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

Postby Zeus Kabob » Sat Apr 28, 2012 10:15 pm

Blargh, you said that you'd make the star power a confetti of sparkly bits. That could cause lag, so you might want to make an option to turn it off. (or maybe you want to test whether it causes lag first)
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Sat Apr 28, 2012 10:44 pm

ivanaedler Wrote:Yes, I did some alterations in standing Peach.
Marvelous, Blargh!! I'll be flying now to method 2, and I'll be adding the features I did in those last 2 days.

I've included a new background (a CC image) of a nice mario world and re-designed / re-colored some texts (the default green text, like 'click here' was not nice). I also did the animation of 'growing big mushroom' and 'growing flower mushroom' when you jump to some bricks. I also had an idea of starting the game in 'World 9', since Mario saved Peach in World 8. So it may have World 10, 11, 12 and so on (or why not, in the reverse order: 7, 6, 5). It could have drawn images that ressembles the worlds of Mario Bros 3.
I also had some ideas in the HUD (like adding the real score - 000.000 to 9.999.999, and TIME) - functions yet implemented.

I think those alterations will not create difficulties in the merge, as it was minor alterations (no new animations or no layer reorder or rename).
I'll tell you the results of the merge and I'll post as CS5 files! ;) Thank you and Live Strong!

Ah, good. I figured some visual aides would help me explain better than my meandering/re-editing when I realize something was wrong. With the green text in there, it must be a really old version. o_O Oh, and if you have enough worlds in reverse, you could even get to Minus World. ^_^ And then I dunno what would happen. >_>

Biles Wrote:I wonder if at this point, Peach should have some swimming animations when going into the water. On top of that, the idea of a froggy suit is to traverse the water very quickly than one could in any other power suits. The only advantage it gives is freeing Peach the burden of having to bob up and down manually in a constant manner just to maintain a specific level underwater.

I do want to make swimming animations. They're in my to do list...I think...uh...whoops. It's on there now! And so is upping the Frog speed. I forgot to bump that up after fixing the swimming movement code.

Zeus Kabob Wrote:Blargh, you said that you'd make the star power a confetti of sparkly bits. That could cause lag, so you might want to make an option to turn it off. (or maybe you want to test whether it causes lag first)

About as much lag as the aura, probably. As long as I don't make each star its own movieclip it should be fine. But, don't worry, I will test it. Have to make the animation looks good after all. ^_^
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Sun Apr 29, 2012 9:10 am

Blargh, I did some things that you can be interested (but it was done in the older version). Anyway, it was not related to Peach or the characters (so It will be almost a snatch for you to use). I started to do these alterations before the merge (which I need some time yet).

1) I did a level transition (those like Mario Bros) , with the head of the Peach (can be used for other characters as well) , the number of lives and a screen of the current world and level. It used only one frame of 'Scene 1' timeline. The label of it in Scene1 is 'changelevel'.

2) I figured out how to use only one frame of 'end level stats' (those which count the coins, laids.... in the Scene 1). So its possible to do, say, 10 custom levels using only 10 frames, one after another, instead of 20. And its nice to see that, in level 1, Peach was a whore, and in level 2, Peach was a virgin. (so a different end scene like those toads or goombas on her, just before a new level). It was easy to do this:

Spoiler (click to show/hide):

in the end of the level (e.g. just after going down the pole, entering a pipe, entering a door, or defeating enemies like morton), you know the current game leads us to 'end level stats'. As the laids and coins are unique for each level, it only requires to reset these values in the start of each level (each frame in the Scene 1 can have this reset code). You know that, in the current implementation, pressing 'Click Here' (or Continue) in this 'end level stats', should play another gotoAndPlay in the Scene1 (levels with labels 'mushroom kimgdom', or 'castle1'). But I used '1-1', '1-2'...) directly. Why? Because it's easy to create 2 variables, like _root.actual_world and _root.actual_level, and do an string operation: world + "-" + level. I can also use the level transition scene with this information (said in item 1).

Here, I used the code below in the 'starting logo' frame of Scene1 (mushroom kimgdom world1 animation, with morton laughing sound) that is in frame 5 of Scene1 here, and my 'level transition' mechanic is on frame 6. Of course you can put in different frames. We will be navigating through these screens with Scene 1 timeline labels, anyway!

Spoiler (click to show/hide):

So, I put this in the 'starting logo' frame:

Code: Select All Code
_root.actual_level=0; //starting level. Its 0, not 1, because in the next
//frame, it will go to the level interframe/transition, and there it will
//increment by 1.
_root.actual_world=9; //starting world


Remeber I will be doing backwards (World 9, 8, 7...)? No, the game will not go to minus world (yet) hehe. Peach will have a hard time between 9 and 1. But you can use forward as well, of course. _root.actual_world=1. The plan is to use this code below in the 'level transition', in this case, frame 6:

Code: Select All Code
_root.actual_level++;

Thats because when we finish a level, we are going for the consecutive next, just after the 'end level stats' AND 'level transition'.
So in the 'end level stats' (Click here button), we have this code below (I remember that 'level transition' also requires one frame in Scene 1 too, even with 1000 levels!):

Code: Select All Code
on (release)
{
    _root.gotoAndPlay("changelevel");
}
on (keyPress "<Space>")
{
    _root.gotoAndPlay("changelevel");
}


Now the level transition frame (I used frame 6). When you right click in the area you create (like a movie clip of a large black area which will have a head, a MAP and WORLD x-y text), in the frame of Scene 1, and chose 'actions', this is the code:

Code: Select All Code
on (release)
{
    stopAllSounds ();
   _root.gotoAndPlay(_root.actual_world+"-"+_root.actual_level);
}
on (keyPress "<Space>")
{
    stopAllSounds ();
    _root.gotoAndPlay(_root.actual_world+"-"+_root.actual_level);
}


Finally, in order to inform the player the next level you are going, in the timeline of the 'end level stats' (that is, clicking twice inside it in Scene 1 to open internally), this is the last code needed (can be the frame 1, as no animation needed anyway):

Code: Select All Code
level_screen_world.text = _root.actual_world+"-"+_root.actual_level;
//(i created a text with the identifier 'level_screen_world' and a nice Mario font).

stop();

All done ;)
(If you want, I could do this for you, in your latest version posted).
Spoiler (click to show/hide):

The most important thing here is that now, we only need to worry of just one column of frames of Scene1 to create a given level, and we still have a nice level transition screen between then ;)
Image

But! As I know you would like to make the Peach castle a hub, in order to let Peach use the bath more often (which is nice!), it just needs a bit of modification, like, say, she returning to her castle after the end of the world, or maybe after a 'mini castle' battle, which occurs generally after 3 levels. Or (an idea!) , you can close her castle (erase the rest of the level) and put in a given Scene 1 frame, and when she opens the door just after the throne (like when she goes to morton castle), the game goes to the level transition, then a new music and level is played ;) She can 'refresh' herself in the end of each 'laborous' day in order to finally save the kingdom ;)

3) Three animated 'growing mushrooms' when you break a brick with life mushroom, big mushroom and flower power. But they dont 'walk' yet (its necessary a 'follow' code which let them walk by themselves and fall, or return when a obstacle is found). Included are the bricks that breaks, red platforms, clouds platforms and bean plant. All made from scratch.

As I promised, Fla and SWF is here (CS5) http://www.share4web.com/get/byq7Y5S8Cq ... 0.rar.html

I will be glad if something here is useful for you, Blargh ;)
Last edited by Ivan-Aedler on Fri May 04, 2012 12:30 am, edited 1 time in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby montesat » Sun Apr 29, 2012 12:32 pm

Can you make an animation for jumping, like legs bending before and/or while jumping?
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby sgf » Sun Apr 29, 2012 4:24 pm

The costumes 'Ranger' and 'PokemonGen3' are always one breast size bigger than what is actually set. I'm not sure if this is intentional or not.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Zeus Kabob » Sun Apr 29, 2012 9:39 pm

Blargh Wrote:About as much lag as the aura, probably. As long as I don't make each star its own movieclip it should be fine. But, don't worry, I will test it. Have to make the animation looks good after all. ^_^


Good stuff. I was seeing you looking at Flash and saying "well, I'm making sparklies so I might as well release 2000 tiny particles with lighting effects and physics on them", which would have made my computer throw a hissy fit and then explode.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Mon Apr 30, 2012 11:49 am

For about jumping, I'm working on that right now, and I think it should be not hard for Blargh to use it (maybe he will only need to change one column of pieces in order to support any character). As the animation only use 10 frames, which 4 frames are keyframmed (tweens), being 2 'unique' and 2 reversed, it only needs 2 changes of all columns (pieces of clothing). In order for the swap to be quick, Blargh should remove all except those first 5 frames (from which 2 is keyframmed tweens) and swap the object of the 2 keyframes (in each layer).
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Mon Apr 30, 2012 2:58 pm

ivanaedler Wrote:Blargh, I did some things that you can be interested (but it was done in the older version). Anyway, it was not related to Peach or the characters (so It will be almost a snatch for you to use). I started to do these alterations before the merge (which I need some time yet).

1) I did a level transition (those like Mario Bros) , with the head of the Peach (can be used for other characters as well) , the number of lives and a screen of the current world and level. It used only one frame of 'Scene 1' timeline. The label of it in Scene1 is 'changelevel'.

2) I figured out how to use only one frame of 'end level stats' (those which count the coins, laids.... in the Scene 1). So its possible to do, say, 10 custom levels using only 10 frames, one after another, instead of 20. And its nice to see that, in level 1, Peach was a whore, and in level 2, Peach was a virgin. (so a different end scene like those toads or goombas on her, just before a new level). It was easy to do this:

Spoiler (click to show/hide):

in the end of the level (e.g. just after going down the pole, entering a pipe, entering a door, or defeating enemies like morton), you know the current game leads us to 'end level stats'. As the laids and coins are unique for each level, it only requires to reset these values in the start of each level (each frame in the Scene 1 can have this reset code). You know that, in the current implementation, pressing 'Click Here' (or Continue) in this 'end level stats', should play another gotoAndPlay in the Scene1 (levels with labels 'mushroom kimgdom', or 'castle1'). But I used '1-1', '1-2'...) directly. Why? Because it's easy to create 2 variables, like _root.actual_world and _root.actual_level, and do an string operation: world + "-" + level. I can also use the level transition scene with this information (said in item 1).

Here, I used the code below in the 'starting logo' frame of Scene1 (mushroom kimgdom world1 animation, with morton laughing sound) that is in frame 5 of Scene1 here, and my 'level transition' mechanic is on frame 6. Of course you can put in different frames. We will be navigating through these screens with Scene 1 timeline labels, anyway!

Spoiler (click to show/hide):

So, I put this in the 'starting logo' frame:

Code: Select All Code
_root.actual_level=0; //starting level. Its 0, not 1, because in the next
//frame, it will go to the level interframe/transition, and there it will
//increment by 1.
_root.actual_world=9; //starting world


Remeber I will be doing backwards (World 9, 8, 7...)? No, the game will not go to minus world (yet) hehe. Peach will have a hard time between 9 and 1. But you can use forward as well, of course. _root.actual_world=1. The plan is to use this code below in the 'level transition', in this case, frame 6:

Code: Select All Code
_root.actual_level++;

Thats because when we finish a level, we are going for the consecutive next, just after the 'end level stats' AND 'level transition'.
So in the 'end level stats' (Click here button), we have this code below (I remember that 'level transition' also requires one frame in Scene 1 too, even with 1000 levels!):

Code: Select All Code
on (release)
{
    _root.gotoAndPlay("changelevel");
}
on (keyPress "<Space>")
{
    _root.gotoAndPlay("changelevel");
}


Now the level transition frame (I used frame 6). When you right click in the area you create (like a movie clip of a large black area which will have a head, a MAP and WORLD x-y text), in the frame of Scene 1, and chose 'actions', this is the code:

Code: Select All Code
on (release)
{
    stopAllSounds ();
   _root.gotoAndPlay(_root.actual_world+"-"+_root.actual_level);
}
on (keyPress "<Space>")
{
    stopAllSounds ();
    _root.gotoAndPlay(_root.actual_world+"-"+_root.actual_level);
}


Finally, in order to inform the player the next level you are going, in the timeline of the 'end level stats' (that is, clicking twice inside it in Scene 1 to open internally), this is the last code needed (can be the frame 1, as no animation needed anyway):

Code: Select All Code
level_screen_world.text = _root.actual_world+"-"+_root.actual_level;
//(i created a text with the identifier 'level_screen_world' and a nice Mario font).

stop();

All done ;)
(If you want, I could do this for you, in your latest version posted).
The most important thing here is that now, we only need to worry of just one column of frames of Scene1 to create a given level, and we still have a nice level transition screen between then ;)
Image

But! As I know you would like to make the Peach castle a hub, in order to let Peach use the bath more often (which is nice!), it just needs a bit of modification, like, say, she returning to her castle after the end of the world, or maybe after a 'mini castle' battle, which occurs generally after 3 levels. Or (an idea!) , you can close her castle (erase the rest of the level) and put in a given Scene 1 frame, and when she opens the door just after the throne (like when she goes to morton castle), the game goes to the level transition, then a new music and level is played ;) She can 'refresh' herself in the end of each 'laborous' day in order to finally save the kingdom ;)

3) Three animated 'growing mushrooms' when you break a brick with life mushroom, big mushroom and flower power. But they dont 'walk' yet (its necessary a 'follow' code which let them walk by themselves and fall, or return when a obstacle is found). Included are the bricks that breaks, red platforms, clouds platforms and bean plant. All made from scratch.

As I promised, Fla and SWF is here (CS5) http://www.share4web.com/get/byq7Y5S8Cq ... 0.rar.html
I will be glad if something here is useful for you, Blargh ;)

Thanks! I'll check it out. ^_^

With all the back and forth, I'm not going to be able to use area transitions without getting in the way of gameplay (at some point I'll remove the transition going to Morton the first time). I also won't be able to use end-level stats because of the different checkpoints. Falling into the underwater area and then coming up from a pipe to the previous area, as an example, isn't really ending a level.

The checkpoints I've built are based on the checkpoint number, named as CheckpointX (where X is the checkpoint's number), so '_root.char._x = _root["Checkpoint"+_root.Checkpoint]._x;' on the area's main timeline frame allows me to move Peach to whichever checkpoint was used for the transition (the way the pipe works). That way I can have multiple entry points into a zone, and all I'm doing is moving Peach to the checkpoint in two lines (one for _x and one for _y). There's also some error-handling in there for when people use the fast-forward cheat to get around. o_o

montesat Wrote:Can you make an animation for jumping, like legs bending before and/or while jumping?

At some point, yes. Yumskerdoodle made a point of burning the request into my mind, and my to do list. >_>

sgf Wrote:The costumes 'Ranger' and 'PokemonGen3' are always one breast size bigger than what is actually set. I'm not sure if this is intentional or not.

It's from the bras being larger in base size than others. I can try to make them fit a little snugger.

Zeus Kabob Wrote:Good stuff. I was seeing you looking at Flash and saying "well, I'm making sparklies so I might as well release 2000 tiny particles with lighting effects and physics on them", which would have made my computer throw a hissy fit and then explode.

You have a point. <_< I'll have to add in some lens flares and bloom effects to make it look extra real. ^_^

ivanaedler Wrote:For about jumping, I'm working on that right now, and I think it should be not hard for Blargh to use it (maybe he will only need to change one column of pieces in order to support any character). As the animation only use 10 frames, which 4 frames are keyframmed (tweens), being 2 'unique' and 2 reversed, it only needs 2 changes of all columns (pieces of clothing). In order for the swap to be quick, Blargh should remove all except those first 5 frames (from which 2 is keyframmed tweens) and swap the object of the 2 keyframes (in each layer).

I'm probably going to harvest something from Playshapes' MiM2 for the jumping animation.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Mon Apr 30, 2012 4:10 pm

Blargh Wrote:I'm probably going to harvest something from Playshapes' MiM2 for the jumping animation.

Thats what I did :mrgreen:

Spoiler (click to show/hide):

The problem is that, if you implement that directly, when Peach interact with old toad or the goombas, the jumping animation keeps on showing, then you have two Peaches.

I created then a new instance of the jumping movie clip , named character_jumping (playshapes reused the same 'char' movie clip in order not to fiddle with the 4 basic animations - stand left, stand right, walk left, walk right). So I have now 'character' submovie clip and 'character_jumping', depending on the frames used in the image blow (not jumping or jumping). I've put character_jumping, with "_alpha=0" (yes, I needed to put all the character_jumping alpha 0 to all 10 goombas scenes), but she still reappears in the end of the jump animation (that is, 'her stand right' animation). This is the default animation of her standing up (in your version, without animation, in my version, with eyes blinking and some hand playing).

So in the image below, Peach frames (three only, with the frame label 'Peach') is using the movie clip (character) and the Peach Jump frames is using the movie clip character_jumping instance. Actually, those empty frames jump_right, jump_left does nothing. The frame label 'Peach Jump' uses only two keyframes with the movie clip named 'character_jump'. Get it? So you have to click on Peach in those frames 'jump right or jump left' (movie clip 'character_jumping') to see and edit her animation. In the end of 'jump right', and 'jump left', she returns to the default state (mim 1), that is, GotoandPlay 1 (standing up left side), GotoandPlay 2 (standing up right side). Those 2 frames has 4 sub movie clips (stand left, stand right, etc) of default mim, remember? Playshapes reused that.


Spoiler (click to show/hide):

Image
I'm seeing that right now. the problem with alpha = 0 (that is, Peach is getting hidden now here, but she reappears in the end of jump animation, even with character alpha=0, and character_jumping alpha=0) is that, maybe, in the end of each jump animation, returning to Peach frames one or two (stand up left, stand up right) does something involving subclips that dont respond with alpha :shock:

Using _alpha property in char.character.MainChar does nothing here, and using _visible instead of _alpha, nothing either.
But if I put 'stop()' after 'jump_right' and 'jump left', Peach are not duplicated, but the jumping animation will keep on repeating forever.

EDIT: Gotcha! It only needed to force her to frame 2, in each encounter (_root.char.gotoAndPlay(2);)

Spoiler (click to show/hide):

I created a new function in the first frame of Scene 1, so I just needed to change "character _alpha = 0" to Peach(show)=0, and 'character _alpha = 100" to Peach(show)=1. Each time Peach needs a new animation (like the scenes), she will use this function.

Code: Select All Code
function Peach_show(typex)
{
//for use with encounters, like goombas and the old toad, for example.
//This let her animations clean, avoiding she having sex while
//jumping, or double peach character, for example.
//This was done here to
if (typex == 0)
 {
 _root.char.gotoAndPlay(2);
 _root.char.character_jumping._alpha = 0;
 _root.char.character._alpha = 0;
 }
else
 {
 _root.char.character_jumping._alpha = 100;
 _root.char.character._alpha = 100;
 }
}
Last edited by Ivan-Aedler on Fri May 04, 2012 12:31 am, edited 12 times in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Mon Apr 30, 2012 4:23 pm

Blargh Wrote:I also won't be able to use end-level stats because of the different checkpoints. Falling into the underwater area and then coming up from a pipe to the previous area, as an example, isn't really ending a level.

I understand. But then, you are not going to use any 'end-level stats' screen? Even with, say, in a 10-world full length game?

As I see so far, its not hard to make a two (or more) checkpoints in each level (with hard coded areas), with a possibility to end the level (like going down a large pole or entering a end pipe). In your first level, I liked so much the way you can use the underwater level after Morton (which is in the second level), and without a level transition (so its like the underwater is a new area in the first level that was opened). I like this idea. But I just keep imagining how are this going to flow in a very large game, without any stats screen.

The same with the level transition screen. At a given time, in a lengthy level, after so many enemies, Peach wants to relax a bit in her castle between levels, for example. So the stats and the transition are a way to show the user what he achieved, like number of laids, coins and , maybe in the future, score points. ;)

Hmmmmmm its a thing to pinpoint.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Biles » Mon Apr 30, 2012 7:08 pm

Blargh Wrote:
montesat Wrote:Can you make an animation for jumping, like legs bending before and/or while jumping?

At some point, yes. Yumskerdoodle made a point of burning the request into my mind, and my to do list. >_>


Well, given the work files PlayShapes has already released, I think the jumping animation is already made and ready to go. Unless of course the jumping animation to you might not seems satisfactory to the point you want to make your own version.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Mon Apr 30, 2012 11:49 pm

Blargh, jumping animation implemented! ;) It was not so straight forward, because MIM2 Peach is of different size and each object used different coordinates (worse: different pivot placing for movement), those small white balls. So swapping with our Peach images turned her into a meat machine. :o
In other words: I needed to create from scratch, now all is green :mrgreen:
FLA and SWF is here https://rapidshare.com/files/3744382303 ... f_CS50.rar
A good thing is that her body and dimetions are equal for our both versions.

For about the merge...
Spoiler (click to show/hide):

I was doing well (I did the change in her hand and it was okay) ;) But the head was a big problem. I attached a file for you to see. I've sent also some photos of what I did.
I tried the opposite (to merge yours with mine), because I imagined 'hmmm the turtle movie clip may not be so hard', but it was worse (the turtle uses a extremmelly different mechanism, so all was blinking/crashing/monstering).

I really dont want to you do all this work, I just need to find out the correct combinations. I dont mind of being with mixed graphics/vectors (I can change her graphics later). At least is a safe option (I dont know your code well). I do know it may be a brute force sometimes (like changing all her body parts in a very long animation with tweens) but its a safer change. For some areas, as you pinpointed (bra, body, hand), its straight forward already (cutting all but the first frame, then going to "XXXXX clothes" (from which only the first four will remain), then XXXXX char (where I just need to copy the four first frames to the base figure), and test it! But 'Head Forward', for example, does not have 'Head Clothes'. So I tried to figure out (images in the file below).

FLA, SWF and photos of the merge until now are here https://rapidshare.com/files/998802967/ ... dler_2.rar

Thank you again, sorry to disturb you again, but for sure, if I finish with this, it will be surelly be stable to work on (as I am not fiddling with those in any circuntances. Any add-on will use this new mechanism of 'piece char...... piece clothes....' and you will be informed). And every update I do here, you can use there without almost any conversion. I know some features like her jumping, for example, which are in a older version, could be a problem but as you have done this mechanism, it shouldn't be hard for you there (you will only need to change body parts to the new movie clips. Also, the jumping, as I've said before, is done in two key frames for each piece. The rest are tweens (to form 5 frames). The rest of the 5 frames (so, a total of 10 for her jumping) are reversed ones.
Last edited by Ivan-Aedler on Fri May 04, 2012 12:32 am, edited 2 times in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Tue May 01, 2012 8:07 am

ivanaedler Wrote:
Blargh Wrote:I'm probably going to harvest something from Playshapes' MiM2 for the jumping animation.

Thats what I did :mrgreen:

The problem is that, if you implement that directly, when Peach interact with old toad or the goombas, the jumping animation keeps on showing, then you have two Peaches.
Spoiler (click to show/hide):

I created then a new instance of the jumping movie clip , named character_jumping (playshapes reused the same 'char' movie clip in order not to fiddle with the 4 basic animations - stand left, stand right, walk left, walk right). So I have now 'character' submovie clip and 'character_jumping', depending on the frames used in the image blow (not jumping or jumping). I've put character_jumping, with "_alpha=0" (yes, I needed to put all the character_jumping alpha 0 to all 10 goombas scenes), but she still reappears in the end of the jump animation (that is, 'her stand right' animation). This is the default animation of her standing up (in your version, without animation, in my version, with eyes blinking and some hand playing).

So in the image below, Peach frames (three only, with the frame label 'Peach') is using the movie clip (character) and the Peach Jump frames is using the movie clip character_jumping instance. Actually, those empty frames jump_right, jump_left does nothing. The frame label 'Peach Jump' uses only two keyframes with the movie clip named 'character_jump'. Get it? So you have to click on Peach in those frames 'jump right or jump left' (movie clip 'character_jumping') to see and edit her animation. In the end of 'jump right', and 'jump left', she returns to the default state (mim 1), that is, GotoandPlay 1 (standing up left side), GotoandPlay 2 (standing up right side). Those 2 frames has 4 sub movie clips (stand left, stand right, etc) of default mim, remember? Playshapes reused that.

[spoiler]Image

I'm seeing that right now. the problem with alpha = 0 (that is, Peach is getting hidden now here, but she reappears in the end of jump animation, even with character alpha=0, and character_jumping alpha=0) is that, maybe, in the end of each jump animation, returning to Peach frames one or two (stand up left, stand up right) does something involving subclips that dont respond with alpha :shock:

Using _alpha property in char.character.MainChar does nothing here, and using _visible instead of _alpha, nothing either.
But if I put 'stop()' after 'jump_right' and 'jump left', Peach are not duplicated, but the jumping animation will keep on repeating forever.

EDIT: Gotcha! It only needed to force her to frame 2, in each encounter (_root.char.gotoAndPlay(2);)
Spoiler (click to show/hide):

I created a new function in the first frame of Scene 1, so I just needed to change "character _alpha = 0" to Peach(show)=0, and 'character _alpha = 100" to Peach(show)=1. Each time Peach needs a new animation (like the scenes), she will use this function.

Code: Select All Code
function Peach_show(typex)
{
//for use with encounters, like goombas and the old toad, for example.
//This let her animations clean, avoiding she having sex while
//jumping, or double peach character, for example.
//This was done here to
if (typex == 0)
 {
 _root.char.gotoAndPlay(2);
 _root.char.character_jumping._alpha = 0;
 _root.char.character._alpha = 0;
 }
else
 {
 _root.char.character_jumping._alpha = 100;
 _root.char.character._alpha = 100;
 }
}
[/spoiler]

You might be putting a little too much thought into this.
- In PeachChar (the movieclip with the standing/moving left and right), you enter in two new keyframes (labels like "jumpingleft" and "jumpingright") with the animation for jumping (might have to go as far as jumpingupright, jumpingdownright, and the two corresponding lefts).
- On each Peach character from the main timeline, inside the sections for *pressing* left and right and *not pressing* left and right, add code for if (!touchingGround) to send it to the appropriate left or right jump, along with the math to figure out if the character is rising or falling.
- As long as the keyframes are in the right movieclip, you don't have to deal with _alpha at all. The scenes make "_root.char.character._alpha = 0;" (see the old toad scenes, frame 2, for example), which will cover a jumping animation in a keyframe in "_root.char.character" (root/Peach Main/PeachChar).

Example jumping code, on Peach Main in Mushroom Kingdom 1, lines 73-82:
Spoiler (click to show/hide):

Code: Select All Code
        if (Key.isDown(39) or Key.isDown(68))
        {
            setProperty("", _x, _x + speed);
            right = true;
// New code below
            if (touchingGround)
            {
                        _root.char.character.gotoAndStop("walkright");
            }
            else
            {
                        _root.char.character.gotoAndStop("jumpright");
            }
// End new code
        }
        else if (right)
        {
// New code below
            if (touchingGround)
            {
                        _root.char.character.gotoAndStop("standright");
            }
            else
            {
                        _root.char.character.gotoAndStop("jumpright");
            }
// End new code
        } // end else if


ivanaedler Wrote:I understand. But then, you are not going to use any 'end-level stats' screen? Even with, say, in a 10-world full length game?

As I see so far, its not hard to make a two (or more) checkpoints in each level (with hard coded areas), with a possibility to end the level (like going down a large pole or entering a end pipe). In your first level, I liked so much the way you can use the underwater level after Morton (which is in the second level), and without a level transition (so its like the underwater is a new area in the first level that was opened). I like this idea. But I just keep imagining how are this going to flow in a very large game, without any stats screen.

The same with the level transition screen. At a given time, in a lengthy level, after so many enemies, Peach wants to relax a bit in her castle between levels, for example. So the stats and the transition are a way to show the user what he achieved, like number of laids, coins and , maybe in the future, score points. ;)

Hmmmmmm its a thing to pinpoint.

Have you played Super Metroid or Castlevania: Symphony of the Night (or just about any Castlevania on GBA or DS)? While there are going to be many areas, and I will be calling them worlds as well, the transition between zones is not level-based. A walkthrough of the game won't, for example, say go to World 1-1, then 1-2, followed by World 2-1, next to 2-2, etc. It'll be more like go from Mushroom Kingdom to Morton's Castle, leave the castle and go underwater, head left to the underground area, etc.

Another example, my plan is to eventually have the player climb into the clouds, hop a ride on the airship, jump down from the middle of the airship and land near Peach's bedroom. From there, you'll be able to fall into the hole right after the first big mushroom to go into the underground area, go right and have the choice to make some jumps up to come out in the Kingdom area by the fire flower or continue right through the pipe into the underwater area, where you could then go through the pipe at the middle to come out in the Kingdom area by the burn mushroom. It will be a completely interconnected world, which is another reason why I won't be able to have something like losing a life (or, say, Star Power) from falling in a pit. If there's a pit to fall into, it will probably lead to a different section of the entire world.

I'm not big on stats or score. I'm an adventurer. I just want to see the world and everything in it, and maybe find a few surprises along the way. (As long as I don't have to go outside in the real world >_> ).

Biles Wrote:Well, given the work files PlayShapes has already released, I think the jumping animation is already made and ready to go. Unless of course the jumping animation to you might not seems satisfactory to the point you want to make your own version.

I was really planning something like SMB1 style: one leg up, the other trailing behind, one hand raised in the air, the other falling behind. Falling (not really decided on) would be something like holding her dress up a little and pulling her feet together and slightly ahead of her body.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Tue May 01, 2012 5:02 pm

Blargh Wrote:- In PeachChar (the movieclip with the standing/moving left and right), you enter in two new keyframes (labels like "jumpingleft" and "jumpingright") with the animation for jumping (might have to go as far as jumpingupright, jumpingdownright, and the two corresponding lefts).... - As long as the keyframes are in the right movieclip, you don't have to deal with _alpha at all

Yes, but the problem is that , as you've said, lack of keyframes in correct areas led two peaches appear.
Spoiler (click to show/hide):

But Its not the case with encounters's code (goomba, koopa and old toad, for example), there is a code for alpha=0 because inside of each encounter's movie clip, like in sex scenes, there is a instance of Peach (the same as the Scene1). The jumping animation should not require this, and I'll be testing the code with toughingGround, thanks ;).


Spoiler (click to show/hide):

The !touchingGround (in the case, the ELSE statement of touchingGround), also will let the player use the jump animation while falling (a thing I'll do later). In the current implementation, she only uses the jumping animation when...well...jumping. It was a feature so requested that I preferred to do soon. People dont look so much with falling animation, as they're striving to keep the pace with the game, with their fantasies, without getting trouble....except in some nice scenes ;)

For the coding skill, I'm a current c/c++ programmer, but I dont hide the fact Flash plays with me sometimes :roll: . Its a new paradigm to think about algorihtm linear pass-by, added with timeframes and subclips mechanics. I have a current issue in the Action right click menu (in a given movie clip). I can put variables there but I cant use these variables inside the clip's timeline. No frame accepts them. I also tried to use 'var x = 0'. Its like the variable does not exist). I tried with 'this', '_parent', to no avail. :roll: Root variables are not desired, because It should be useful to have local variables in the 'right-click action menu', like 'coins amount', and just copy and paste to 100 coinboxes 'right-click action'.

Image
Some has 10 coins, some 5 coins, and some, nothing at all. I was studying about addFrameScript(), but it uses AS config files and I dont know it its feasible to use in a full game with 1000 coinboxes, for example.


Blargh Wrote:'Peach in a open world': Have you played Super Metroid or Castlevania: Symphony of the Night

I dont have even a PS :o but I remember of S.Metroid. A nice game ;) It makes me remember of FlashBack (also an open game, but with end level stats, although its rarer, like a 'end-world stats'), and S. Metroid made be remember of Duke Nukem 3d (those alien levels). I became stuck once, in S. Metroid, in the first pink morph ball :mrgreen: Corta's Platform (flash) is also very good and very open game.

But the transition zones in Metroid and Castlevania are in small increments. You walk a single corridor or a given small area, then enter a portal to the next. A nice approach, but really different from normal Mario levels (I hated the Mario Bros 1 and lost worlds because you were not allowed to go back), but in our versions, of course we will be able to go back and forth ;) For me, I am following mario 3 level mechanics, with caveats like a bit of non linear play (warp zones, triggers that lead Peach for haunted castles..), but I will use level end stats and transitions in order to let the player 'more eager to collect more', and maybe in the future, a map system too (like Mario World).

I agree with you in the fact that numbers sometimes limit us. Its better to refer levels or worlds as names (mushroom kingdom, Elfen Kingdom), than numbers. I can brainstorm about this, and may include the names instead of numbers. But I like the transitions , as they're checkpoints of which goals the player has accomplished.

EDIT: About the laid number. In each level, it might be different. Mushroom kingdom = 10 enemies. Mushroom - The Pond = 14 enemies, Mushroom - Forest - 20 enemies. And so on. Peach will be 'whore' if all enemies are 'beaten' in the current level (that is, 20/20 in the last level above). So the transition is nice to show this (the player will wonder why he didnt get the other enemies) :)

Blargh Wrote:A completely interconnected world, which is another reason why I won't be able to have something like losing a life (or, say, Star Power) from falling in a pit. If there's a pit to fall into, it will probably lead to a different section of the entire world.

Not a problem ;) Its really a nice different game concept. So , if all goes well from now on, we will be with two entirelly different versions (flavours) or the same classic Mario-like games and characters ;) Wow! I use to be like a normal player during new versions. I just play like I'm just discovering the game the first time ;)

Blargh Wrote:I'm an adventurer

Me too. Real world included (those long bicycle rides and some night camping). Its really nice to just wander in an open world and be ready for the unexpected.
Last edited by Ivan-Aedler on Fri May 04, 2012 12:34 am, edited 1 time in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Wed May 02, 2012 5:09 pm

Blargh, eureka! I've found something which can help ours and others ;)

Spoiler (click to show/hide):

Swapping multiple items (like symbols and movie clips) at once - extension

Image
http://spiralstormgames.com/blog/code-s ... s-at-once/


This is another one (says that can apply to multiple frames as well). I will test both in the end of the day!

Spoiler (click to show/hide):

Multi Swap description
An Adobe Flash plugin for swapping multiple symbols at once

Multi Swap will provide users with an Adobe Flash plugin that will help you swap multiple symbols at once, and allows swapping symbols across multiple frames. The symbol(s) on the stage you want to swap out, then select the symbol in the library you want to swap in, and run the command.
http://www.softpedia.com/get/Multimedia ... Swap.shtml
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Wed May 02, 2012 11:53 pm

ivanaedler Wrote:For about the merge...
I was doing well (I did the change in her hand and it was okay) ;) But the head was a big problem. I attached a file for you to see. I've sent also some photos of what I did.
I tried the opposite (to merge yours with mine), because I imagined 'hmmm the turtle movie clip may not be so hard', but it was worse (the turtle uses a extremmelly different mechanism, so all was blinking/crashing/monstering).

I really dont want to you do all this work, I just need to find out the correct combinations. I dont mind of being with mixed graphics/vectors (I can change her graphics later). At least is a safe option (I dont know your code well). I do know it may be a brute force sometimes (like changing all her body parts in a very long animation with tweens) but its a safer change. For some areas, as you pinpointed (bra, body, hand), its straight forward already (cutting all but the first frame, then going to "XXXXX clothes" (from which only the first four will remain), then XXXXX char (where I just need to copy the four first frames to the base figure), and test it! But 'Head Forward', for example, does not have 'Head Clothes'. So I tried to figure out (images in the file below).

FLA, SWF and photos of the merge until now are here https://rapidshare.com/files/998802967/ ... dler_2.rar

Thank you again, sorry to disturb you again, but for sure, if I finish with this, it will be surelly be stable to work on (as I am not fiddling with those in any circuntances. Any add-on will use this new mechanism of 'piece char...... piece clothes....' and you will be informed). And every update I do here, you can use there without almost any conversion. I know some features like her jumping, for example, which are in a older version, could be a problem but as you have done this mechanism, it shouldn't be hard for you there (you will only need to change body parts to the new movie clips. Also, the jumping, as I've said before, is done in two key frames for each piece. The rest are tweens (to form 5 frames). The rest of the 5 frames (so, a total of 10 for her jumping) are reversed ones.

Sorry, I missed this part entirely before.
Okay, so first frame of Head Forward has this:
Code: Select All Code
attachMovie("headforwardchars", "headforward", 1);
unloadMovie("headforwardbase");

You don't want that, so delete it. Then copy the code from frame 3 and paste it into frame 1. Another thing is to make sure Frame 2 is a blank keyframe, not just an empty frame. Flash does funny things with code if you don't block it off with blank keyframes. Then the Head Clothes (you can see it in frame 2) is missing the frames for the Raccoon outfit. Even if you don't have a piece for an outfit, you still need to leave the frames for it in place.

Also, in arm upper, you still have this in the first frame:
Code: Select All Code
i = (((_root.CharNum - 1) * 5) + _root.DressNum) * 2;
gotoAndPlay(i);

Make sure you change it to "gotoAndPlay(_root.CharSel[_root.CharNum]);". The easiest way to make sure it's right is to copy the action and label frames from Arm Fore and paste those over the frames in the each character part. Then copy the action and label frames from Arm Fore clothes and paste those over the frames in each 'clothes' part.

Lastly, for the power-ups, copy the code from the dress power-up and paste it into the others, especially if you're going to be keeping the ability to change the starting dress (it isn't required if you don't use that select screen). The list of power-ups by number is:
0 = Naked
1 = Princess
2 = Fire Princess
3 = Raccoon
4 = Frog
5 = Sling Bikini
This applies whether you use DressNum or the Dress[] array.
The list of characters by number is:
0 = Peach
1 = Fire Peach
This applies whether you use CharNum or the DressChar[] array.
If you want either list to be different, you need to change the order of the names in the CharSel[] and DressSel[] arrays in frame 2 of the main timeline.

ivanaedler Wrote:Yes, but the problem is that , as you've said, lack of keyframes in correct areas led two peaches appear. But Its not the case with encounters's code (goomba, koopa and old toad, for example), there is a code for alpha=0 because inside of each encounter's movie clip, like in sex scenes, there is a instance of Peach (the same as the Scene1). The jumping animation should not require this, and I'll be testing the code with toughingGround, thanks ;).

The !touchingGround (in the case, the ELSE statement of touchingGround), also will let the player use the jump animation while falling (a thing I'll do later). In the current implementation, she only uses the jumping animation when...well...jumping. It was a feature so requested that I preferred to do soon. People dont look so much with falling animation, as they're striving to keep the pace with the game, with their fantasies, without getting trouble....except in some nice scenes ;)

For the coding skill, I'm a current c/c++ programmer, but I dont hide the fact Flash plays with me sometimes :roll: . Its a new paradigm to think about algorihtm linear pass-by, added with timeframes and subclips mechanics. I have a current issue in the Action right click menu (in a given movie clip). I can put variables there but I cant use these variables inside the clip's timeline. No frame accepts them. I also tried to use 'var x = 0'. Its like the variable does not exist). I tried with 'this', '_parent', to no avail. :roll: Root variables are not desired, because It should be useful to have local variables in the 'right-click action menu', like 'coins amount', and just copy and paste to 100 coinboxes 'right-click action'.

Some has 10 coins, some 5 coins, and some, nothing at all. I was studying about addFrameScript(), but it uses AS config files and I dont know it its feasible to use in a full game with 1000 coinboxes, for example.

As long as you never need to change the code, when you copy the coinbox from the main timeline, all the code on top of it will copy with it. Now, if you don't mind not having static coin boxes, you can just use "random(6)+5;" to have a random number of coins between 5 and 10 in the code inside the box, and all of the boxes will update with it. It's probably more feasible to do that than to copy/paste the code on 100-1000 coin boxes, especially if you need to do bug-fixing or change the variables.

One thing I recently had to confirm is that variables get extended to an object's timeline, but they don't get extended to child objects. So, if you have "var i = 5;" ('x' is reserved for AS3 object positions, even when AS2 uses '_x') on the coin (on-object code), the timeline frames should be able to use 'i' to determine the number of coins. However, if you have the code on another object inside the coin, then you have to use _parent to get it from the coin's timeline.

In another example, when a Goomba's onClipEvent says "notice = true;" the timeline for it in frame 2 ('squish') gets that notice, however, the other frames in the timeline (scene 1, etc.) can change the onClipEvent's notice to false without using _parent (so that the condition at 'squish' doesn't go through the calculations and reset the scene's current frame). Basically, going from child to parent to root: 'timeline to on-object' doesn't require _parent, and both 'timeline to timeline' and 'on-object to timeline to on-object' require _parent.

ivanaedler Wrote:I dont have even a PS :o but I remember of S.Metroid. A nice game ;) It makes me remember of FlashBack (also an open game, but with end level stats, although its rarer, like a 'end-world stats'), and S. Metroid made be remember of Duke Nukem 3d (those alien levels). I became stuck once, in S. Metroid, in the first pink morph ball :mrgreen: Corta's Platform (flash) is also very good and very open game.

But the transition zones in Metroid and Castlevania are in small increments. You walk a single corridor or a given small area, then enter a portal to the next. A nice approach, but really different from normal Mario levels (I hated the Mario Bros 1 and lost worlds because you were not allowed to go back), but in our versions, of course we will be able to go back and forth ;) For me, I am following mario 3 level mechanics, with caveats like a bit of non linear play (warp zones, triggers that lead Peach for haunted castles..), but I will use level end stats and transitions in order to let the player 'more eager to collect more', and maybe in the future, a map system too (like Mario World).

But I agree with you in the fact that numbers sometimes limit us. Its better to refer levels or worlds as names (mushroom kingdom, Elfen Kingdom), than numbers. I can brainstorm about this, and may include the names instead of numbers. But I like the transitions , as they're checkpoints of which goals the player has accomplished.

EDIT: About the laid number. In each level, it might be different. Mushroom kingdom = 10 enemies. Mushroom - The Pond = 14 enemies, Mushroom - Forest - 20 enemies. And so on. Peach will be 'whore' if all enemies are 'beaten' in the current level (that is, 20/20 in the last level above). So the transition is nice to show this (the player will wonder why he didnt get the other enemies) :)

Numbers are easier to use with logical progression, but they're harder to use when logical progression isn't likely. I use numbered checkpoints, for instance, because it's like numbering the doorways between zones. If you go through door #3 in one area, you'll be at door #3 in the new area. When changing areas though, for me it's easier to reference them by name so that I know they're going to right world. I might change my mind about whether World 3 is a Desert or a Mountain, but if the doorway should only be going to the Desert I can just name the Desert and then it doesn't matter what world it might be changed to later. If instead the doorway should only be going to World 3 because they just finished World 2, it would be better to stick with the numbered worlds.

My only reason for tracking the laid number of a specific enemy type is for do-overs, so that people can choose a specific scene that they only want to see, and for unlocking the enemy in the gallery. Of course, it resets between zones, but that's to prevent cheating by walking back and forth to catch an enemy that's right near the zone border.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby theblacknphbutnotgay » Thu May 03, 2012 8:58 am

The work you people have been doing has inspired me to start learning flash to try to do something as cool.
It's hard to listen to the tutorial videos with the baby yelling and i have work so maybe within a year i will be able to make
a title screen or something lol. YOU GUYS KICK BUTT
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby yuna » Thu May 03, 2012 10:03 am

I don't know if this has happened to anyone else, or if it has even been brought up, but only half the flash shows. If I ran it in a seperate window/tab, it shows everything, but when it's on this site, it's cut off just barely to the right of the disclaimer thingy at the beginning. Is it just my computer or is it a problem with anyone else?
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Thu May 03, 2012 1:58 pm

Blargh Wrote:
Code: Select All Code
attachMovie("headforwardchars", "headforward", 1);
unloadMovie("headforwardbase");

You don't want that, so delete it.

Hmm I will be really getting rid of the custom characters but I'll be maintaining the rest in order to let ourselves exchange information without too much hassle. Your code are precise and clean. ;) Yes, I'm aware of those empty keyframes. A classic example is with the animated coinboxes I made. If you let only keyframe in the action/guide frame of the timeline (the animation of coinbox) to make peach check if shes jumping on it, in the contrary of what we expect, it will check Peach only in that keyframe (instead of broadcasting to the next frames, as they have only 1 keyframe). So you have to jump in a random 5-10 times to take only 1 coin.

Spoiler (click to show/hide):

Blargh Wrote:Make sure you change it to "gotoAndPlay(_root.CharSel[_root.CharNum]);". The easiest way to make sure it's right is to copy the action and label frames from Arm Fore and paste those over the frames in the each character part. Then copy the action and label frames from Arm Fore clothes and paste those over the frames in each 'clothes' part.

Understood, except the last phrase. Paste those over the frames in each 'clothes' part, okay, but to which target frame/timeline of Arm Fore clothes?

Blargh Wrote:if you don't mind not having static coin boxes, you can just use "random(6)+5;"

You are right of using less and less the 'action on-object' area, since the update will be easier, but I only disliked a bit of random in this case, because this will kill the special zones where the coinboxes can have 10 coins. The 'var x = 0' was only an example , I was about to use 'coins_amount', but I didnt know about flash using x internally (so x is a reserved word).

I will try to reference coins_amout in the timeline. In the past, I tried to do something like that but no frames in the timeline has found coins_amout in the on-object action field. Maybe I have missed something.

Blargh Wrote:Basically, going from child to parent to root: 'timeline to on-object' doesn't require _parent, and both 'timeline to timeline' and 'on-object to timeline to on-object' require _parent.

You say, 'on-object to on object' in the end phrase? Yes, those _parent properties can be just a little confusing, but nothing that can be trained on.

Blargh Wrote:I might change my mind about whether World 3 is a Desert or a Mountain, but if the doorway should only be going to the Desert I can just name the Desert and then it doesn't matter what world it might be changed to later. If instead the doorway should only be going to World 3 because they just finished World 2, it would be better to stick with the numbered worlds.

Yes, this makes sense. Using namered/labeled worlds, you will have plenty of resilience to change their ordering without having to change their numbers in the screens.

Blargh Wrote:My only reason for tracking the laid number of a specific enemy type is for do-overs, so that people can choose a specific scene that they only want to see, and for unlocking the enemy in the gallery. Of course, it resets between zones, but that's to prevent cheating by walking back and forth to catch an enemy that's right near the zone border.

But in a larger game, will the laid number being 0 at the start of each level have any surprise in the end of the current level? Like whore and virgin? ;)
Thanks, man!
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Fri May 04, 2012 12:20 am

I am here keeping on the merge (I've put some spoilers in order to let yours clean and with focal interests in the features of your game).
The Head finally get completed! The hands, thigh and foot (legs) too! ;) Lets say I'm 80% complete on Peach. But yet some glitches.

Spoiler (click to show/hide):

1) head helmets varying betwen frog and racoon when taking Frog Powerup
2) racoon suit (using your table of 0-naked, 1-dress, etc) which is '3', is giving her the sling bikini
3) frog suit is giving her the racoon suit (I could fiddle with the options (0,1,2,0,3,4) in the 2nd frame of Scene1, but I dont understand those zeroes and when I tried to change, it worsened!)
The suits objects are already set as the array '0 = Naked,1 = Princess,2 = Fire Princess,3 = Raccoon,4 = Frog,5 = Sling Bikini'.

4) problems with Shoulder
5) problems with Skirt

Spoiler (click to show/hide):

For about the Shoulder, clicking on it (in order to do the process you instructed) does not shows 'shoulder dress' or 'shoulder char', but a shoulder base (a vectorized image), because it is a piece which uses those unload and loadMovieClip in the frame action. Ok, exchanged those with 'DressSel and DresNum', and removed other characters in Shoulder Dress, copying the two chars clothing - fire and fire peach - and putting those in Shoulder, taking care with keyframes. When I play, Peach is then exchanging shoulder between Peach and Fire Peach.

When I let 'Shoulder' object with only one frame, even letting 'Shoulder Dress' with the same config as Arm Upper and Arm Fore you showed me (letting only naked, peach, fire, racoon, frog and sling), Peach now stays with the same red shoulder dress, no matter the powerup.

As for vest, its static. Naked Peach, for example , are shown with the vest.

As said in item 3) and 2), the frog powerup is showing racoon parts, like tail, and the racoon is showing parts of sling bikini.
Peach should be a frog when taking frog suit, or a racoon when taking racoon suit.

The label 'grab' of frog has this:
_root.DressNum = _root.Dress[3];
_root.CharNum = _root.DressChar[0];

I'm struggling around here in my free time. As the process are near to end, I just need some advice in those last steps.
In order to hasten my efforts, I've put all the 5 powerups in a row, in her castle.

After being 100%, I will be doing optimisations and I'll be posting in the MIM AE thread. You, of course, are always welcome. The next add-ons should be easier now because I will see whats not used anymore in the library. If something goes wrong, I can trace the error. After this second plan, now its time to bring all the new features (coinbox, jumping...). And I will use the mass swap algorithms I shared with you ;) innobedient FLA is here https://rapidshare.com/files/3804848903 ... _merge.rar
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Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
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