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

The place to post Flash-based creative projects.
Forum rules
This forum is for posting and collaborating upon third party Flash work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby Slayer_J » Fri Aug 17, 2012 12:33 am

Ok, I think the time has come for another contribution on my part.

Didn't know what to work with, decided to do this; which maybe will make some people happy (or maybe not...):

birdosketch2.png
birdosketch2.png (14.47 KiB) Viewed 4751 times


A really, really, REALLY rough sketch of birdo. But it's coming along rather nicely.

ivanaedler Wrote:I can try to do it, as I did with some shapes (backgrounds, ground, mario castle, gold blocks, mushroom mountains, peach's umbrella and peach backside - old version) but I may have to stop programming. And, for sure, people like Luftmallow, Slayer_J, Soda, DigFree and Yurinicolau would do that with closed eyes. As about myself...I need to code like this! :mrgreen:


Oh yeah, I can totally do stuff like that with closed eyes :roll: . I'm still new to drawing, a noob at animating and I have no idea how coding work. You see? You have way more of an advantage to me than what you think...
Priorities first. Most of what have been said are not game-breaking experience, I rather see you make more sex animations, more characters, more story and more stages than fixing every small detail or something somebody just didn't like.

Keep up the good work!
Image
User avatar
Slayer_J
 
Joined: Fri Jun 08, 2012 8:55 pm

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby Ivan-Aedler » Fri Aug 17, 2012 1:05 am

Slayer_J Wrote:Ok, I think the time has come for another contribution on my part.
Didn't know what to work with, decided to do this; which maybe will make some people happy (or maybe not...)

But its getting pretty good ;)

Slayer_J Wrote:Oh yeah, I can totally do stuff like that with closed eyes :roll: . I'm still new to drawing, a noob at animating and I have no idea how coding work. You see? You have way more of an advantage to me than what you think...

For me, it appeared that you were designing shapes for months or even a year ago (you have my words). So you have much potential to do a dream game!

Slayer_J Wrote:Priorities first. Most of what have been said are not game-breaking experience, I rather see you make more sex animations, more characters, more story and more stages than fixing every small detail or something somebody just didn't like. Keep up the good work!

I will, thanks! ;)
Tonight, I've got less time to work with MIM, but I'm right inside shyguy next sex scene (cowgirl) and I'm nearing completion. Also, I'm improving end level stats background and the RagTime music (CANCELED. The music became different from Mario feel). Please, be optimistic! You're in the right highway, man!
Last edited by Ivan-Aedler on Fri Aug 17, 2012 4:39 pm, edited 2 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby MPLDAM9919 » Fri Aug 17, 2012 6:46 am

ivanaedler Wrote:
MPLDAM9919 Wrote:Ok. I invision her dress of a mixture of the Cloud Mario power up and her regular dress except it's shorter like a mini skirt and the whole thing is see-through like the Rosalina dress in the Blargh version of MiM. The mini skirt would be poofy just like Cloud Mario's overalls and her crown would resemble a clould but with jewlery in it. Does that help?

Hmmm nice catch, I'll be thinking about this. But I may be doing it by parts. 1) new dress addon, 2) changes to it, 3) cloud animations following her , 4) jumping higher code, 5) try to do the creation code of new clouds.

But this new feature will let the game a lot easier (creating clouds indefinitelly).

Well, give it a limit. Like you can only use three clouds like in Galaxy 2 and you restock by picking up another Cloud Flower.
User avatar
MPLDAM9919
 
Joined: Wed Jun 06, 2012 5:23 am

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby QuizmasterBos » Fri Aug 17, 2012 12:01 pm

Now as this game progresses, it's going to need more enemies. So, I've been thinking ahead a bit and thought of two ideas you could implement.

Different koopa colors
Most notably red, green, yellow and blue.
Considering they're the same enemy, you don't even need to make new scenes. But I think a different color could help things keep fresh at least.
(Maybe use some generator that auto changes the color each time you play?)

Chargin' Chuck
YES!
Chargin' Chuck is an enemy from Super Mario World that kind of looks like an American Footballplayer.
Spoiler (click to show/hide):

Image
Image

Here's that last image again, but animated, so you know how his walkcycle is.
Spoiler (click to show/hide):

Image

He's roughly the same size as Mario and takes three stomps to defeat. He's invincible for a bit whenever he takes damage, so he's a powerful enemy.
However the cape feather can defeat him in one whack. He takes five fireballs to defeat, or two fireballs and one jump.

There exist multiple kinds of Chargin' Chucks in Super Mario World. (The only game he appeared in by the way.)
Such as:
Clappin' Chucks, that jump in the air and clap whenever Mario jumps;
Passin' Chucks
, that kick footballs around;
Diggin' Chucks, that dig up rocks out of the ground that bounce towards you;
And Splittin' Chucks, that split up into three.

Whenever a Chuck gets hit, they return to ordinary Chucks that run after you. This gives them a rather forceful feel.
Therefore you could implement a Chargin' Chuck as a rather forceful enemy.

Think Peach going on her knees, giving Chuck a blowjob and Chuck pushing her head down onto him.
And of course, Chuck splitting up in three and filling all her holes at the same time.

Peach could even get a few Chuck specific lines, like:
"Oh, I've always liked footballplayers!";
"You're so force... ooh ...ful";
And my favorite:"Are you a Fuckin' Chuck?

To get my point across the best, you might want to have seen the Chargin' Chuck enemy in the game first. So try playing it, or find some footage of the enemy on youtube.
Hopefully you think about and have a good day.
User avatar
QuizmasterBos
 
Joined: Wed Aug 15, 2012 1:31 pm

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby Ivan-Aedler » Fri Aug 17, 2012 2:47 pm

MPLDAM9919 Wrote:Well, give it a limit. Like you can only use three clouds like in Galaxy 2 and you restock by picking up another Cloud Flower.

Hmmmmmm sure sure! I'll think about it!

QuizmasterBos Wrote:Now as this game progresses, it's going to need more enemies. So, I've been thinking ahead a bit and thought of two ideas you could implement.
Different koopa colors
Most notably red, green, yellow and blue.
Considering they're the same enemy, you don't even need to make new scenes. But I think a different color could help things keep fresh at least.
(Maybe use some generator that auto changes the color each time you play?)
Chargin' Chuck
YES! Chargin' Chuck is an enemy from Super Mario World that kind of looks like an American Footballplayer.

I've thought about creating him months ago. I know how it works (I still have a working cartridge of Super Mario World) ;) But it's in a lower priority right now.
First, I'll have to do it , or receive help from a designer (so it will be faster to implement the art). The chucks need to be done with body parts, in order to be animated. Then, I will have to do 4 or 5 animation schemes (just for normal Chuck, and no sex scenes) and the code for it, which have to be compliant with other creatures' code. Then, sex scenes are applied with all fantasies possible!
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby QuizmasterBos » Fri Aug 17, 2012 3:41 pm

ivanaedler Wrote:I've thought about creating him months ago. I know how it works (I still have a working cartridge of Super Mario World) ;) But it's in a lower priority right now.
First, I'll have to do it , or receive help from a designer (so it will be faster to implement the art). The chucks need to be done with body parts, in order to be animated. Then, I will have to do 4 or 5 animation schemes (just for normal Chuck, and no sex scenes). Then, sex scenes are applied with all fantasies possible!


I had an idea that you knew what a Chargin' Chuck is, but I thought I shouldn't just assume things.
But anyways, it's cool you already thought about creating him.

Maybe I will be able to incite someone to make a Chuck for you. At least the idea is now on the table.
So anyone that might want to give this a try, by any means, try.
User avatar
QuizmasterBos
 
Joined: Wed Aug 15, 2012 1:31 pm

Re: MiM 'Mim Ae version' (XXX) 1.4d

Postby Ivan-Aedler » Fri Aug 17, 2012 4:25 pm

Update 1.4e:
1) Koopa can be stomped (all mechanics implemented: he goes into the shell. After some seconds, the koopa reappears from the shell. If Peach stomps again while in the shell, it will run along the level. BUT! The shell doesn't kick out other enemies - because this will let Peach avoid sex scenes more when a koopa is nearby).
2) Improved end level stats background with new music
3) Fix to the vase area (the P-switch music will no more reset music to underground one, even Peach being outside the vase).
4) Peach will now be able to stomp enemies even naked (due to the fact the player may let Peach lose a life in a place without powerups but with tons of enemies, and he doesnt want Peach to fuck there, so he can try to stomp on them).
5) Yet better pipe mechanism (now Peach can go above the pipe in watery level without being sucked by it, for example).

QuizmasterBos Wrote:I had an idea that you knew what a Chargin' Chuck is, but I thought I shouldn't just assume things.
But anyways, it's cool you already thought about creating him.
Maybe I will be able to incite someone to make a Chuck for you. At least the idea is now on the table.
So anyone that might want to give this a try, by any means, try.

The good thing with art is, even if it doesnt become good, it could be improved until getting excellent! ;) Some cuts here, erases there... And other designers can help as well. For about the coding which let the art alive...if something goes wrong (worse, deeply wrong) you can't just erase and paint again :roll: All have to be removed/redone from scratch. And people involved have to know the code mechanics entirely.
Last edited by Ivan-Aedler on Sun Aug 19, 2012 12:16 am, edited 1 time in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Slayer_J » Fri Aug 17, 2012 6:40 pm

Here goes second try:

birdosketch3.png
birdosketch3.png (26.23 KiB) Viewed 4882 times


Each part is divided individually (which means they are ready to move/be animated).
Still need to fix some stuff, but it have to wait when I get the time again.

ivanaedler Wrote:Update 1.4e:
1) Koopa can be stomped (right now, he goes into the shell. After some seconds, the koopa reappears from the shell).
2) Improved end level stats background with new music
3) Fix to the vase area (the P-switch music will no more reset music to underground one, even Peach being outside the vase).
4) Peach will now be able to stomp enemies even naked (due to the fact the player may let Peach lose a life in a place without powerups but with tons of enemies, and he doesnt want Peach to fuck there, so he can try to stomp on them).
5) Yet better pipe mechanism (now Peach can go above the pipe in watery level without being sucked by it, for example).


Dude, great job with the koopas mechanics! It feels way mario-ish, and it also moves left and right on the second stomp, and it stop on another stomp while moving? I'm amazed man.

Also, I can't no longer jump from pipes, she's stay in the jumping animation but doesn't go up. I noticed this on the second level (the forest).

ivanaedler Wrote:The good thing with art is, even if it doesnt become good, it could be improved until getting excellent! ;) Some cuts here, erases there... And other designers can help as well. For about the coding which let the art alive...if something goes wrong (worse, deeply wrong) you can't just erase and paint again :roll: All have to be removed/redone from scratch. And people involved have to know the code mechanics entirely.


Lol, I hear that. Not to mention that for people like me, that doesn't understand code at all, cooperating on the coding is very hard. I may understand the coding I did for my project, but if I try to dive in into ivan's game mechanic, I would get lost in second. Though I don't think that will happen the other way around...lol.
Image
User avatar
Slayer_J
 
Joined: Fri Jun 08, 2012 8:55 pm

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Ivan-Aedler » Fri Aug 17, 2012 7:14 pm

Slayer_J Wrote:Here goes second try:
birdosketch3.png

It's getting good!! I have just forgotten to say that hands should be separate, so I can animate it, but its not a priority now. Keep up with it. I know you will get the feeling in a very pleasing Birdo ;)

Slayer_J Wrote:Dude, great job with the koopas mechanics! It feels way mario-ish, and it also moves left and right on the second stomp, and it stop on another stomp while moving? I'm amazed man. Also, I can't no longer jump from pipes, she's stay in the jumping animation but doesn't go up. I noticed this on the second level (the forest).

Hmmm cannot reproduce. She can jump and enter in the upside down pipe here (second level).

Slayer_J Wrote:Lol, I hear that. Not to mention that for people like me, that doesn't understand code at all, cooperating on the coding is very hard. I may understand the coding I did for my project, but if I try to dive in into ivan's game mechanic, I would get lost in second. Though I don't think that will happen the other way around...lol.

We have another problem: Flash is not cooperative. We can use separate FLA's, sure, but there must be a one-man who joins all FLA's into the main FLA. Also we would require versioning control and full engagement from the programmers (to avoid things like 'I did feature 1,2,3,4,5 and you?' 'Oh I did 1 only'. 'Oh, well...give me your FLA' -> uploading..10mb, 20mb, 30mb.... Ok joining it! Ops bug with feature 1!')
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Slayer_J » Fri Aug 17, 2012 7:48 pm

Yeah, the hands, arms, legs and feet are all separated. Working with it will be easier.

Ok, never mind the pipes, went to check if it happens with others. It only happens near the end of the level where there are many pipes on the bottom and the top. When standing in these pipes, peach won't jump. But I found it a bit weird 'cuz she stays there.

And yeah, there's no such thing as merging fla as far as I know. It must be someone that has the "parent" file, any change must match his own version.
Image
User avatar
Slayer_J
 
Joined: Fri Jun 08, 2012 8:55 pm

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Ivan-Aedler » Fri Aug 17, 2012 7:59 pm

Slayer_J Wrote:Ok, never mind the pipes, went to check if it happens with others. It only happens near the end of the level where there are many pipes on the bottom and the top. When standing in these pipes, peach won't jump. But I found it a bit weird 'cuz she stays there.

I will check!
EDIT: was done on purpose, but I will remove it, as the ceiling collision should be in the roof, not the pipes.
EDIT: I'm aware of some bugs in level 1 (e.g. a block that cannot be broken in the bonus area with a toad there). Fixing soon.

An idea I'm planning to: WORLD MAP. So Peach can walk there to go into levels, and get special bonus levels. She will be able to replay a level too! This map area is like a normal level. She can walk, jump, masturbate...but of course, there will be no powerups, coins, enemies, score or time limit. I will need a designer who can create assets. I have a sketch of how the map could be (preferable a isometric view like Mario for DS with a viewable background for mountains, etc). I'll be delivering the sketch (black and white) soon.
!!TODO - WORLD MAP reference tiny.jpg
!!TODO - WORLD MAP reference tiny.jpg (50 KiB) Viewed 4803 times
Last edited by Ivan-Aedler on Tue Aug 21, 2012 2:57 pm, edited 2 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby QuizmasterBos » Fri Aug 17, 2012 8:58 pm

ivanaedler Wrote:An idea I'm planning to: WORLD MAP. So Peach can walk there to go into levels, and get special bonus levels. She will be able to replay a level too! But I will need a designer who can create assets, or I'll need a permission to use some assets from LOK MAP. I have a sketch of how the map could be (preferable a isometric view like Mario for DS). I'll be delivering the sketch (black and white) soon.


World map? Cool.

Just some questions:

Will we be able to store and use items like Super Mario Bros. 3?
Will the scenery change as we unlock new levels like Super Mario World?

And are you still going to use the warppipes you have (but aren't working yet)?

Oh ,and another idea, what if you implement Toad houses too? But instead of treasure boxes, you can use three Toads and Peach can choose one to suck off to get an item after the scene is done.
(And maybe even allow Peach to walk away. So that you can give the game different endings depending on how many enemies you fucked, kind of like Gorepete's Dusty's Castle.
And what is really cool about that, is that you essentially make the game harder for yourself, thus tempting player into getting powerups.)
User avatar
QuizmasterBos
 
Joined: Wed Aug 15, 2012 1:31 pm

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Ivan-Aedler » Sat Aug 18, 2012 12:38 am

QuizmasterBos Wrote:Will we be able to store and use items like Super Mario Bros. 3?

It's planned! Stored items must only be used in the world map area, before beginning the level.

QuizmasterBos Wrote:Will the scenery change as we unlock new levels like Super Mario World?

Its planned to change the entire scenery for new worlds, like Mario3. The map may not scroll left/right in the beginning, but this feature should be in after this part is done.

QuizmasterBos Wrote:And are you still going to use the warppipes you have (but aren't working yet)?

Yes, when I have more worlds! Level creation is easier than creating new features, because I have the mechanics already done! So its wise to invest more time making new levels. Even if not so 'right' (like levels with more open space), it can be improved later on.

QuizmasterBos Wrote:Oh ,and another idea, what if you implement Toad houses too? But instead of treasure boxes, you can use three Toads and Peach can choose one to suck off to get an item after the scene is done.

Yes, I plan it! But I prefer to have only one toad, then he will go towards Peach when she opens a treasure box and talks to her (like the puzzle talk in level 2), and she may have a choice to not have the powerup, have some penalty (like being naked) or suck him in order to get the powerup.

QuizmasterBos Wrote:(And maybe even allow Peach to walk away. So that you can give the game different endings depending on how many enemies you fucked, kind of like Gorepete's Dusty's Castle.

But walk away from where? From who? Morton? It may be!
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Ivan-Aedler » Sat Aug 18, 2012 3:00 am

A Birdo version I've thought of ;)
PS: rough version, without curve optimization and white highlights, although I got the face with 30 curves because I did it using pen (but not the body).

Spoiler (click to show/hide):

Click to Play
(Javascript Required)

birdo aedler1.swf [ 5.91 KiB | Viewed 4516 times ]


Spoiler (click to show/hide):

Click to Play
(Javascript Required)

birdo aedler walking.swf [ 12.67 KiB | Viewed 4497 times ]


Spoiler (click to show/hide):

Click to Play
(Javascript Required)

birdo aedler2.swf [ 5.75 KiB | Viewed 4716 times ]


Spoiler (click to show/hide):

Click to Play
(Javascript Required)

birdo aedler3.swf [ 24.32 KiB | Viewed 4705 times ]

Last edited by Ivan-Aedler on Sat Aug 18, 2012 11:29 pm, edited 5 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Darthan » Sat Aug 18, 2012 3:32 am

Since you are planning on making a world map maybe you could make a giant world, like in Super Mario Brothers 3, where all the enemies are huge. This would let you have a place that you can have giant enemies, with new sex scenes obviously. I think this would be a really neat idea, would defiantly be a low priority thing if you decide to do it. Just think it would be fun to see how Peach deals with giant versions of the regular enemies. :D
User avatar
Darthan
 
Joined: Fri Feb 17, 2012 8:23 am

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Ivan-Aedler » Sat Aug 18, 2012 3:36 am

Darthan Wrote:Since you are planning on making a world map maybe you could make a giant world, like in Super Mario Brothers 3, where all the enemies are huge. This would let you have a place that you can have giant enemies, with new sex scenes obviously. I think this would be a really neat idea, would defiantly be a low priority thing if you decide to do it. Just think it would be fun to see how Peach deals with giant versions of the regular enemies. :D

I just cant imagine ;) But as you've said, I have to lower the priority for this. I plan one or two more levels for World1, then I will be doing World2 while I am catching bugs and fixing them. As we will have more levels, I can invest more in new sex scenes. I even prefer doing the World Map before going to World 3 (Even before World 2).

An idea I will be developing: a HOLE HOG for respawning code (that exists in Mario Series, like Mario Party 9). So the enemies will appear in these hogs, which in turn are spread along the level.
mario hole hogs.jpg
mario hole hogs.jpg (7.27 KiB) Viewed 4535 times


EDIT: So be it!
Click to Play
(Javascript Required)

hole hogs.swf [ 20.86 KiB | Viewed 4530 times ]

User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Hydrocity » Sat Aug 18, 2012 9:24 am

http://bulk2.destructoid.com/ul/194186-/aubrey-160x.jpg

I think that would be a great way to make hammerbro Peach. Just remove the shirt and there you go add a hammerbro hat and you're set.
Hydrocity
Newly Registered
 
Joined: Mon Apr 23, 2012 7:59 am

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby QuizmasterBos » Sat Aug 18, 2012 10:46 am

ivanaedler Wrote:
QuizmasterBos Wrote:Will we be able to store and use items like Super Mario Bros. 3?

It's planned! Stored items must only be used in the world map area, before beginning the level.

QuizmasterBos Wrote:Will the scenery change as we unlock new levels like Super Mario World?

Its planned to change the entire scenery for new worlds, like Mario3. The map may not scroll left/right in the beginning, but this feature should be in after this part is done.

QuizmasterBos Wrote:And are you still going to use the warppipes you have (but aren't working yet)?

Yes, when I have more worlds! Level creation is easier than creating new features, because I have the mechanics already done! So its wise to invest more time making new levels. Even if not so 'right' (like levels with more open space), it can be improved later on.

QuizmasterBos Wrote:Oh ,and another idea, what if you implement Toad houses too? But instead of treasure boxes, you can use three Toads and Peach can choose one to suck off to get an item after the scene is done.

Yes, I plan it! But I prefer to have only one toad, then he will go towards Peach when she opens a treasure box and talks to her (like the puzzle talk in level 2), and she may have a choice to not have the powerup, have some penalty (like being naked) or suck him in order to get the powerup.

QuizmasterBos Wrote:(And maybe even allow Peach to walk away. So that you can give the game different endings depending on how many enemies you fucked, kind of like Gorepete's Dusty's Castle.

But walk away from where? From who? Morton? It may be!


Oh sorry I wasn't too clear on that. I mean't walk away from the toad house. In SMB3 once you enter a toad house, you can't go back out unless you open a chest.
But honestly, I like your idea better. The only problem is that once someone knows Peach has to fuck to get a powerup or give up your precious powerup you already have, they won't enter the Toad houses anymore if they're doing an "embarassed for sex" run.
How would you resolve that?

Also, didn't think of Morton. Would fucking him still count against you? The chancellor won't.
Anyways, thanks for answering my questions. And that Birdo is starting to look pretty good by the way.
User avatar
QuizmasterBos
 
Joined: Wed Aug 15, 2012 1:31 pm

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Ivan-Aedler » Sun Aug 19, 2012 1:39 am

Model to be voted for
MODEL 1: (improved)
Click to Play
(Javascript Required)

birdo aedler5.swf [ 25.04 KiB | Viewed 4261 times ]



MODEL 1 with breasts and pussy:
(the same image above, but with boobs and pussy)

MODEL 2:
Click to Play
(Javascript Required)

birdo aedler 4.swf [ 15.54 KiB | Viewed 4397 times ]



Voting system initialized. Please vote! MODEL 1 can have breasts and pussy later (or they can be hidden).
Last edited by Ivan-Aedler on Tue Aug 21, 2012 4:36 am, edited 26 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: MiM 'Mim Ae version' (XXX) 1.4e

Postby Slayer_J » Sun Aug 19, 2012 2:03 am

Hmm... I see that it became troublesome. If I get the time, maybe I make something different. But I won't hold my breath waiting for me...

Also, I like the hole idea for enemies to spawn. But I think it needs to be kinda different for each stage, because of the background difference. But never mind this for now, just put them throughout all the places you intended, to see that no bugs appears first.

EDIT: Sent a more anthropomorphic body.
Image
User avatar
Slayer_J
 
Joined: Fri Jun 08, 2012 8:55 pm

PreviousNext

Return to Flash Projects



Who is online

Users browsing this forum: No registered users