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

Postby Ivan-Aedler » Thu Apr 26, 2012 10:07 pm

Blargh Wrote:The Goomba icon is the laid total, not just for the Goombas but for every enemy. Every 10 enemies laid of any combination will activate Star power and reset the laid counter to 0.

Understood ;) Makes sense, but why not letting it grow indefinitelly? For those who want to 'fuck everything' ? So it will be like.....the score (which also is interesting to be in the game). It might be done in a way that, when 10 is reached, the color of this counter changes to, say, green, and then keep going if more enemies are in the map (in the case, in the current level). In a new level, though, its wise to zero the counter in order to see new sex scenes, according to new encounters. As the engine counts like a new level when you beat morton, its understandable to see zero kills. This engine will be so nice in large levels, as people will strive to get the star power and , now its being interesting!, they need to fuck to get the rewards :mrgreen:

Blargh Wrote:Buttons - Your screenshot shows them as blue, and they're blue in the FLA

Actually, a lighter blue, almost grey. I think its only a different in color tone in regard to original blue diamond. No, the 'clear cum' ballons didn't change color (at least in my tests).

Blargh Wrote:Basically, it's meant to simulate layering two shadows together to make a darker shadow

Yes, its how cartoons are drawn, to make the effect of depth. But see these two examples. Using less shadow, in this case, let her skin better (for the eyes). My version is on the right.

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

Postby Blargh » Fri Apr 27, 2012 2:17 am

Lucky777 Wrote:I don't have a problem with the star-power graphic except that I think it looks more like an oval to the side of Peach than the invincible shine.

Ooh. Shine. That's it! I can make it into a confetti of stars and sparkly bits! Then it's unobtrusive, but still noticeable. :D

ivanaedler Wrote:Understood ;) Makes sense, but why not letting it grow indefinitelly? For those who want to 'fuck everything' ? So it will be like.....the score (which also is interesting to be in the game). It might be done in a way that, when 10 is reached, the color of this counter changes to, say, green, and then keep going if more enemies are in the map (in the case, in the current level). In a new level, though, its wise to zero the counter in order to see new sex scenes, according to new encounters. As the engine counts like a new level when you beat morton, its understandable to see zero kills. This engine will be so nice in large levels, as people will strive to get the star power and , now its being interesting!, they need to fuck to get the rewards :mrgreen:

Actually, a lighter blue, almost grey. I think its only a different in color tone in regard to original blue diamond. No, the 'clear cum' ballons didn't change color (at least in my tests).

Yes, its how cartoons are drawn, to make the effect of depth. But see these two examples. Using less shadow, in this case, let her skin better (for the eyes). My version is on the right.

Image

The laid counter is similar to the coin counter. It's counting up, and when it gets to the top you get a reward. Then it resets so that you always know how far you have to go for the next one.

I'll give you the base body does need less shadows, but I counter that you colored over her collar bone and still have the top shadow on the breasts. >_> But, I do want to remove the darker shadowing on the body now from seeing the effects side-by-side, and expand the lighter areas. But that is something for the future because I don't wanna deal with the re-colors now. <_<
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Acidrayne360 » Fri Apr 27, 2012 5:44 am

I suggest that this go through a name change. Mario is Missing [Insert better sounding word than hacked here]
...Redux?
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Fri Apr 27, 2012 1:34 pm

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-working

Now 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.
Last edited by Ivan-Aedler on Fri Apr 27, 2012 3:50 pm, edited 1 time in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Fri Apr 27, 2012 7:05 pm

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-working

Now 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)).
Last edited by Blargh on Fri Apr 27, 2012 8:18 pm, edited 1 time in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Fri Apr 27, 2012 8:18 pm

Blargh Wrote: CharSel, CharCred, DressSel, and CostCred. With just the Naked, Princess, Fire Princess, Raccoon, and Frog Suit costumes (in that order), you want the Dress array to be {0,1,2,3,0,4} and the DressChar array to be {0,0,1,0,1,0}

Thank you, Blargh, figured it out! Now the problem is time (every library copy can lasts even hours) :/ Its so strange!

Blargh Wrote: The list of characters and dresses has grown huge, is used in thousands of keyframes

But where are those keyframes? I remember that, in some animations (walking, standing up), the timeline was split by costumes (older version) but I dont find the huge timeline.
Also, I'm afraid to just 'cut out everything except Main Character and 5Characters' because of the 'char loop bug thing'. Peach starts the game changing all the characters and costumes in one go, in an endless loop. But I'll try to copy again the 5Characters and Costumes. Yes, I will make a backup, thats because I did some color changes to Peach.
I liked (and Im proud) of the work of the artists, like Corta, but I prefer to remove them, as I am trying to make a Peach only game. 100% Imersive to her.

I'm about to install Flash CS4. Flash CS5.5 is strangely too heavy here. I use a 64bit system, but I am using 32bit version because Adobe has made a only-time offer to update from CS4. No, I regret that update :/

If you don't mind, Blargh, could I send you a link to the modified FLA in order to see what's wrong? Maybe just a line :/ The Peach body is complete, but the problem continues.
Last edited by Ivan-Aedler on Fri Apr 27, 2012 8:26 pm, edited 3 times in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Fri Apr 27, 2012 8:24 pm

Acidrayne360 Wrote:I suggest that this go through a name change. Mario is Missing [Insert better sounding word than hacked here]
...Redux?


Some ideas:

- Mario is Missing Blargh Version (MiMB or MIMBLA)
- Mario is Missing Team (because of many characters)
- Mario is Missing Peach (and Peach is missing Mario too)
- Mario is Missing World (allusion to Mario World)
- Super Mario is Missing (allusion to Super Mario Bros)
- Mario is Missing Extended
- Mario is Missing XP
- Mario is Missing Lost Worlds
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Fri Apr 27, 2012 8:25 pm

ivanaedler Wrote:
Blargh Wrote: CharSel, CharCred, DressSel, and CostCred. With just the Naked, Princess, Fire Princess, Raccoon, and Frog Suit costumes (in that order), you want the Dress array to be {0,1,2,3,0,4} and the DressChar array to be {0,0,1,0,1,0}

Thank you, Blargh, figure it out! Now the problem is time (every library copy can lasts even hours) :/ Its so strange!

Blargh Wrote: The list of characters and dresses has grown huge, is used in thousands of keyframes

But where are those keyframes? I remember that, in some animations (walking, standing up), the timeline was split by costumes (older version) but I dont find the huge timeline.
Also, I'm afraid to just 'cut out everything except Main Character and 5Characters' because of the 'char loop bug thing'. Peach starts the game changing all the characters and costumes in one go, in an endless loop. But I'll try to copy again the 5Characters and Costumes. Yes, I will make a backup, thats because I did some color changes to Peach.
I liked (and Im proud) of the work of the artists, like Corta, but I prefer to remove them, as I am trying to make a Peach only game. 100% Imersive to her.

I'm about to install Flash CS4. Flash CS5.5 is strangely too heavy here. I use a 64bit system, but I am using 32bit version because Adobe has made a only-time offer to update from CS4. No, I regret that update :/

If you don't mind, Blargh, could I send you a link to the modified FLA in order to see what's wrong? Maybe just a line :/ The Peach body is complete, but the problem continues.

Sorry, I had to edit the numbers in the array above because I made a mistake. Instead of {0,1,2,3,0,4} it should be {0,1,2,0,3,4}, and instead of {0,0,1,0,1,0} it should be {0,0,1,1,0,0}. The list of characters is now found in 5Characters and Costumes, and it is all the parts that have an actionscript named linked to them (like 'arm fore chars' or 'bra dress'). Only the standalone clothing parts were separated like that (bra, skirt, shoulder, vest), so all of the rest of the costumes are still found inside the character parts.
- The parts that end in 'base' are for the movieclip placeholders that get unloaded when the other parts get attached.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Fri Apr 27, 2012 8:27 pm

Here is the current FLA and SWF, Blargh. So strange :/ http://www.share4web.com/get/byq7Y5S8Cq ... -.rar.html
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Fri Apr 27, 2012 8:30 pm

ivanaedler Wrote:Here is the current FLA and SWF, Blargh. So strange :/ http://www.share4web.com/get/byq7Y5S8Cq ... -.rar.html

I'm not going to be able to open a CS5.5 file (I went back to CS5 and uninstalled 5.5), but if you save it as CS5 it shouldn't take much longer than a CS5.5 file, and I'll be able to open that.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Fri Apr 27, 2012 8:53 pm

Blargh Wrote:I went back to CS5 and uninstalled 5.5

I will be uploading now the CS5 version ;) Thank you, Blargh. Interesting enough, it saved here in 1 minute! 26mb FLA! No quality loss. I use the default 80% JPEG.

(after 15 minutes) Here it is: http://www.share4web.com/get/byq7Y5S8Cq ... -.rar.html

Blargh Wrote:it should be {0,1,2,0,3,4}, and instead of {0,0,1,0,1,0} it should be {0,0,1,1,0,0}

In the meantime I will be testing those numbers.

Er....only for you to know already: It was my mistake to get rid of CharSel and CharCred. A heavy error (never remove a variable, the program will crash or act weird). That's because I've thought you've used the former way to reference costumes (those girls in the timeline, remember?)

So I recreated them here (and you can test there as well).

CharSel = new Array("Peach", "Fire Peach");
CharCred = new Array ("By Playshapes", "By Playshapes");
DressSel = new Array("Naked", "Princess", "Fire Princess", "Raccoon", "Frog", "Sling Bikini");
CostCred = ("By Playshapes", "By Playshapes", "By Playshapes", "By LuftMallow", "By LuftMallow", "By LuftMallow");
//Thats what I need.

And I put as you've said:
Dress = new Array (0, 1, 2, 0, 3, 4);
DressChar = new Array (0, 0, 1, 0, 1, 0);

But its still changing clothes 'crazily'. Her wardrobe is mad :mrgreen:
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Sat Apr 28, 2012 12:44 am

ivanaedler Wrote:In the meantime I will be testing those numbers.

Er....only for you to know already: It was my mistake to get rid of CharSel and CharCred. A heavy error (never remove a variable, the program will crash or act weird). That's because I've thought you've used the former way to reference costumes (those girls in the timeline, remember?)

So I recreated them here (and you can test there as well).

CharSel = new Array("Peach", "Fire Peach");
CharCred = new Array ("By Playshapes", "By Playshapes");
DressSel = new Array("Naked", "Princess", "Fire Princess", "Raccoon", "Frog", "Sling Bikini");
CostCred = ("By Playshapes", "By Playshapes", "By Playshapes", "By LuftMallow", "By LuftMallow", "By LuftMallow");
//Thats what I need.

And I put as you've said:
Dress = new Array (0, 1, 2, 0, 3, 4);
DressChar = new Array (0, 0, 1, 0, 1, 0);

But its still changing clothes 'crazily'. Her wardrobe is mad :mrgreen:

Okay, um, things are a little messy in there. Okay, well, first suggestion that involves less work:
1a) Using my FLA from the previous update (March 23 2012), first go to the main parts and delete all the extraneous characters (like remove all frames after Fire Peach) from each part. There should be five frames total with three labels: 'Base', 'Peach', and 'Fire Peach'.
1b) Then go into the Clothes parts and remove all the frames from after Raccoon until right before Frog (check the labels to make sure, but Frog should be the last one). There should be 11 frames total with 6 labels: 'Base', 'Naked', 'Princess', 'Fire Princess', 'Raccoon', and 'Frog'. Sling Bikini can be copied in from the newer FLA, and the frames should be pasted right after Frog (well, order doesn't matter really).
2) Once you've gone through all of those, you should be able to copy the Peach Full folder without having to wait too long for the copy to finish (but just let it go, it might still take a half hour after all of that).
3) In your original (beforehand), you should rename the parts that have stuff you've already changed and want to keep. Paste the Peach Full folder into the FLA (right-click on the Main Character Parts folder and paste there). Say yes to overwrite everything. Figure out what came from the old character select and delete those parts, they're no longer needed.
4) Copy the keyframe from the parts you worked on before and paste those over top of the keyframes in the main parts. So you'd copy the frame with your body piece over the frame in 'Body' for Peach.
5) Copy the actions from the second frame in the main timeline from my FLA. Should be done then.

Or method 2, use the sort of fixed FLA here: http://www.mediafire.com/?6778m4c3q7x58t7. I only did the Arm Fore, Body, Bra Big, and Vest parts. You'll have to figure out the rest from those examples. The reason this is harder than the other method, is that it's still going to be super confusing because you've got old parts mixed with new parts.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Sat Apr 28, 2012 1:58 am

Thank you for your help, Blargh!! Only some doubts to be ruled out.
1)
Blargh Wrote: Go to the main parts and delete all the extraneous characters (of this 23 March version).

Understood!

2)
Blargh Wrote: Remove all the frames from after Raccoon until right before Frog (of this 23 March version)

Ok!

3)
Blargh Wrote: You should be able to copy the Peach Full folder without having to wait too long for the copy to finish

Er...from where to where? I will be forking alterations to yours (23th of march), so I just need to copy alterations (like peach colors) to your version.
So I understood I can now copy the peach folder to your version.

4)
Blargh Wrote:In your original (beforehand), you should rename the parts that have stuff you've already changed and want to keep. Paste the Peach Full folder into the FLA. Figure out what came from the old character select and delete those parts

Ok, so I will be pasting my Peach stuff (the folder library) to your version. But, as I will copy your timeline alterations there (main timeline, item 5), it will reference only the 'new peach' (yours) so I really need to change the name of mine pieces, of, say, Body, Thigh and Head Naked, to Body_A, Thigh_A, and Head_A. What do you mean by 'old character select'? A folder? The wardrobe?

4)
Blargh Wrote:Copy the keyframe from the parts you worked on before and paste those over top of the keyframes in the main parts. So you'd copy the frame with your body piece over the frame in 'Body' for Peach.

Okay, this way I will be updating the references of the new parts (those Body_A, Thigh_A..) automatically (without a manual change in each graphic).

5)
Blargh Wrote: Copy the actions from the second frame in the main timeline from my FLA. Should be done then.

That is, copy my version of the actions to your version of 23 march? I ask this because I will be just updating what I did (colors, blocks, and such). For about the blocks, the brick which, when pressed, gives a life mushroom (did you see it?), cloud platforms, for example, I tested here and its almost straght forward, as I copy my objects right into your scene (in the layer Kingdom Ground), and it will ask to replace or use new movie clips. The coin boxes will be already updated. And you can, of couse, do that in your version (and I will be eager to test it with different characters, as I've said before, its unique to your version) ;).

METHOD2
Blargh Wrote:Use the sort of fixed FLA here: http://www.mediafire.com/?6778m4c3q7x58t7. I only did the Arm Fore, Body, Bra Big, and Vest parts. You'll have to figure out the rest from those examples. The reason this is harder than the other method, is that it's still going to be super confusing because you've got old parts mixed with new parts.

I've tested it and I figured it out a bit. I think that, depending of the lack of success of method 1, I will try the method2. Thats because I did so many changes already. In the ultimate case, I can do the opposite (take some functions like animations into my version), however, I do know the initial version is a lot of mess in regard to readability (the scene layer is full of spritexxx names, and bloatead).

Thank you, Blargh! After figuring this out, I will be making some levels and If you can reuse them in your version, just grab it ;) I'll be deploying CS5.0 versions. And also, I think it will be easier (you know a lot more about your code than me)
Last edited by Ivan-Aedler on Sat Apr 28, 2012 6:22 am, edited 3 times in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby kronos » Sat Apr 28, 2012 4:51 am

Acidrayne360 Wrote:I suggest that this go through a name change. Mario is Missing [Insert better sounding word than hacked here]
...Redux?

redux? you play orochi 3


i second mario is missing redux

(orochi 3 has time travel in it, and sometimes when you beat a level, something bad happens (like not enough reenforcements so musashi dies, or jiang is injured at the start of the battle so he dies), so you go back in time even earlier than the battle, fix things, and do a special 'redux' version of the level so everyone is happy)


mario is missing redux, a better version of mario is missing where everyone comes out happy.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Lucky777 » Sat Apr 28, 2012 4:55 am

I'm all for the simple and accurate "Hacked," but I guess you could put "Blargh" in there for disambiguation purposes.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Blargh » Sat Apr 28, 2012 3:22 pm

ivanaedler Wrote:Thank you for your help, Blargh!! Only some doubts to be ruled out.
1)
Blargh Wrote: Go to the main parts and delete all the extraneous characters (of this 23 March version).

Understood!

2)
Blargh Wrote: Remove all the frames from after Raccoon until right before Frog (of this 23 March version)

Ok!

3)
Blargh Wrote: You should be able to copy the Peach Full folder without having to wait too long for the copy to finish

Er...from where to where? I will be forking alterations to yours (23th of march), so I just need to copy alterations (like peach colors) to your version.
So I understood I can now copy the peach folder to your version.

4)
Blargh Wrote:In your original (beforehand), you should rename the parts that have stuff you've already changed and want to keep. Paste the Peach Full folder into the FLA. Figure out what came from the old character select and delete those parts

Ok, so I will be pasting my Peach stuff (the folder library) to your version. But, as I will copy your timeline alterations there (main timeline, item 5), it will reference only the 'new peach' (yours) so I really need to change the name of mine pieces, of, say, Body, Thigh and Head Naked, to Body_A, Thigh_A, and Head_A. What do you mean by 'old character select'? A folder? The wardrobe?

4)
Blargh Wrote:Copy the keyframe from the parts you worked on before and paste those over top of the keyframes in the main parts. So you'd copy the frame with your body piece over the frame in 'Body' for Peach.

Okay, this way I will be updating the references of the new parts (those Body_A, Thigh_A..) automatically (without a manual change in each graphic).

5)
Blargh Wrote: Copy the actions from the second frame in the main timeline from my FLA. Should be done then.

That is, copy my version of the actions to your version of 23 march? I ask this because I will be just updating what I did (colors, blocks, and such). For about the blocks, the brick which, when pressed, gives a life mushroom (did you see it?), cloud platforms, for example, I tested here and its almost straght forward, as I copy my objects right into your scene (in the layer Kingdom Ground), and it will ask to replace or use new movie clips. The coin boxes will be already updated. And you can, of couse, do that in your version (and I will be eager to test it with different characters, as I've said before, its unique to your version) ;).

METHOD2
Blargh Wrote:Use the sort of fixed FLA here: http://www.mediafire.com/?6778m4c3q7x58t7. I only did the Arm Fore, Body, Bra Big, and Vest parts. You'll have to figure out the rest from those examples. The reason this is harder than the other method, is that it's still going to be super confusing because you've got old parts mixed with new parts.

I've tested it and I figured it out a bit. I think that, depending of the lack of success of method 1, I will try the method2. Thats because I did so many changes already. In the ultimate case, I can do the opposite (take some functions like animations into my version), however, I do know the initial version is a lot of mess in regard to readability (the scene layer is full of spritexxx names, and bloatead).

Thank you, Blargh! After figuring this out, I will be making some levels and If you can reuse them in your version, just grab it ;) I'll be deploying CS5.0 versions. And also, I think it will be easier (you know a lot more about your code than me)

Sorry, I forgot about the changes you'd made to the standing Peach. Basically, the first part is resetting the system and then copying back over it. Since you'd also need to copy over some of the Peach Full stuff, it might actually be easier just to go with method 2.
- Old character select is a folder. I kept those parts around because I wanted a fall-back plan if my re-drawing everything to Peach standard didn't pan out. You should be able to delete that folder without it affecting anything.
- By the way, the fix I made to your FLA also includes restoring the array for CharSel and reducing it and DressSel down to the limited list of Peach and her dresses.

And here is a huge chart of the steps to take for method 2. The fixes I made for the Vest and Bra should help with figuring out the separate costume pieces, plus Titf and Titb. All of this should be done in that fixed FLA, and you won't have to copy everything to a different file.
character help.png
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Ivan-Aedler » Sat Apr 28, 2012 8:01 pm

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 not 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!
Last edited by Ivan-Aedler on Sat Apr 28, 2012 11:16 pm, edited 1 time in total.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Biles » Sat Apr 28, 2012 8:33 pm

I see. But I take it there is a way to keep any boob of a specific size intact regardless how many mushrooms I grab?
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Lucky777 » Sat Apr 28, 2012 9:53 pm

Setting the minimum and maximum tit sizes to the same thing does it.

The tits can't get any smaller because that is the minimum, and they can't get any bigger because that is the maximum.

A few more clicks than just "Lock size", but it's just as functional.
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Re: MiM (hacked) - Updated Apr. 20 (fix 24), 20

Postby Biles » Sat Apr 28, 2012 10:10 pm

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.
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