant explosion ;)
However, I plan adding a tag to detect that a given laying bobomb (not the fucked one) is about to explode. Like the red/gray colors being alternated.

Allsop2604 Wrote:Last question - any progress making the enemies continue to move until they hit an object? You'd obviously need to make slight modifications to all the levels so all the goombas aren't falling all over the place, but I think it'd add a lot of play value to the game.

Yes, its planned! But the current gravity code of them was stalled since version 1.0t. I'll have to get some time to work ONLY on this. I prefer to finish 'The Pond' level and do the underground area of 'The Forest' first. Thats because we will have more assets (and access) to different environments and it will be more valuable to add functionality.
Also, for goombas that fall, they will respawn later ;) And there may be wandering goombas, that is, those who appear like they are coming from another level.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Fri Jul 13, 2012 4:13 pm

Glad to see the other animations I made were added in the game. Though I think the drifting animation should apply to Peach even when she doesn't have a frog suit on.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Fri Jul 13, 2012 6:37 pm

Biles Wrote:I think the drifting animation should apply to Peach even when she doesn't have a frog suit on.

Even her being pushed down by water gravity?
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Fri Jul 13, 2012 6:42 pm

Yup. Because the idea was to use the drifting animation anytime Peach wasn't moving at all while underwater when not standing on any ground.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Fri Jul 13, 2012 7:15 pm

Biles Wrote:Yup. Because the idea was to use the drifting animation anytime Peach wasn't moving at all while underwater when not standing on any ground.

So I'll be checking those ^-^
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Re: MiM 'Mim Ae version' (XXX)

Postby Lex_Liven » Sat Jul 14, 2012 4:47 am

ivanaedler Wrote:
Lex_Liven Wrote:Well. Right slash doesn't work. At all.

Which keyboard layout are you using? The key used is the one next to the RIGHT Shift (US, PT, ES based keyboards). Some keyboard layouts change this key to another one, sometimes next to Backspace. If this game has custom key config (I'm planning that), these problems of finding the right key of some keyboard layouts will be vanished.

I use two layouts US and RU. Both of them doesn't allow to use slash for jump. Neigther right slash no left slash. Right slash is next to right shift, left slash - next to backspace.
I know, you use "H" as hide/show HUD, but I want to advise you this two handed layout for WASD:
W - up
S - down
A - left
D - right
H - jump
J - run
K - masturbate
You still have "G", "Y", "U" and "I" for future use.
This layout is similar to standart Sega joypad, I use it in all my emulators and have no problems with "stuck keys".
I'm not sure my english is good, I'm russian. So I'll be please if you will correct me ;) Thank you for understanding.
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Re: MiM 'Mim Ae version' (XXX) 1.24

Postby freakyfurry » Sat Jul 14, 2012 5:36 am

is there a way to convert this game into something that could be played on an emulator? that way everyone could pick their own control scheme?
i don't mean do it now. that would be to much work to convert it with every update. maybe when the game is completely finished. it just seems like it would be easier than constantly changing your scheme.
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Re: MiM 'Mim Ae version' (XXX) 1.24

Postby 肉まんマン » Sat Jul 14, 2012 11:28 am

I love peach`s drawing on the menu and how it changes with her costumes! have you thought about adding cum and changing her facial expression as well to reflect her current state? ;)
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Sat Jul 14, 2012 2:30 pm

Hi! Lets' go!
Lex_Liven Wrote:I use two layouts US and RU. Both of them doesn't allow to use slash for jump. Neigther right slash no left slash. Right slash is next to right shift, left slash - next to backspace. I know, you use "H" as hide/show HUD, but I want to advise you this two handed layout for WASD:
WASD + HJK
You still have "G", "Y", "U" and "I" for future use. This layout is similar to standart Sega joypad, I use it in all my emulators and have no problems with "stuck keys".

Not a bad idea! I will be thinking about that. Thanks!
For about stuck keys (releasing run button then right/left) they haven't anything to do with conflict of keys, but the current code implementation. I will let it better over time.

肉まんマン Wrote:I love peach's drawing on the menu and how it changes with her costumes! have you thought about adding cum and changing her facial expression as well to reflect her current state? ;)

Thanks for TheDirtyMonkey! Cum is planned to be added. As for the facial expression, I'll have to check.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Sat Jul 14, 2012 3:34 pm

freakyfurry Wrote:have you considered putting in the gooper blooper from sunshine, not the little bloopers i know they're already in but the actual big boss blooper. seems like you could do some kind of tentacle scene with it.

Nice idea. Eventually I'll be doing it.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Sat Jul 14, 2012 3:42 pm

machamp623 Wrote:Can i make a suggestion to the whole, Horny System? She hornyness seems to do very little besides rise and govern weather she cums or not. what if the level of hornyness governed what sex act she preformed? low and its just handjobs mid its sucking and boob jobs and high has her fucking things full on.
And what about a certain amount of "slutiness points" that determines what she says? like low sluttiness points would have her saying "I cant believe im giving a hand job to a goomba?" mid would be "does my grip feel good?" and high would be "c'mon! give me your cum!"

Nice ideas! Let's go!

1) Horny System changing way of sex. This would be nice! That's because:
1.1) I plan adding bonus trivias in the end of the game if the player only has, say, blowjobs or titfuck. So the player will have to let peach masturbate until cum (or wait some time) in order to diminish the bar in order to have only blowjobs and titjobs for that particular bonus in the end game.
1.2) People can change sex styles according to horny bar, instead of searching and fucking enemies to get to higher levels of sex scenes. Just masturbate a little to get the level almost 100% then fuck a goomba to have a threesome, for example.

However, I need more player feedback. I cant just add this feature without some opinions.

2) Sluttiness is an interesting concept, as it can be related to the TOTAL laid number (that pinky text next to TOTAL laid enemies, in HUD bar). So, in a 10 level game, if the player let peach fuck 20 enemies already, in level 4, sluttiness can go to maximum, so Peach will be like a slut for the rest of the game. If the user avoids her fucking the most he can, as Peach will still have to fuck one or two, to get some trivias, for example, the user can enjoy Peach being more embarrassed later in the game.

However, item 2) requires more code changes, and , of course, player feedback. What people think about this?

Thanks for your ideas! ;)
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