Thee Pie Man Wrote:Alright tried out the new version, I honestly don't mind all the buttons, everything makes sense to me. (Not sure about everyone else. I just like it more adjustable.)
Minor note: Decided to make it spoilers because it's just way easier to read in chunks rather then huge blocks of text that take up half the page.
(Vivian looks awesome by the way, ;D *Click click* if you know what I mean xD)Spoiler (click to show/hide):
Thee Pie Man Wrote:Let's see as far as things that may need to be fixed:Spoiler (click to show/hide):
Thee Pie Man Wrote:*Clears throat* THE CHANCELLORS HEAD IS MAGICAL! IT IS ON THE EDGE OF A CASTLE FLOOR! It's the eighth wonder of the world. I always knew they had budget cuts, they only built half a castle.... Or what really happened....[/spoiler]
*****Do not read until above is read*******Spoiler (click to show/hide):
Thee Pie Man Wrote:and finally:Spoiler (click to show/hide):
Well that's my 9,003 - 9,001 cents.
fould12 Wrote:Wow, first time I've listened to the background music in Morton's Castle in a long time; and it's very good! Where's it from?
Kafei Wrote:Loving it, Blragh. I hope you get to add Tifa.
Blargh Wrote:Uploaded the fixes identified by TheePieMan, because there's no need to wait two weeks for something that's fixed now.
Kafei Wrote:Loving it, Blargh. I hope you get to add Tifa.
ivanaedler Wrote:I hope I will keep my post small
I came from the wild west past!
Stuck in June 2011
Most preciselly, Page 24 of 79 (one week to read all , post by post, and get back to the future)!
I explain: I delayed my programming in flash due to the work needs, and in order to train myself to ride long distances using a bicycle: I did 600km (400 miles) in 26hours without sleep, then I tried 1200km in France, using four days, in Paris Brest Paris, in august 2011. I 'only' get 450km (300 miles). After this, depression cames out... And I needed to rest and think about other things. I've meet many friends from america. 60% completed the challenge.
Now I´m back to help, as I really want it Mostly with to-do things and features!
I need to create a new post about my version, as it now have pipes, dynamic blushing (peach blushes more when naked, and blink as she walks), eyes blinking, 4 boob sizes (then you did it without me, even a smaller size!), 3x zoom in (I did a nearer zoom, as I figured out a bit how cam work), moving coin box with sound (and some coins animation goes above it), and some caveats.
The version will be a game with peach only (MiMae). I would like to let the version this way. I've thought a lot (a lot lot lot really) and I let this decision happen.
But I'm thinking the mario enemies which can be in a Mim version: Piranha Plants, Bloopers, Shy Guys, pokeys, wendy koopa, gombella, birdo and daisy .
About your gem version I still need to download the swf and play. I'm anxious!
And I see 'Mario is Missing 2' (more paralel programming) by Hattorihanzo, LuftMallow and other efforts (sorry if I forgot someone).
And I became so happy about Playshapes releasing his Mim2 (however, did he lost Mim1 FLA? He didnt mention it).
ivanaedler Wrote:Now to the responses!
- I'm with Allsop2604, who said "may include the option (automatically included or separate button) to have the enemies not die after an interaction. ... ROR (Run or Rape) type of feel to your game".
I Agree. So she could stomp on it (but goomba/koopa/etc will not die) It will be 'stunned mode' (more below). If done so, may she get some points (like super mario games), but she will not fulfill the requirement of the toads, and if she does that will all the gombas (stomping), she will get the virgin ending but she will be punished in a given way.
=============
- An eureka thought I plan to implement in my version and I think it should be very nice in your version, Blargh. Of course it does not need to be done 'tomorrow' by you, or even be done at all. But of course I could help. Even if I do this version first
Its about avoidment of sex: peach (or other character) , during a sex scene, can skip / try to evade, before cumming.
It should add a ecstasy sensation. Its like the female character dont want to make sex with that creature at a given time (its like 'OH, NOT NOW', or 'NOT AGAIN').
Following the idea above, I just think the game would be more interesting to play if actually the sex scenes are things to be avoided.
Just imagine... with more hard levels coming, the character WILL be fucked many times, so she will try to avoid it,
because it could have so many creatures! Like in underwater levels
So those are so interesting, at least for me A thing, of course, to be 'brain washed out'.
ivanaedler Wrote:- T.O.B. said before: "maybe the occasional Yoshi are all potential enemies/bosses".
Actually, Yoshi could be her friend. An horny one. He can appear in a given time (can be a random time), and guess what? He is Horny!
Yoshi then run to grab the female character and have sex in some positions (to diminish amount of work, two positions at least).
Of course its not a thing we 'have to do 200% of programming' to do ALL animations and even her mounted in Yoshi. No. It just happens with time
The interesting thing is to see yoshi in the level, and some interaction. Its only a idea for now, as I would love to HELP, creating the yoshi. Its not nice to program (like the java gurus), with tons of coffe, with amazing difficulties with algorithms, and yet worried with making art at the same time :/
ivanaedler Wrote:- Some also said about three or four steps in sex scene (speed change). Could be really nice and exciting. Okay, ActionScript2 dont change FPS, but
a workaround is possible and I will study it and share with you! An idea I have is to copy frames, creating 'speed 2' label for it (then copy again making speed 3 lavel), then cutting some frames in speed 2, and cut many more frames in speed 3 to increase its speed.
================
- I saw in the former posts two or three people asking about pregnant peach.
Well... she should be pregnant after 10-20 cums (a random number) then she would walk slower and give births to eggs, who breaks to a random enemy!!
The nice thing with pregnant, is the 'walking awkward' thing that let some excited And the fact that, yes, she IS pregnant (unprotected). So she have to hide somewhere, until giving birth.
================
-Blargh said about butt sizes:
'Unfortunately, the whole leg is one object, so any resize made to the ass also affects the thigh and the knee.'
Well, how about creating a new layer of only the butt? Then, if they god resized, the 'former butt' will be nicely hidden
The impression will be 100% a new butt and untouched legs, flawlessly Ok, I can make it (a template, a png)...
================
- Im just thinking with enthusiasm about what some said before: about fire-flowers and plants in deserts and others maps that can act with its tentacles (branches): it can rape her if she's naked. If shes not naked, the plants will move in a simplistic way (a small movie clip), like they' not noticed. Its very exciting to see enemies more anger to sex with a naked female running around the level
================
- How about peach umbrella? It could be a powerup to let her fly for 5 seconds, or at least increase her jump.
Or do a animation where her umbrella fucks her when angry or something like that (like a very nice erotic pic I saw in gambooriu)
=================
- I like this also: 'if peach/any character falls on the floor with puddle of cum, she will be stuck, having to free herself in order to get up.
So a pass-by enemy could fuck her if she does not get out soon.
Blargh has said in page 45 (lol, I was tired to read everything from page 25) that its not hard to add
=================
About CS5 and CS4: I will see here about those large times to copy an object to other place.
Could you please give me the name / place of the object and where to move to? So I can compare times here.
I also prefer CS4. Its a much better version. A non bloatead one. It reminds me of MSN 9.0 x MSN 8.0.
I think those above will, in the present or future, increase the replayability of the game. Again, thank you for all the work put into this!!
Blargh, please, forgive me for this brainstorm, and please, lets change ideas Calmly
I will find time to up my version I the other post, so you can see what i've done!
ivanaedler Wrote:Blargh, in your free time, please read my responses on page 79. A glitch occurred four days ago and they was not posted on time
In the meantime, I'm creating more Mario graphics (like backgrounds and items). All vectorized, and in SWF format. I'm just getting used to vector mechanics, count on me in that. Its not 100% perfect yet but I will strive to help. At least they throw some ideas, too.
New enemies: In Mario 3, there is a level in world 6 that some 'small beige carnivore plants' are side by side, opening and closing their mouths. When Mario passes over them, they jump and open their mouths.
There are also a kind of koopaling that throws a large black ball. He's chubby and green, with black shell.
How about adding them? I can provide those two as a vector image (created from scratch).
I know the priority now should be the levels (new worlds), in order to let those new enemies freedom to walk.
But I suggest (If its the proper time) to add enemies 'as mario default', that is, without sex animations yet. Only walking (like in mario games). So it will be faster to do, and Peach or any character can kill them stomping of them (a quick animation of them being flat). Its temporary. Its a way too to let the players feel the mario world and actually play with them, until you (or me, or anyone that can join) add a new good sex animation for them.
For the animation, I dont think I have the required skill those days but if I get time here, I will be glad to help and do these intensive work here I will inform that. See you, great man!
trouw20 Wrote:i have a good recomendation u should add pettey pirhana or w.e. his name is
just a recomondation
dndman997 Wrote:i want to note that someone else out there in the internet has made a mario is missing sequel. not better than this one of course i just thought i would point it out. and i dont mean the one playshapes came up with either :/
Thee Pie Man Wrote:Blargh Wrote:Uploaded the fixes identified by TheePieMan, because there's no need to wait two weeks for something that's fixed now.
OH DID YOU NOW?
....I fucking knew it...
Lol I should have specified Blargh, I meant the door opening for the bomb's. Every time it goes through, you can hear it, even if you are half way across the world. Just got annoying was all <_>
(Possible fix, Bomb's don't close doors after themselves?..Especially given they have no hands..Yes..yes that might work Basically just let the doors stay open? *shrugs* I don't know up to you :O)Kafei Wrote:Loving it, Blargh. I hope you get to add Tifa.
It's looking like it'll be a challenge to re-use the parts for MiM. I should be able to get the character together without too many problems, but the clothes are another matter entirely. :/
Biles Wrote:I know since it was ages visiting this forum. But I'm curious, is there a boob-lock feature? :3 Anyways, I like the addition of the water level. IMO, I think the froggy eyes should have been made into goggles of sorts that rests on top of the princess' head like a crown.
Blargh Wrote:Gem version? What do you mean by that?
Blargh Wrote:They're anti-sex games to me, so I won't include any mechanics that punish the player for having sex scenes or even reward them for running away... Peach is a slut, and her only reluctance to screwing new enemies is that she doesn't know at first if they're going to kill her or fuck her (they're always going to fuck her).
Blargh Wrote:Yoshi. Maybe with a requirement that they need to be fucked before they can be mounted of course.
Blargh Wrote:Though, I mostly just want an excuse to have Peach riding a saddle dildo.
Blargh Wrote:Like you said, it's just going to one set of frames or another that have some cut out frames to make it go faster.
Blargh Wrote:Pregnant Peach: I didn't want to make a new character piece with all of the different character re-colors for it. It would be a lot easier to implement in your Peach-only version, though.
Blargh Wrote:Butt size: Same thing as above, don't want to make a new character piece.
Blargh Wrote:I look forward to seeing your version! ^_^
//Into the main scene ACTION
{
_root._start_level = function ()
{
switch (_root.actual_level)
{
case '11':
{
_root.level.unloadMovie("newlevel"); //if level2 is right to be added, for example, unload the former!
_root.level.loadMovie("./MIM-Level11.swf", "newlevel"); //load new level
break;
}
case '12'........
{
_root.level.unloadMovie("newlevel");
_root.level.loadMovie("./MIM-Level12.swf", "newlevel"); //load new level
break;
}
// parse what its needed (loadmovie peach itself and her animations, loadmovie enemies, with their locations in the map...
}
ivanaedler Wrote:Blargh Wrote:Gem version? What do you mean by that?
Ops, sorry I wasn't clear. Gem=Diamond=Special=Truly Nice Mim version, the Only One!
(just a noun to classify your great work!)Blargh Wrote:They're anti-sex games to me, so I won't include any mechanics that punish the player for having sex scenes or even reward them for running away... Peach is a slut, and her only reluctance to screwing new enemies is that she doesn't know at first if they're going to kill her or fuck her (they're always going to fuck her).
Now I get the point I share your view about that. You're right. And I now see the 'she doesnt know if she will die' thing. Makes sense, really!
But Peach can be a virgin (like in the virgin end), because the player avoided fuck scenes. These alternative paces and endings are already in the game.
So its just a point to think about the possibility of a increased gameplay (and replay value) in a character that has the option not to fuck / are shy to be fucked up, and want just to kill them and go to the end of the level. And its nice (at least for mario fans) to stump on enemies (with the characteristic sound). The 'reward', in this case, would be a bit of different ending in case she is a virgin or fucks just a little (not necessary new animations, could be some dialogs and animations already in the game). It will not turn the game into a non-sex game because you will always have the mainstream baseline: tons of fuck scenes And I dont believe the player will be sooo smart (more than playing Mario Bros Lost Words) to avoid everything in several levels. And just imagine the underwater level in an area with, say, 5 fish close to one another, or a platform full of plants or goombas. Almost impossible to trespass without fucking. Anyway I don't want you to follow this feature, of course Its only ideas. I can see if I implement this, and you can see if its interesting
ivanaedler Wrote:Blargh Wrote:Yoshi. Maybe with a requirement that they need to be fucked before they can be mounted of course.
Thats what I've thought! So nice to have dialogs to put some salt. An idea: Yoshi can appear in the scene, and the character can say something like 'wow, now I can ride to farther areas', but Yoshi may complain about being mounted, and the character may say 'But I need to reach to the other side of the kingdom.'. Then Yoshi says 'well... I can help you but I need you to do a little thing with me' In this mushroom world, friends can help the character....in exchange of xxx.Blargh Wrote:Though, I mostly just want an excuse to have Peach riding a saddle dildo.
It could be a second requirement Yoshi says to Peach. It would be nice an animation (a simple one!) that let Yoshi walks out of the scene, after the first meeting above, then comes back with the dildo saddle 'Okay. Now I let you mount me. Take ir or leave it' (of course, peach will not have an option, she WILL HAVE to go) It could be in another scene or map (a surprise for the players). So the mounting will have a new experience for her. With the 'slippery or peneratring' sounds, of course, in each march.
ivanaedler Wrote:Blargh Wrote:Like you said, it's just going to one set of frames or another that have some cut out frames to make it go faster.
Yes! And this can function nicely because of the use of tweens!Blargh Wrote:Pregnant Peach: I didn't want to make a new character piece with all of the different character re-colors for it. It would be a lot easier to implement in your Peach-only version, though.
Yes, thats because it will me much simplier in this case. But I will see the implications.Blargh Wrote:Butt size: Same thing as above, don't want to make a new character piece.
If Butt size was the next goal, it would need a new layer for 30, 40, 50 characters. But at least that may be not soooooo hard to do 1) New layer of the butt in the Peach character, 2) Reshape movements and animations area (if the butt of one character can follow the body flawlessly, any character will be, as the differences would be only by the color), 3) testing each animation, 4) add the 30/40/50 pieces and the variations/colors in each character frames. This, of course, dont need to be done for all of them. Peach can be the central character to implement and test. But be free to think about it (or not). I will see what can be done.Blargh Wrote:I look forward to seeing your version! ^_^
Me too!!! And I really mention it! Thank you for your comments, ideas and your time!
ivanaedler Wrote:Hey! For about the level creation...
How could I help you in that? I say, not only artwork, but the level itself...Is it possible (and easy) to create one line of layers (in the actual main scene), using an external mim_levels.fla, then import it?
I studied a bit and, for now, it was not that easy to decouple because the levels are so tight to the main scene. Every layer are full of several sub movie clips. They interlap and are re-used in new frames (other mim levels, like underwater). So new levels require the programmer to dig in the main fla and include everything I imagine when the game reaches 8 worlds. Anyway, for the fact the game reuses the coins, for example, again and again, it should be not so memory hog.
Anyway, I saw others doing this (decoupling). Its like going backwards in the code creation. The goal may be emptying out the main fla, until having only the map (no peach, control or camera), and no enemies / characters and their animations. They will be in the main fla.
The main scene loads the player, camera, and control, and has a CASE statement. This way, it can load different levels with new artwork, but only with references for the objects (a place for them and a tag or label, in a list of strings, example: 'goomba, (10,40), (12,40), (40,40)', then 'powerup, (14,40, (120,40)...' , 'morton (120,40)'. Then the main FLA file load this external level and after this, load the characters needed. In the case of MIM, 'peach', 'controls', and 'camera' would be inside fla, and the rest, in a new fla.
MIM-level1. fla, MIM-level2.fla , and so on, will only have the artwork of the levels and the references of the objects that the main FLA will load.Spoiler (click to show/hide):
(above, the image of a ideal external level file).
So, in level one, Peach , Camera and Controls, already in the main FLA, will play in the new level when they are called AFTER the level imported.
The new level only has references to animations, so the main FLA will load them after the level load (e.g. needs a goomba? Loadmovie. Needs coins? Load movie....)
Ok, its not that easy, but in the future, it will be modular and easy to add levels
ivanaedler Wrote:I've played and I loved it!! And it was funny and interesting to be able to go back and forth in the castle, then morton wants sex.....again!
I've found, however, some bugs. Not deadly ones. Some may be not bugs but the way you have implemented.
1) the pipes: its like she is going through them (no collision). I will be giving you the code of the pipe I've done (with animation and sound) . I will upload the Fla soon. Its still in the beginning version (without new animations and no underwater). But the dynamic blush, blink, etc, will be there.
2) when you beat morton and see the throne upside down, and click on it (space), the credits are shown, but the button 'exit credits' doesn't work.
When you press it, nothing occurs, but then, you push Stop Credits, then 'Open Menu' appears, even into the menu (yes, its named open instead of close).
You press it, then 'close menu' appears, and finally it goes out.
3) also after morton, the 'open menu' button (below) appears. When you press it, the 'close menu' is next to the yellow options box (awkward place).
4) strange halo in some suits, like the racer suit, and frog suit, just after some goomba sex scenes. I've tested after morton scene, when 'going back' to the throne. This beige halo blinks until a new powerup is taken.
5) are those small powerups supposed to work while in bonus scenes? In this case, poison may let her naked or according to custom config the player edited. I have an idea. In these bonus scenes, it should have all powerups one after another, then just press one to change costume. Or at least let this mushroom alone work.
6) I've just noticed these buttons dont have the blue color. In the normal mode, you click on it and it becomes with no color (maybe a glitch or you didnt do yet).
7) the halo effect again, now in the castle and with peach dress. Just after having sex with the turtle. Also after first morton scene.
8) when masturbating with some suits (like frog and cocoon), a part of peach dress appears with her
9) just a glitch because of her boob size (boob = 4).
10) Its a bit strange this brown color above her breast. Its too dark and....strange. Maybe putting the same color of the shadow (like in her abdomen)?
11) wrong sounds when taking some powerups. I noted that, when taking the frog suit, the sound is from the life mushroom (the green one), instead of the 'big mushroom'.
12) Bloopers: when they attack, but the character went into the water and are in the top (near the surface), her head doesnt show during the scene. But we can watch it, if we cancel the act (space) and swim down a bit, then press down.
13) When using racoon suit with peach, I've noted that the entire cocoon head is overlapping all other layers when peach walks (when her face became lateral). Its like she is hearing a big helmet :/
ShatterPalm Wrote:Okay, I don't know what the hell, but every time I try to do this the game ends up overflowing from the boundaries and a third of the right side cannot be seen. This happens with every flash or game on this site. What is going on? Am I the only one getting this?
SloppyJoe403 Wrote:I think the "halo" is Star Power.
Blargh Wrote:Ha hah! Well, making a CS4 version this time only took some number of hours (between 5 and 12 to be imprecise).
Blargh Wrote: I don't think a separate ending for the virgin attitude is possible. It'd be more like an option to set like in the gallery.
Blargh Wrote:It's still another character piece that needs to be updated, but the frames can just be copied from the original. Now, I'm not saying I'm going to do this. It's just an option if you want to, and one way that it could be possible for others who might want to keep the full list of characters in their own projects.
Blargh Wrote:If you copy that movieclip over to another FLA, it will take all of the resources from the library that are specifically in the frames of the movieclip, but it won't take the ones that are only referenced in actionscript (so you'd probably have to copy over all of the character parts separately). (you should be able to see it in the Main Character Parts/5Characters and Costumes folder). Create the level by converting all of the objects in a particular frame to a movie clip named "X level". Set properties on the level to export for actionscript with a name like "xlevelimport". Then attachMovie("xlevelimport", "currentLevelX", 1); and unloadMovie("X level")
Blargh Wrote:It's probably a hell of a lot more complicated than it sounds.
Blargh Wrote:1) The aboveground one should be okay; the underwater pipe is from issues with going up at the same time as going left or right when pushing against the 'ground' object. I sitll need to do some tweaking to get it to work properly.
Blargh Wrote:Star power. It's supposed to be an indicator that your speed changed. I know it's sloppy
Blargh Wrote:Can you get a screen shot of when it's not working?
Blargh Wrote:Goes to Star power automatically when you hit 10 enemies laid.
Blargh Wrote:It's meant to match up with the darker color of the body piece (the large band that goes across the chest underneath the breasts).
Blargh Wrote: That's from the costume piece on the head. The layering issues make it difficult to get it right.
ivanaedler Wrote:My version is up (still 'a bit old') in regards to Blargh version, but with add ons that could be used here , as you wish.
viewtopic.php?f=7&t=2265Blargh Wrote:Ha hah! Well, making a CS4 version this time only took some number of hours (between 5 and 12 to be imprecise).
Did it became faster / better?Blargh Wrote: I don't think a separate ending for the virgin attitude is possible. It'd be more like an option to set like in the gallery.
Understood. Anyway, try to think at least of the alternative way to interact with an emeny (e.g. stomping on goomba). He doesn't need to die (then, losing the sex aspect). Maybe he became flat for a little time and appear again? A thing that really is interesting to be heard is the 'flat sound' (remember Mario series even more).Blargh Wrote:It's still another character piece that needs to be updated, but the frames can just be copied from the original. Now, I'm not saying I'm going to do this. It's just an option if you want to, and one way that it could be possible for others who might want to keep the full list of characters in their own projects.
Yes, it should be easier in the version without custom characters. Anyway, I will see what can I do (and think), in a more reusable way, then I post it in the version I'm working on and if you want , just call me
ivanaedler Wrote:I just think about portability. If some code has to be duplicated in the main fla and separate fla (as some references and sub movie clips will certain be duplicated), once they dont touch and hurt one another, that's okay. If its not much to ask, when you were in 'making levels time', could you create a separate fla in order to create custom levels? Then the creators return the fla to you and you make the code in the main fla. With a 'default baseline level fla', creators will add background, blocks, and some animations, like some platforms that 'trembles', for example. So these engines would work flawlessly when called from the main fla. The positive aspect? Each level can have its own mechanics, like a level with a wandering platform or a block that duplicates itself when hit by a jump (those with a yellow face in mario DS).Blargh Wrote:It's probably a hell of a lot more complicated than it sounds.
Yes
ivanaedler Wrote:Blargh Wrote:1) The aboveground one should be okay; the underwater pipe is from issues with going up at the same time as going left or right when pushing against the 'ground' object. I sitll need to do some tweaking to get it to work properly.
You can take a look at the version I've worked on and see how I did the pipe (please ask me anything you dont understand. Anyway its easier ME asking something ) I need to study more the code.Blargh Wrote:Star power. It's supposed to be an indicator that your speed changed. I know it's sloppy
Why not playing it only once? In Star power timeline, lets have, say, 10 frames. They blinks in 1 2 3, 5 6 7 8 9 10, then stop().
It is blinking all the time, until a new powerup is taken :/
And maybe a text (New Speed Powerup!), that disables itself . It doest need to have a timer (those gettimer() intrincates). Maybe a 10 or 20 frames of the ballon text,
that disappears in the end (stop in last frame).Blargh Wrote:Can you get a screen shot of when it's not working?
Its in the former post (images). It occurred right after Morton scene in the checkpoint flag. I remember that Peach hasnt cleaned up the whole level.
But its not a bug , as the cum really disappears after clicking on 'clear all'. I only noticed the buttons, which is not 'the default blue of playshapes'. They're not animating, or they're greyed out, but still clickable.Blargh Wrote:Goes to Star power automatically when you hit 10 enemies laid.
How about the goomba count? I got to the castle level and Peach interacted with the turtles. It showed 0 goombas (0 laid), in the HUD.Blargh Wrote:It's meant to match up with the darker color of the body piece (the large band that goes across the chest underneath the breasts).
I see. I did a better version of her body color (only changed 'Body' and 'Thighs') in the post I've made above. If you liked it, fell free to get it.Blargh Wrote: That's from the costume piece on the head. The layering issues make it difficult to get it right.
No problem. Its easy to get used to (I played the first version, and liked more the 'partial helmet' version, because her front hair is in the front). I think it will be better if someone can work on the cocoon helmet (maybe adding more details?)
Thank you , Blargh!
Fakkufun7 Wrote:Hey blargh. Is there any way we can access your old .FLA files? or do you delete them from mediafire when a new version comes out?
I'd love to have access to some of your earlier .FLA stuff.
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