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Re: MiM (hacked) - Updated Apr. 20 (fix 21), 20

Postby Sui » Mon Apr 23, 2012 4:40 pm

This game is awesome :3
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Re: MiM (hacked) - Updated Apr. 20 (fix 21), 20

Postby fould12 » Mon Apr 23, 2012 11:18 pm

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?
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Re: MiM (hacked) - Updated Apr. 20 (fix 21), 20

Postby Blargh » Tue Apr 24, 2012 2:46 pm

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):

(curious why you said it was made by "Blargh" in third person.. :shock: There's a second BLARGH isn't there?! You have a clone that you make work while you take all the credit..YOU MONSTER)

I'm planning to put Peach in the center with side-scrolling power-ups, so you scroll left/right between each power-up, and it will show the costume you have set as the power-up currently showing instead of the current last set of choices, and the character and costumes will still have separate "Set Character as" and "Set Costume as" buttons.

And pay no attention to the screams from the dungeon. Punishment will be meted out to an, um, anonymous donator that overstepped their bounds.... >_>

Thee Pie Man Wrote:Let's see as far as things that may need to be fixed:
Spoiler (click to show/hide):

The frog and Raccoon suit I like luft's, ish nice, the enveloping the entire head when you move is cool, cum doesn't show though just as a (you probably know but may need to know).
The flag to the castle has lately been changing colors from red to whitish grey from each wave, I think it's trying to shade it darker as it moves out of the "light" but turning it completely whitish grey seems weird, maybe a darker red would be better? (if that's what you were doing that is, I is not sure..*)

*(Just realized what is going on I think.)
It's taking code/image for the flag color from the "finished/cleared" Castle flag and putting it on there I think xD Silly thing, I don't know why though if that's thee case.

Eyedontknowwhy.PNG

Eye noticed, some problems with Wendy, also Eye noticed Krystal, Liz and Zora have the same issues. Furthermore, does the left boob seem strange when it rubs like it does? I don't know it seems like it should be redrawn in another way so that it doesn't show the nipple at all (or very little) as it rubs across his chest. Giving it the more Three-D look then making it seem like her arm is WAY far away while the rest of her body is running along a cardboard cut out. Just was how I saw it.

Cumming issues:
(Goomba scenes are perfect perfect!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :D)

I didn't see any readjusting, although you said "You may notice" so I guess that doesn't matter, more to the point on the second area, thee Morton when he's cumming in the last few scenes right before he passes out. It seems to have a weird synching issue, I can't really explain it better then that. also...

Thee third and forth/final Koopa scene, it has a looping issue at the end. Kinda interesting to see how much Cum a Normal Koopa can store, I think it's up to five pitches so far..hehe... (The difference between those two and the first two is the first two the cumming stops, but for the last two it continues on infinitely.)
All the bomb scenes.

The doors can be heard opening and closing ALL across the world 1, is there a way to fix this? I don't know, just got kinda annoying after awhile, especially when I was hunting goomba's to have my way with.

Flag issue: Shouldn't be blinking like that. I'll get it fixed.
Eye issue: Probably the wrong eye is set (looks like all of the side-view only people have the issue), so that should be an easy fix.
Cumming issue: Well, I'm probably not going to change the infinite cumming unless a lot of people have issues with it.
Morton issue: It looks like he's jittering? It's something to do with Flash and how it animates keyframes in a motion tween. I should be able to fix it fairly easily, since he doesn't need to have keyframes when he's not moving.
Door issue: I'm not hearing it. There is an echo on the doors that's part of the sound file, so that might be what you're hearing. Unless it's constantly going off even when you're not going through doors, but again I'm not seeing that issue in either Kingdom area.

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):

"Oh Chancellor your finally awake!"
"Oh it was terrible, those kooplings came, sucked me dry and then phased me through the ground! :lol:



Um, it was like that when I got here? <_<

Thee Pie Man Wrote:and finally:
Spoiler (click to show/hide):

Iamanexploiter!.PNG

The name says it all. Basically I went up and around, the ceiling could use work in two areas, one the "boundary line" is lower then it should be (Creating a bump back before your head even hits the bricks making it look like invisible bumping) and then of course some more bricks to fix the up and around thing. (Personally..If you want my opinion I say you "drown" people that try to go up there, Aka reset them to the flag point :twisted: ...at least until you fix it Ehehehehehehe..! )


Well that's my 9,003 - 9,001 cents.

I noticed that as well. Seems that the processes of moving sideways into ground and upward into ground don't play nice together.

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?

Um, it was like that when I got here? It's Bowser's Castle theme from Super Mario RPG.
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Re: MiM (hacked) - Updated Apr. 20 (fix 21), 20

Postby Kafei » Tue Apr 24, 2012 4:48 pm

Loving it, Blragh. I hope you get to add Tifa.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Tue Apr 24, 2012 9:06 pm

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, Blragh. 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. :/
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby dndman997 » Tue Apr 24, 2012 10:16 pm

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 :/
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Wed Apr 25, 2012 3:34 am

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. 8-)

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.
Image
(Super Mario Bros 3 - Used as a reference)

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. :P

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!
Last edited by Ivan-Aedler on Wed Apr 25, 2012 6:24 am, edited 1 time in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Thee Pie Man » Wed Apr 25, 2012 5:37 am

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 :P 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. :/[/quote]

Oh is it?
Take misty's outfit...turn the shirt white and lengthen it slightly.. turn the pants black..make a grey belt.. attach the straps from misty's thing after modding it so it looks more like Tifa's...take the pokeranger's cuff's off and slap the gloves on, Steal midna's glove piece, color it black and slap it behind the glove/along the arm. Make a shoe easily, laugh as the world wonders how you did it with everything you have :P

(I may just do this tomorrow if I come on here and you haven't posted anything. Be so easy just to drag, drop, recolor, etc.) and before anyone comments it would be a lot harder to do the Rosalina I have in mind because her dress is completely different along with the fact that I want to redo the hair and stuff <_< >_> Recoloring and moving something that pre exists is a lot easier then trying to make something from scratch.

Aw cheese its. I found another bug, go to the bath with anyone but a peach based model and you get a weird eye glitch.
If you need a picture let me know but I am tired at the moment and just wanted to test everything, morton looks good again, flag isn't flashing but idk if you wanted it to be the greyish color it is vs the deeper red it used to be *shrugs* Other then that I think everything is fine :D
Last edited by Thee Pie Man on Wed Apr 25, 2012 1:35 pm, edited 3 times in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Biles » Wed Apr 25, 2012 7:31 am

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. :D
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Wed Apr 25, 2012 3:20 pm

ivanaedler Wrote:I hope I will keep my post small :shock: :ugeek:

I came from the wild west past! :lol:
Stuck in June 2011 :o
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).

I can't wait to see your work. ^_^ It sounds like there's a bunch of stuff I haven't done (I just started working on focusing on sex scenes and getting ready for a 3x zoom in for that). I agree that you don't want to get caught up in adding new characters all the time. If I stuck to just Peach it would've been a lot easier to add new power-up costumes without needing to do a character select screen for them. The length of characters and costumes also seems to have been my issue with copy/paste times because it's only taking a few seconds now for what was taking 10 minutes before.

Gem version? What do you mean by that? The only version I've got is the one on the front page, as far as I know. :?

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'.

I'm just going to cut this one short. I really don't like run or rape games. 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. The inference I make with my version is that 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).

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 :/

I would love for rideable Yoshi's to be in the game, with the requirement that they need to be fucked before they can be mounted of course. Though, I mostly just want an excuse to have Peach riding a saddle dildo. >_> It could work as extra movement modes, with the flag set after the Yoshi-fuck scene.

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 :D
================
- 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! :)

- I started working on something like random FPS with the Bloopers (there's only two speeds). 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.
- A bunch of people didn't like the pregnant Peach idea, and 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.
- Same thing as above, don't want to make a new character piece, but it would work with Peach-only.
- I'd be treating anything with tentacles the same as any other enemy, where the scene activates on hitting the enemy, regardless of costume/power-up.
- Umbrella could work for a power-up, especially with my plans to use power-ups to overcome obstacles. There's a possibility it could be used in a masturbation scene, but it would have to be its own scene.
- I don't recall anything about Peach getting stuck in cum other than changing the BobOmb explosion so that she gets thrown backward and lands in a puddle, covered in cum.
- Pulling the character parts out of the main pieces and attaching them dynamically pretty much fixed my issue with copy/paste. I'm going to be trying to make a new CS4 version now, so I'm hoping it won't take days to save now.

I look forward to seeing your version! ^_^

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. 8-)

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. :P

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!

I've been pretty slow about getting new scenes done, so it's going to be a while before I can get to work on new enemies. Bloopers are going to be a lot of scenes, and the Boos too. Those two, though, the plant and the green thing, I dunno. They don't get me excited to see scenes with them. :/ The plant has some possibilities in jumping up, but the other one seems like a smaller version of the Hammer Bros.

trouw20 Wrote:i have a good recomendation u should add pettey pirhana or w.e. his name is
just a recomondation :lol:

New enemies get added on a case-by-availability basis. I don't really even know if Petey is different from a normal Pirhana plant or not. <_<

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 :/

Don't worry, it's been mentioned before, but it's unlikely I'll use anything from it.

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 :P 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. :/


Oh is it?
Take misty's outfit...turn the shirt white and lengthen it slightly.. turn the pants black..make a grey belt.. attach the straps from misty's thing after modding it so it looks more like Tifa's...take the pokeranger's cuff's off and slap the gloves on, Steal midna's glove piece, color it black and slap it behind the glove/along the arm. Make a shoe easily, laugh as the world wonders how you did it with everything you have :P

(I may just do this tomorrow if I come on here and you haven't posted anything. Be so easy just to drag, drop, recolor, etc.) and before anyone comments it would be a lot harder to do the Rosalina I have in mind because her dress is completely different along with the fact that I want to redo the hair and stuff <_< >_> Recoloring and moving something that pre exists is a lot easier then trying to make something from scratch.

Aw cheese its. I found another bug, go to the bath with anyone but a peach based model and you get a weird eye glitch.
If you need a picture let me know but I am tired at the moment and just wanted to test everything, morton looks good again, flag isn't flashing but idk if you wanted it to be the greyish color it is vs the deeper red it used to be *shrugs* Other then that I think everything is fine :D[/quote]
Hmmm, now I see the door issue. Hmmm. That's going to be tricky to fix. -_- Some parts of Tifa's outfit should be salvageable, but I don't want to commit to adding it without trying first.

Another eye glitch? Darn, okay. I'll look into it.

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. :D

Boob lock has been removed in favor of just setting minimum size and maximum size to the same thing.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Wed Apr 25, 2012 4:55 pm

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! :P
(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 :roll: 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 8-) 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 :roll: Its only ideas. I can see if I implement this, and you can see if its interesting 8-)

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) :mrgreen: 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.

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 :roll: 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! ;)
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Wed Apr 25, 2012 11:01 pm

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 :roll: 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):

Image

(above, the image of a ideal external level file).

Code: Select All Code
//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...

}


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 :roll:
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Thu Apr 26, 2012 12:42 am

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! :mrgreen:
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 :shock:
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 :/

Image
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby ShatterPalm » Thu Apr 26, 2012 2:21 am

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?
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby SloppyJoe403 » Thu Apr 26, 2012 4:22 am

I think the "halo" is Star Power.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Thu Apr 26, 2012 1:17 pm

Ha hah! Well, making a CS4 version this time only took some number of hours (between 5 and 12 to be imprecise). The CS4 FLA + SWF can be downloaded here: http://www.mediafire.com/?b889t3axi5bma8m.

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! :P
(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 :roll: 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 8-) 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 :roll: Its only ideas. I can see if I implement this, and you can see if its interesting 8-)

The virgin part is more of an attitude, really, since there's no defloration and there's no reason she wouldn't have fucked Mario before. Of course, with how fast she devolves into whoring, maybe she could be considered more like a recovering sex-addict? Which is, of course, to say that the virgin attitude is still possible, I suppose, even after boss fights. Considering how long I want the game to be, though, 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, where you get to push the button for the attitude you want to see in the Morton scene, only being able to see the attitude in the text of every scene.

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) :mrgreen: 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.

Well, now thinking about it, as much I'd like to have an intro sex scene to mounting the dino, realistically I'd probably just have the part of Peach getting on the dildo saddle before it changes her movement, just so that people who are just trying to get through a particular zone faster aren't getting stuck mashing the space bar until they can go. It would be a sacrifice I would nobly make to avoid more work reinforce the "game" aspect. >_> <_<

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 :roll: 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! ;)

Now, for butt size I have to be fair that it could probably be possible by adding two more leg objects over the current ones, but with masks to hide everything but the butt on one and hide just the butt on the other. However, since it can't have the same object inside itself (for both the characters and the costumes), you'd have to make a duplicate. 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.

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 :roll: 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):

Image

(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 :roll:

As it currently is, each level is only two main frames (the column with the label and the column right after). To de-couple one level from another, just make sure that there's a keyframe of some sort (empty or otherwise) in every layer of the frame with the label you want to convert and every layer of the frame with the label of the one after. Then select everything in the two frames of the level and convert to a movie clip. 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 could also leave out certain things that you want in every level, such as Peach, but it's not a requirement, would probably cause issues with putting her in different starting positions, and you'd still have to update code on each Peach that has a separate keyframe. I am not good with coordinates, so I couldn't manage moving things around by coordinate references either.)

It would probably be easy enough to then separate the levels out similar to how the character parts are attached now (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"). The switch case could be used to determine which level to load from there.

It's probably a hell of a lot more complicated than it sounds, and my main issue would be that you'd need to have a loading screen each time you import from a different FLA (and possibly each time a new level is loaded depending on the size of it and how Flash works it).

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! :mrgreen:
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 :shock:
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 :/

Ah, more bugs....
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.
2) Bug to fix.
3) Bug to fix. Seems like the menu isn't zooming out like it's supposed to when the view is zoomed out.
4) That's an effect of the Star power. It's supposed to be an indicator that your speed changed. I know it's sloppy, I just don't really have a better non-eye searing way of showing it.
5) No. Those are just there for the costume-changing code on them so that people can still use certain keyboard shortcuts in the middle of the endings.
6) The entire bubble is supposed to disappear when you don't have any cum left to clean off. Can you get a screen shot of when it's not working?
7) Goes to Star power automatically when you hit 10 enemies laid. Since I didn't want to put the power on a timer (because sex scenes take a long time), it doesn't go away until you hit another power-up.
8) That should've been fixed in the last update fix (from the 24th). I don't see it now, but do you see it still with the newest version?
9) It's from the bra extending forward because Flash doesn't let me expand only part of a movieclip.
10) 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).
11) Ah, right. I forgot about that one. I'll get it into my bug list right now. Thanks!
12) There's some issue with the Blooper's vertical position and how the camera stops moving when Peach does. I'm probably going to have to actionscript its position changes so that the camera focus works properly.
13) That's from the costume piece on the head. The layering issues make it difficult to get it right. The original had a helmet-style, too, but it doesn't work with non-Peach characters so well.

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?

Try saving the SWF to your hard drive and running it from there. I don't know why Flash isn't respecting boundaries.

SloppyJoe403 Wrote:I think the "halo" is Star Power.

You are correct.
"Is that seriously the end of that story?"
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Thu Apr 26, 2012 6:19 pm

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=2265

Blargh 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? 8-)

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 :P

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")

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 :o :o

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 :P) 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!
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Fakkufun7 » Thu Apr 26, 2012 8:18 pm

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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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Thu Apr 26, 2012 9:17 pm

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=2265

Blargh 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? 8-)

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 :P

I'll give my comments over in your thread. I think you'll satisfy the people that want a challenge well. ^_^

Changing it from around a few thousand or so frames of each piece of the entire character set to only 1 frame with each piece of the entire character set definitely made things a lot faster! It didn't even split between saving and not responding like it was doing in every other CS4 version I saved. ^_^

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 :o :o

Well, you could use the current game, cut out all the areas you don't want to work with (leave at least one other area though for going back and forth between zones), and for testing the advancement code would need to be changed to cycle back to the other area. For specific items like backgrounds, blocks, and animations, I'd basically just copy over each main timeline keyframe for the objects that need to be imported one by one. I'd just need to know which layer in the main timeline that it should go on (particularly if the layer names are different). If certain things inside the background, like the blocks, were changed, they should be renamed or duplicated as a new movieclip in the new file so that it doesn't conflict when it gets copied back to the original. I'd only copy over the actionscript for a frame that needs specific things like variables that need to be set when the level loads.

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 :P) 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!

Pipes - I'll still be modifying the collision code because it doesn't work so well with the underwater boundary either.
Star Power - I suppose the aura doesn't need to stick around the whole time. Like you say, it can just start off to indicate that the player has it and then go away after a time so it isn't constantly annoying. I'll add that to the to do list.
* The Goomba icon is the laid total, not just for the Goombas but for every enemy. Every 10 enemies laid of any combination will activate Star power and reset the laid counter to 0.
Buttons - Your screenshot shows them as blue, and they're blue in the FLA. I haven't checked if they might turn gray when you click on them. There are some buttons that are base gray instead of blue, but I couldn't tell you where they're used.
Breast Shading - Basically, it's meant to simulate layering two shadows together to make a darker shadow. It's on the breast as well so that it kind of blends at the top, instead of having a very light area that suddenly meets on the body with a very dark area.

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.

Oh, yeah, I usually only leave about 2-3 previous versions up on Mediafire so it doesn't get cluttered. I was also doing it with my own copies for a while, so I only have back to December 12th 2011.
"Is that seriously the end of that story?"
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Lucky777 » Thu Apr 26, 2012 9:49 pm

I don't have a problem with the star-power graphic except that I think it looks more like an oval to the side of Peach than the invincible shine.
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