Acidrayne360 Wrote:I suggest that this go through a name change. Mario is Missing [Insert better sounding word than hacked here]
...Redux?
Eh, nothing comes to mind. >_>
ivanaedler Wrote:Blargh, I am thinking here , why not have a ESC key to go to the menu ('Open Menu button') ?
It does work flawlessly: 'The escape key will work when a swf is running in a browser or standalone, but when you are running the content in Flash CS4 or Flash CS5, the IDE will trap the Escape key and not pass it on to the player.'
http://stackoverflow.com/questions/5603 ... ot-workingNow I have a tech problem: My Flash 5.5 doesnt want to save as CS4. It crashes (locks up) with 25% CPU usage, 540k memory and 789 identifiers. The file size stucks in 16kbytes. CS 5.5 are being saved okay, in exactly 1 minute. With some optimizations (like JPEG 80%) with NO noticeable quality loss, your CS5.5 fla file is 29mb.
Flash also locks up when trying to copy large library folders. I dont think its normal (I'm waiting for 15 minutes now), with 25% CPU usage, 1.200mb RAM, 638 identities.
EDIT: 40 minutes now.
EDIT2: 1h 15 minutes. I destroyed the program in taskbar.
I am doing the fork right now, but I think when I've deleted the characters folders (I only want some costumes) , now Peach is varying the character and the costumes (an ethernal loop). I don't understand the logic here :/ And what function / timeline does this. I think this started when I deleted A given costume by mistake (as they're mixed in the characters folder).
Can I control these directly? Say I have deleted some costumes. Where are the timeline with those layers? Maybe a faulty one has making the entire timeline loops itself without proper stop()?
In this fork, for now, I only want to:
1) let peach character only (if you want the add-ons below, I will not delete the characters, as you will have to copy every change again :/)
2) fix the 'game over' issue that was bugged since ancient versions.
3) put the blushing animation, and her animation when standing up (stopped)
4) put the 3x zoom mode
5) put the new bricks/blocks/bean trees/red platforms/spikes/cloud platforms
6) the new peach color scheme (no darkest shadows and a more smooth edge) with a more yellow hair and a more yellow coin.
First off, the main issue:
In Frame 2 on the main timeline actionscript frame (where all of the initial variables are declared), there are four huge arrays: CharSel, CharCred, DressSel, and CostCred. You need to remove all of the character names in CharSel that you don't want/already deleted, and all of the costume names in DressSel that you don't want/already deleted. CharCred (character credits) and CostCred (costume credits) work in conjunction with CharSel and DressSel, but they're only for character select so you shouldn't have to worry about them right away. Once you've shortened CharSel and DressSel, everything else related to costume changes should update automatically because everything else is based on the length of those arrays.
- CharNum and DressNum are the two variables that determine where in the arrays each character/costume piece should be referencing based on the labels in the parts (so it doesn't matter where "Peach" is in the part because all of the parts use "gotoAndPlay(_root.CharSel[_root.CharNum]);" or in other words "gotoAndPlay the character named in the CharSel array found at the point of the array for whatever number CharNum is at the moment". If Peach is in the first spot of the CharSel array, then "_root.CharNum = 0;" will find her whether she's first in the character part itself or last, or somewhere in the middle, as long as there is a label named "Peach".
- To change the order of power-ups, you need to re-number the "Dress" and "DressChar" arrays based on the costumes left over. DressChar is actually the characters, so for Peach base you just set it to 0 and Fire Peach would be 1, assuming you only have the two characters listed in CharSel.
- Power-up order is: Poison (0), Dress (1), Fire (2), Burn (3), Coon (4), Frog (5), and defaults won't be changed unless there's a character select.
* Ex: With just the Naked, Princess, Fire Princess, Raccoon, and Frog Suit costumes (in that order), you want the Dress array to be {0,1,2,0,3,4} and the DressChar array to be {0,0,1,1,0,0}.
The reason, I found, for the lockup is that the list of characters and dresses has grown huge, is used in thousands of keyframes, and may have some corruption. After you've deleted everything from the main character parts except for the original set of characters and costumes, if it still isn't working then try copying over the main character parts and the 5Characters and Costumes folder from my last FLA (either CS5 or CS4 should work), overwriting everything that's in there (rename anything you don't want to lose). If you leave anything from corta, note that you'll also need to go into each of his parts and update those timelines to the new list of characters as well.
After deleting everything down again, it should clear it up so you can save as CS4 is a reasonable time frame (but still understand that I wasn't kidding about the 5-12 hours mark up above. I leave my computer on overnight and through the next day to get the save to work), and copy/paste should drop to only taking a few seconds for even larger movieclips like Morton. Of course, it also makes character select even more confusing, so it should only be used as a last resort, although it may be the best option if it switches back and forth between normal and not responding while saving.
Now that that's out of the way, the Escape button is, to me, a cancel button. It might be used for getting out of the menu, but I wouldn't use it to get into a menu. But that's just the way I've grown up with video games (one button to cancel, a different one to accept, Start for the menu, etc.). In MMOs I use escape to cancel, and some other button to get into the menu (particularly FFXI and FFXIV for which I use '-' (dash or minus)).