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

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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Ivan-Aedler » Mon Sep 10, 2012 8:42 pm

Latest source code:
FLA (Version 1.5e + Fonts) CS5: http://rapidshare.com/files/98847831/Mario%20is%20Missing%20CS5%201.5e.rar

merctime Wrote:Hi there!
I haven't posted here in quite a while now, and I really should. Ivanaedler, I just want to thank you very much for a VERY well done, VERY polished, VERY professional, and VERY entertaining game that you are making! I know that you have received alot of assistance here and there from this community as well as Blargh, well... Thank them too! This game is truly a gem.
The amount of work, detail, content, is really amazing here. Truly, hat's off to everyone that has contributed and to you the author. This is a great game! It's quite amazing to see it grow as the time goes by. And man, when it grows, it grows by leaps and bounds! I can't log in I think without there being an update!
I really hope you enjoy your trip to the sea, and I hope you had a fantastic birthday. Even outside of 'normal' work... you put HUGE efforts into what you are doing here. I can't possibly even imagine, as I have no clue about coding/programming or how to use flash. Maybe I'll try someday, but... Flash is expensive :\
I just kinda felt guilty for not posting here. Your kind of effort DESERVES a post... At the very least! KUDOS. CHEERS. And importantly... Again... THANK YOU so very much.
Enjoy! -Merctime

Thanks for all the appreciation! The game is on this actual stage because of People who have worked with MIM. They deserve the same thing for all of the hard work.
I really want to use all I can to let this game better and truly a full game (with 8 worlds). In a day I can work on MIM, its a challenge, due to new features, testing and bug tracking.
When we have more levels and worlds, I will be implementing save/load game and more scenes and enemies assynchronously, so there will be more places to explore. Its almost impossible to let it 100% free of bugs, but everyday, when its possible, an improvement is made. Kind people like you give us more energy and light to keep this on! I needed to make this trip to do some meditation, I think I'm well again. Thanks!
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Re: MiM 'Mim Ae version' (XXX)

Postby humbird0 » Tue Sep 11, 2012 2:14 am

ivanaedler Wrote:I will appreciate Humbird0's visit or a contact.
... AFAIK, he's using AS2 with closure programming (inline anonymous functions) with short variable names and Math.abs() function (get absolute values). He uses a lot...

That's not really true. Your decompiler makes the code look that way.
In truth, I almost never use inline functions. And your decompiler makes up names for all of the local variables, giving them very short names. In truth, these things don't affect the performance.
I program the player as a "finite state machine", which basically just means that, instead of the player being controlled by a single block of code, the player contains multiple separate blocks of code and only one of them runs at a time. Multiple states. So there's a separate program for standing, another one for walking, one for jumping, etc...
There are 2 advantages to doing it this way:
1) It's very easy to give the player multiple abilities because the code for each one doesn't overlap. And it's very easy to add new abilities later.
2) The only code that runs is the code that currently needs to run, so technically it's marginally easier on the processor.

If you'd like to see the actual source code, I recently posted it here, along with some tutorial videos for using the optimized version of the game engine.


ivanaedler Wrote:...BUT in graphical content, AS2 is almost the same as AS3 in speed! ...

..."AS3 won’t improve graphics (unless you take advantage of the speed to do bitmap effects), however it WILL let you increase the intensity of behind-the-scene code such as AI and collision detections."...

...I'll test his code eventually. Peach will be walking 'okay' but with her default actions only. I'll have to populate his code (with all the actions implemented so far). And convert the entire game to AS3.

If AS3 only improves the speed of code, then switching to AS3 probably won't speed up your game.
Slow-down in Flash is almost always caused by graphics rendering and very rarely caused by code.
The single most-effective thing you can do to speed up a Flash game is to use rasterized images (imported jpg and png, or code-generated BitmapData) instead of real-time vector graphics and to avoid using real-time effects like glow and blur. Most real-time effects can usually be pre-rendered as images anyway.

There are other tricks you can use if you think the code is causing slow-down.
The most likely way that code can cause slow-down is for collision-detection.
The best remedy for that is finding ways to reduce the number of collision checks.
For example, you don't need to check for collision if the object isn't on the screen, so theoretically, if you kept track of when objects enter and leave the screen, you can maintain a list of visible objects and use that limited list for your collision checks.
If the object you're colliding with never moves (such as the level), you can store the locations of walls as tiles in a 2-dimensional array (basically a grid)
This code demonstrates how you can do that.
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Re: HumBird0

Postby Ivan-Aedler » Tue Sep 11, 2012 2:39 am

Hi Humbird! Finally I can talk to you, man! But I dont want to disturb you, really! (like asking tons of things). I started this project with so many enthusiasm that it reached this actual stage, but, as you've said before, I conclude that not using state machine code = tons of ifs = possible slowdowns and difficult to maintain/add a new action. I'm in a stage I need to recode them using state machines.

humbird0 Wrote:That's not really true. Your decompiler makes the code look that way.

I'm sorry about using the decompiler to see the code. Actually, me and Blargh was trying to find you (we could send you a PM but we just dont want to disturb you) so we tried to chase you along the forum. With no results, and with an increasing necessity to understand collision detection, decompiling was the only way we got.

No inline functions? Thanks God, I've thought I would need to be crazy to understand this :o . Inline functions can be interesting but they will be instantiated everytime a state is called, because, in the decompiled version, the function declarations are inside the loop code (and its children code as well).

humbird0 Wrote:I program the player as a "finite state machine", which basically just means that, instead of the player being controlled by a single block of code, the player contains multiple separate blocks of code and only one of them runs at a time. Multiple states. So there's a separate program for standing, another one for walking, one for jumping, etc...
There are 2 advantages to doing it this way:
1) It's very easy to give the player multiple abilities because the code for each one doesn't overlap. And it's very easy to add new abilities later.
2) The only code that runs is the code that currently needs to run, so technically it's marginally easier on the processor.

Thanks for clarifying! So, not using state machine code is my current challenge now. Peach can run, jump, fly, swim, drift, fall while flying, going backside mode, climbing, and more to come (I really want to let it like classic Mario: crouching, smash jump...) Without a state machine, the game loop will check all of this, in if/cases. I know my approach is not good so far. It works, but it's taking some CPU cycles.

I'm also having problem with gravity. Peach bounces up and down (jigging), but this is due to basic gravity algorithm I use, since Playshapes MIM 1. I've diminished its effect with this code.
Spoiler (click to show/hide):

Code: Select All Code
 
      while (_root.ground.hitTest(_x, _y-5, true))  //anti gravity when she touches ground, as gravity is always acting on her, being on the ground or not
         {
          //char.grav = 0;
          _y -= char.gravity/10; //division lessen bouncing up/down problem
          char.grav = 0;
        }

But it can let CPU to more than 60% if Peach is locked inside a ground area, because she will go up until being on top of it. With the division, this while will lock the game 10x more.
But it works. Not the best way, for sure. But I'm still improving.
A thing that I did months before. Peach code is inside her (timeline code), not in the on-object code. I'm doing this from now on.

humbird0 Wrote:If AS3 only improves the speed of code, then switching to AS3 probably won't speed up your game.

I could use AS3 to improve non-state machine code (those tons of ifs and cases). But , really? AS2 uses to be easier to program and can be easier to maintain if the same developer knows the code well. However, I know I can't do live FPS changes (like letting the character make actions faster of slower) , no MIDI (yes, flash supports MIDI with third party libraries...in AS3), functions like _currentlabel (you can navigate along the label names) and music tempo changes.

humbird0 Wrote:The best remedy for that is finding ways to reduce the number of collision checks.
For example, you don't need to check for collision if the object isn't on the screen, so theoretically, if you kept track of when objects enter and leave the screen, you can maintain a list of visible objects and use that limited list for your collision checks. If the object you're colliding with never moves (such as the level), you can store the locations of walls as tiles in a 2-dimensional array (basically a grid)
This code demonstrates how you can do that.

Thanks for these! I will study them!! I dont see a performance drop in my levels because I use few collisions checks (there are few enemies and objects) but in a gangbang scene, for example, gamers want to see 10, 20, 30 goombas on her ;) So its not interesting to let the program check for collisions of far away enemies.

I've having a problem with collision that you will understand much more than me.
While Peach is touching the pipe, for example, she must not masturbate, as I use the same 'down' key to masturbate and to go down that pipe.
So I use this code:
Spoiler (click to show/hide):

Code: Select All Code
onClipEvent (enterFrame)
{
 if (_root.Peach.char.CoinGrab.hitTest(this))
     _root.Peach.masturbate=false;
 else
     _root.Peach.masturbate=true;
}

of course there are problems, because when she is in ANOTHER pipe, she WILL masturbate, because the former pipe is running this onClipEvent code. Worse, this onClipEvent is running all the time.

So I did this:
Spoiler (click to show/hide):

Code: Select All Code
onClipEvent (enterFrame)
{
 if (_root.Peach.char.CoinGrab.hitTest(_root.ground.pipe1)
    or _root.Peach.char.CoinGrab.hitTest(_root.ground.pipe2)
    or _root.Peach.char.CoinGrab.hitTest(_root.ground.pipe3)
    or _root.Peach.char.CoinGrab.hitTest(_root.ground.pipe4)
    or _root.Peach.char.CoinGrab.hitTest(_root.ground.pipe5)
   )
     _root.Peach.masturbate=false;
 else
     _root.Peach.masturbate=true;

}

Now it works, but if a given level has, say, 10 pipes, I will need to add more pipes above.
Its ugly I know. But I havent found a better aproach so far.
I can add another collision (invisible one) to reactivate masturbation, so this code above could have only this:
Code: Select All Code
 if (_root.Peach.char.CoinGrab.hitTest(this))
     _root.Peach.masturbate=false;

But if Peach dies before touching this collision? She will not masturbate until dying (when variables are reset).
So I'm fighting with this.

Humbird, thanks for your advice!! And again, sorry about the decompiler thing.
I want to share with you all my findings too, as I'm a former C programmer, but I fear that, with our meetings, I will have endless nights with code (because coding is also my life).
Be free also to use my code (FLA), I know you will do wonders with it like you did for Playshapes. But I just dont want to disturb you and your time. I prefer to have endless nights and contribute as well.
Last edited by Ivan-Aedler on Tue Sep 11, 2012 3:51 am, edited 3 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Ivan-Aedler » Tue Sep 11, 2012 3:32 am

Now I've found a new bug in my own game! :shock:
Checkpoint flags aren't showing an option to clean Peach cum. Although I'm planning to use wooden shower (like medieval ones) to do that, I didnt do that object and animations for it. However, I didnt deactivate this cum option, so I will be fixing this bug.
Last edited by Ivan-Aedler on Tue Sep 11, 2012 4:52 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby humbird0 » Tue Sep 11, 2012 3:46 am

I don't mind if people decompile my stuff.
I freely share everything I make. (good luck reading decompiled code anyway)
I also like talking to people, but most seem to be too worried about "bothering" me.



Now, about that pipe problem...

I suppose it would be simple enough to have an invisible hitbox within the pipe's movieClip.
When you press the masturbate button, Peach can loop through all of the sprites that are able to prevent masturbation, and for each one have peach hitTest() against its "noMasturbate" movieClip. If even one of those hitTests is true, then ignore the masturbation effect.
The trick here is that you're not doing a hitTest against the movieClips themselves, you're doing a hitTest against invisible hitBoxes inside of those movieClips. So these boxes can be larger than the pipes, allowing you to detect when Peach is standing on top of a pipe instead of overlapping it.
In this case, these invisible hitBoxes would all be named "noMasturbate"
To make this more efficient, you can store a list containing only the movieClips that are able to prevent masturbation. To do this, each pipe can contain code that adds that pipe to the list.
To make the masturbation check even more efficient, the check would only happen at the instant you press the masturbate button.
To make this check more efficient, you can use a break command to prematurely stop looping as soon as you find a hitTest() that's true, so that you don't bother checking any more objects.
To make this even more efficient, you can also make it so that this masturbation check only occurs when you press the button, but not while holding it.
The way I detect button presses is to have a second variable with a name like last_mastButton which stores the state of the button from the previous frame. So a button check would be something like this:

Code: Select All Code
loop = function(){
   var mastButton = Key.isDown( Key.SHIFT );
   if(mastButton && !last_mastButton){
      // button has just been pressed
   }// if:  mastButton pressed
   last_mastButton = mastButton;
}// loop()

The loop function can be onEnterFrame if you want.
The reason this code works is because "last_mastButton" will still exist the next time the loop() function runs, so it remembers whether or not the button was held down the last time.
"mastButton" is temporary because it starts with "var", but "last_mastButton" does not have the word "var" in front of it, so it gets stored within the movieClip and will still be there on the next frame.
The IF statement checks to see if the button is current held, but was not pressed during the previous frame.



To make a pipe store itself in a list, you could put code like this inside of the pipe:
Code: Select All Code
if(_parent.noMast_list == undefined){
   _parent.noMast_list = {};
}// if:  a noMast_list doesn't exist
_parent.noMast_list[_name] = this;

This creates an empty object named noMast_list, just outside of the pipe.
Then it creates a variable inside of that list, giving the variable the exact same name as the pipe's instance name.
Inside of that variable it stores a reference to itself.
A "reference" is basically a shortcut to a movieClip or an object.
When you access that variable, you actually end up accessing this movieClip directly.
You see, when you type something like this:
Code: Select All Code
myVariable = myMovieClip;

This will not copy the movieClip. Instead it will make the variable behave as if IS that movieClip, and you end up having 2 ways to access the same movieClip.
So these two lines will do exactly the same thing:
Code: Select All Code
myMovieClip._x = 32;
myVariable._x = 32;

And you can later reassign this variable to access a different movieClip like so:
Code: Select All Code
myVariable = myMovieClip2;

This is a VERY useful trick in Flash that a lot of people who are new to programming don't know about.


Upon pressing the masturbation button, you can have Peach search through this list for the pipe she's colliding near like so:
Code: Select All Code
playerCanMast = true;
for(var clipName in _parent.noMast_list){
   var thisSprite = _parent.noMast_list[clipName];
   if(thisSprite.noMasturbate != undefined){
      var playerHitNoMast = this.hitBox.hitTest( thisSprite.noMasturbate );
      if(playerHitNoMast){
         playerCanMast = false;
         break;      // stop checking sprites
      }// if:  player is near an object that forbids masturbation
   }// if:  something called "noMasturbate" exists inside of this sprite
}// for:  each movieClip shortcut stored within noMast_list

The code starts off assuming that Peach is allowed to masturbate.
Then it uses a FOR...IN loop to look at every variable inside of "noMast_list"
It access the movieClip stored in that variable and checks whether or not that movieClip contains anything named "noMasturbate"
If it does contain something by that name, this assumes that "noMasturbate" is a movieClip and attempts to to a hitTest() against it.
If the hitTest turns out to be true, it sets the "playerCanMast" boolean variable to false, indicating that the player is not allowed to masturbate.
Then it breaks out of the code, since there's no need to check the rest of the pipes.


After doing this check you can simply check whether or not "playerCanMast" is true or false, and perform the masturbation if it's true.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Ivan-Aedler » Tue Sep 11, 2012 4:16 am

humbird0 Wrote:I also like talking to people, but most seem to be too worried about "bothering" me.

So be prepared! (I'm kidding!!)

Thanks, really, humBird, I will study the code and then I will implement it.
Although its a bit harder to make (more man-hours needed), its modular, and it will be automatically added for each pipe. And no endless loops of onEnterFrames with hitTests.
The only problem is creating an invisible movie clip without letting the pipe object with a large invisible rectangle.

pipe object larger.jpg
pipe object larger.jpg (10.39 KiB) Viewed 3968 times


But I figured out how to let the pipe selectable as a default square: creating a mask and painting a square the size of the pipe itself, and put the invisible NoMast inside this mask. (please understand, I did those solutions in my actual flash learning process). Anyway, no need to let this mask square tight fit in order to select the pipe better and move around the stage. Also, I do know that masking objects (even invisible ones) add some CPU cycles. But it will be harder to select it in EDIT mode (inside flash), when dealing with more objects that's overlapping it (like an enemy that will start the level next to the pipe or some coins on top of it for example).

For about the list, in each level, I will clean the NoMast list to avoid junk items.
But I think I dont need to instance the pipe name, like 'pipe1', as Flash has its own instances (like _IN12930301), forgot the convention it uses. So it will test that _IN12930301 anyway and I dont need to put names in all pipes.
Your approach is also efficient because it will check only a hitBox, not a movie clip that has tons of hitboxes and animations : )

I will also implement a better check button checking, because I used this:
Code: Select All Code
/// KEYPRESSES
   if (Key.isDown(_root.keyI) and !IPressed)
   {
    IPressed=true;
         //DO CODE
         //...
   }
   
   if (!Key.isDown(_root.keyI))
      IPressed=false;

WIth your reasoning, no need to check !Key.isDown.
And hmmm... I can reference Key.IsDown directly, letting my code easier to read, creating global variables (no problem using global for them), as buttonMast, buttonJump, buttonLeft... NO I CAN'T. Referencing key.isDown to a given variable DONT make that variable like key.isDown.

I need to sleep. My brain will explode :o I may have endless nights soon. All for a better game, really. (and me being a better programmer). Dang!
Last edited by Ivan-Aedler on Tue Sep 11, 2012 10:42 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Biles » Tue Sep 11, 2012 8:05 am

HummingBird0 helping you? o.o YESSS!!!!
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Soda » Tue Sep 11, 2012 9:21 am

Hello Community,

Long time no see ^^

This time I contribute the orignial US voices from the game [Sonic And Mario At The Olympic Games: London 2012 ]
A friend of mine was so kinde to rip them from the Game Iso

http://www.mediafire.com/?t30tfx2uwo29eoc

So here you go for Peach/Bowser/Mario
I hope this is usefull for the community

I also have the voices of all the characters.
Daisy could be usefull someday. But right now she seem to be not impemented in that game.

hmm.....

maybe it is also possible to rip of the voices from the Mario Party games.
So you would have Birdo, more peach, more mario, etc etc.

right now at the moment I am not very sure if the previous used ripping methode would work in the other games too.
Maybe... maybe not... I don't know actually ...^^

Here you go have fun!
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New hands for Peach!

Postby yurinicolau » Tue Sep 11, 2012 12:14 pm

Hey Ivana, first, thanks for the e-mail! :D I'm already working at Peach dirty pictures... They are getting good!! Take a peek:
Spoiler (click to show/hide):

Peach in the bushes.jpg
Mario???
Peach in the bushes.jpg (18.86 KiB) Viewed 3895 times

Meanwhile... I was double checking playshapes old files and find some new awesome hands for Peach! :mrgreen: I made a few corrections and added colored nails... Let's see what I'm talking about:
Peach's new hands samples.jpg
She is dreaming about jerking off! :D
Peach's new hands samples.jpg (49.49 KiB) Viewed 3895 times

Also, that mouth up there is a bonus! I found it by luck at playshapes old files too (did a few color correction though).

Okay! I'll be posting the new dirty pictures very soon! ;) For now, here's Peach new hands file:
Spoiler (click to show/hide):

New hands for Peach.fla
-Five new hands for Peach
-One new mouth
(91.39 KiB) Downloaded 21 times
Last edited by yurinicolau on Tue Sep 11, 2012 7:37 pm, edited 2 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Biles » Tue Sep 11, 2012 2:53 pm

I know it's been a long while since I worked with my Birdo rendition but I've started to picked up the pace somewhat. I think I'm finally finish with converting the Freehand vector lines to Illustrator and after editing the paths and stroke as well as adding new body parts, this is what I have so far.
Birdo Vector 3.png
Birdo Vector 3.png (91.69 KiB) Viewed 3863 times

As you can tell, some parts are slut and innocent version. This is to appease to both MiM versions that are in development. As of right now I believe I have all the parts symbolized in Illustrator. I hope they translate well into Flash being that both are Adobe.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Ivan-Aedler » Tue Sep 11, 2012 4:28 pm

Soda Wrote:Hello Community,
Long time no see ^^
This time I contribute the orignial US voices from the game [Sonic And Mario At The Olympic Games: London 2012 ]
A friend of mine was so kinde to rip them from the Game Iso
http://www.mediafire.com/?t30tfx2uwo29eoc

Hey, welcome back! Thanks , man!! Really! I will look into that today! I'm just washing my burning brain organising assets! ;)

yurinicolau Wrote:Hey Ivana, first, thanks for the e-mail! :D I'm already working at Peach dirty pictures... They are getting good!! Take a peek

You're the man! You've captured the mushroom kingdom feeling people want to see! 8-) For the hands, you know they need to be indepedent (with no arms), so I can animate them using Peach arm and forearm already in the game.

This mouth is a must!! I'll be testing it in Peach's face! Thanks!

Biles Wrote:I know it's been a long while since I worked with my Birdo rendition but I've started to picked up the pace somewhat. I think I'm finally finish with converting the Freehand vector lines to Illustrator and after editing the paths and stroke as well as adding new body parts, this is what I have so far.

That's pretty good, Biles! I will be just upset to choose either one of the Birdos (your or Yuri) because BOTH are good! Yuri one is a more dinossaurish appearance many people like. Yours are a more hentai version, which many other people like. Oh God. Which to choose? Maybe put both Birdos?

Image :lol: :lol:
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Ivan-Aedler » Tue Sep 11, 2012 7:06 pm

Updated dirty Peach images (how it should be drawn).
Attachments
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(Javascript Required)

!!TODO - (4 portraits update) Peach's.swf [ 26.55 KiB | Viewed 3768 times ]

Last edited by Ivan-Aedler on Wed Sep 12, 2012 6:11 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby glm » Wed Sep 12, 2012 2:30 am

ivanaedler Wrote:
Biles Wrote:I know it's been a long while since I worked with my Birdo rendition but I've started to picked up the pace somewhat. I think I'm finally finish with converting the Freehand vector lines to Illustrator and after editing the paths and stroke as well as adding new body parts, this is what I have so far.

That's pretty good, Biles! I will be just upset to choose either one of the Birdos (your or Yuri) because BOTH are good! Yuri one is a more dinossaurish appearance many people like. Yours are a more hentai version, which many other people like. Oh God. Which to choose? Maybe put both Birdos?


I'll admit being partial to Biles' version, but indeed, why not both, but with different uses : one (maybe the more traditional one), smaller, as a regular wandering one-per-level enemy, and the other (Biles'), slightly bigger, as a mini-boss, or something like that.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby Ivan-Aedler » Wed Sep 12, 2012 5:21 am

WORLD MAP. Firing up the construction of it. It will have different mechanics than a normal level:
1) more isometric
2) No timer and no score points.
3) Peach will only walk left, right, up and down in the sand path.
4) Peach will be blocked in a given circle/level if she tries to go to any direction before finishing this level (except the direction she came from).
5) Circles will be grey if non passable. Green/Red if passable. Red ones is the castle/ghost house.
6) It will have a 'circular fade in' effect when entering a level (like Mario Bros 3)
7) Peach can replay a level!

After I finish this, I will think about having a inventory system, so Peach can use a given powerup while in world map.
With a World Map, World 2, 3, 4, 5, 6, 7 and 8 will be faster to develop.

!!TODO - world map doing.jpg
Last edited by Ivan-Aedler on Wed Sep 12, 2012 12:39 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5e

Postby coolness32 » Wed Sep 12, 2012 5:32 am

I really enjoy and appreciate this version of the Mario is Missing game. I was so disappointed with the "Mario is Missing 2" game. I'm glad that there is a place where there is actual good games being made with it's system. Now, if only you could get paid for doing this then you would have more time to work on it. I think Nintendo should sponsor this site. Everything on here has pretty simple controls, that's what family friendly is right? Most games on here should fit right in with their image.

Seriously though, great job on this.
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New hands for Peach... Ready to go!!!

Postby yurinicolau » Wed Sep 12, 2012 8:59 am

Hey Ivana, it took some time (and by that I mean more then several hours :shock: ) but I was able to give the final touch at Peach's new hands that I have previously posted here... I also organize the library and put each part of hands and arms at different layers... You know the drill... ;) Enough of chitchat, let's get serious and take a peek! :mrgreen:
Spoiler (click to show/hide):

Peach's new hands updated.jpg
Peach's new hands updated.jpg (38.15 KiB) Viewed 3625 times

Since this FLA file only have my stuff I'll post it here as usual...
Spoiler (click to show/hide):

New hands for Peach.fla
-All new playshapes hands updated
-Each hand and arm part placed at a proper layer (nail, lines, skin, shadow etc)
-With organized library :D
(157.71 KiB) Downloaded 26 times

The next one will have all Peach's dirty Pictures that I've been working on, but as it also has your material, I assume that you'd prefer to receive it at your e-mail, right?

MEANWHILE... What must be happening at Mushroom Kingdom?

Peach on bed.jpg
Looks like everything is pretty calm... Let's spice things up!
Peach on bed.jpg (53.8 KiB) Viewed 3620 times

Hey Peach... Why don't you take a bath? :mrgreen:
(CLICK TO SEE HER BATH)
Spoiler (click to show/hide):

Peach facial portrait bathroom.jpg
You know... They say it's good for the skin! ;D
Peach facial portrait bathroom.jpg (20.86 KiB) Viewed 3620 times

That's it! Soon I'll release the next pictures!!!
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Re: New hands for Peach... Ready to go!!!

Postby Ivan-Aedler » Wed Sep 12, 2012 12:49 pm

yurinicolau Wrote:Hey Ivana, it took some time (and by that I mean more then several hours :shock: ) but I was able to give the final touch at Peach's new hands that I have previously posted here... I also organize the library and put each part of hands and arms at different layers... You know the drill... ;) Enough of chitchat, let's get serious and take a peek!


Its getting good so far! Yes, I prefer by email so we can change experience about the best way to implement that. I have a few questions!
1) Is that Peach on the bed a placeholder? That's because she has a different style, from Bowser Castle. She's pretty but its not the style I'm using. Hmm I intend to let Peach better, but it will depend on the future (and it will be small additions).
2) For the back hands image (bottom right), its very good but I think I will only use the hands, as the arms are compatible with the arms in that picture. Otherwise I will have to make clothes for this new arm.
Last edited by Ivan-Aedler on Thu Sep 13, 2012 6:56 am, edited 1 time in total.
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Re: New hands for Peach... Ready to go!!!

Postby humbird0 » Wed Sep 12, 2012 11:16 pm

ivanaedler Wrote:4) Some Mario sounds in the endings (SMB1, 2, 3)


Perhaps these mario sound effects will come in handy.
Image
The last version of Pokemon Hentai Version is: January 31, 2015
Every Pokemorph created for the game
Every cutscene picture in the game
Reference material gallery (characters, poses, outfits, expressions, personalities)
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Re: New hands for Peach... Ready to go!!!

Postby yurinicolau » Thu Sep 13, 2012 12:27 am

ivanaedler Wrote:2) For the back hands image (bottom right), its very good but I think I will only use the hands, as the arms are compatible with the arms in that picture. Otherwise I will have to make clothes for this new arm.

You may have a point there! :D But no worries, what matters is that you have plenty of new hands for new scenes!!! :mrgreen:

ivanaedler Wrote:1) Is that Peach on the bed a placeholder? That's because she has a different style, from Bowser Castle. She's pretty but its not the style I'm using. Hmm I intend to let Peach better, but it will depend on the future.

Mmm... I'm not familiar with the term "placeholder" :? (english is not my mother language), although did a couple of pictures using this design of Peach (found at the same FLA file of the hands I modified). But for the standard pictures I'm mainly using the MIM AE design of Peach (which is the one you gave me). This Bowser Castle Peach design surely represents her a little younger (I suppose at hers seventeenth's?), but since is only an artwork for the game (that will probably appear in a wall in a portrait) I thought it shouldn't be a problem, and actually very cool, because she would have not only recent pictures but also older ones, when she was a teenager. :mrgreen: Which is cool too, right?

I think I'll be able to finish most of the pictures today, let's hope! My head is poping of ideas!!! As soon as I finish them and get the library organized I'll send to you the FLA file (and post here the pictures so people can keep up with the new stuff)... :D So that's it, you can wait for news very soon!!!

MEANWHILE... For some nostalgic purpose, an animation of the last known work of playshapes:
Spoiler (click to show/hide):

Click to Play
(Javascript Required)

Bowser and Peach!.swf [ 98.37 KiB | Viewed 3446 times ]

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Re: New hands for Peach... Ready to go!!!

Postby Ivan-Aedler » Thu Sep 13, 2012 12:41 am

humbird0 Wrote:Perhaps these mario sound effects will come in handy.

Thanks, man!!! There is the 'new pause' sound (SMB3 SNES) that I was searching for AGES! I will surely use them for nostalgic purposes too, thanks!

yurinicolau Wrote:You may have a point there! :D But no worries, what matters is that you have plenty of new hands for new scenes!!! :mrgreen:

Man, if you keep saying that, I will lose more nights :P

yurinicolau Wrote:Mmm... I'm not familiar with the term "placeholder" :?

No problem! Placeholder = an item that is used temporarily, because the definite one is on progress.
But as you've said....hmmmmmmmm...... hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm. ... yes, yes, Peach can have photos of his seventeens (why not eighteen to be 100% legal anywhere?) And everyone changes appearance over time (in games too). No problem. However consistency needs to be held intact. That is, same color tones, maybe the same hair.

yurinicolau Wrote:I think I'll be able to finish most of the pictures today, let's hope! My head is poping of ideas!!! As soon as I finish them and get the library organized I'll send to you the FLA file (and post here the pictures so people can keep up with the new stuff)... :D So that's it, you can wait for news very soon!!!

And I've completed the World Map. It will be releasing tonight.

yurinicolau Wrote:MEANWHILE... For some nostalgic purpose, an animation of the last known work of playshapes:

Playshapes is THE MAN who REALLY plays with the shapes! Marvelous pictures and animations! I praise him! ;)
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