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Re: MiM (hacked) - Updated May 19, 2012

Postby theblacknphbutnotgay » Fri Jun 01, 2012 2:09 am

I agree Allsop. BIles that is very awesome dude i lack the skills and time not working or with child to actually create anything it makes me sad.
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Re: MiM (hacked) - Updated May 19, 2012

Postby BlueBody » Fri Jun 01, 2012 12:33 pm

oh wow, that striker uniform is a really good idea o_o
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Re: MiM (hacked) - Updated May 19, 2012

Postby Ivan-Aedler » Fri Jun 01, 2012 3:55 pm

Thank you Blargh for the explanation. Checkpoints included/updated that way is a suberb idea and help with the developing time ;)

Spoiler (click to show/hide):

I may have mixed up the older version of your last version in the last page. Now the water plane is fixed. I will implement your checkpoint idea when I have more levels and increased complexity. For now, its still easy (and fast) to just add information in each Scene1 frame regarding to checkpoints areas with its location (_x, _y). Thats because, as the game will eventually have worlds and more levels, its easier to control checkpoints from Scene1 frames, in my point of view. Also, I dont see the need to have, say, 3 or more checkpoints in some levels (only if they're huge), but its better to have smaller levels with more nice scenes ;) So two checkpoints for each level are enough. Also, it keeps the same gameplay of Mario legacy games.


Zones are nice, but I think I'll not need them yet. Each level can be indicated by boundaries like (left = -1022, right = 1000) in each Scene1 frame. Although ugly, its fast to update these numbers using flash Rulers, and it's just a matter to right click in each scene1 frame and check the numbers in the first lines. Also, you dont need to create a new layer for the zone, and its not a thing you need to change everytime (only if you're designing a level and letting it bigger and bigger in every update). But as I'm striving for Stage Background color (as flash doest have a way to change stage color in AS2 during runtime), zones could be added for this feature.

Spoiler (click to show/hide):

I usually design a level first, then put sprites and scenes, see if the size of the stage is enough, and in the end, i update the Scene1 frame with left/right/top/bottom information. The only necessity I see with zone borders is to avoid 'peach endless falling' bug, 'peach going so deep through castle/building' bug, like in level 1, and 'peach flying and going up endlessly', that can occur when Peach is able to use Raccoon power and fly. For the 'peach going so deep through castle/buiding', I use change-level collision right at the door, so when peach opens it, she doest have time to walk a single inch to the right before going to the next level.


For some blocking areas (like mountains, large rock, a cliff or a different area that Peach must not trespass), I use a large invisible ground object. So it appears Peach reached a limit in this area. It works well.

For the pipes, I use pipe_top instance names, then I make a relay pointing the pipe_top with the next destination (another pipe_top instance _x and _y), right in the pipe_top's on-object. Its not a burden of work, since as new levels became completed, no need to keep track of each pipe_top (only if I need to change one of them, like a new bonus area).

Stage background color: As I' ve written, thats a challenge. I think of creating a new layer that covers camera layer, and it can have different colors according to 'bgcolor' attribute (or any similar). I would like to see night levels (black backgrounds), or levels with a green background (resembling Mario World levels) for example. This is a good reason to use zone layer ;)
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Re: MiM (hacked) - Updated May 19, 2012

Postby OwnerOfSuccuby » Fri Jun 01, 2012 9:14 pm

I think it is very good game =) I like it :mrgreen: but may be it is a little short ;) , but very interesting :mrgreen:
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Re: MiM (hacked) - Updated May 19, 2012

Postby tanksk1 » Fri Jun 01, 2012 9:18 pm

In the original game when you fall off a cliff or are damaged by a fireball you go down a breast size/lose current powerup. If it isn't to much of a hassle for you I'd like to request a menu button that toggles that feature on/off. Thank you.
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Re: MiM (hacked) - Updated May 19, 2012

Postby Blargh » Fri Jun 01, 2012 9:34 pm

New update:
- Added new characters: Raelian by LuftMallow, and Cortana by Digfree/corta (corta's head on Digfree's body)
- Added new costumes: Striker Pink by Biles, and Spacer, Yoshi, and delmo all by LuftMallow
- Fixed the borders (also new coding so it's easier to set for future areas)
- Returned the speech bubble to the second toad the first time you go into Morton's Castle
- Fixed jaw position in the Goomba handjob and boobjob scenes (1 and 3)
PS: This update's FLA is here: http://www.mediafire.com/?0t8had9r7vqqt8c.

Biles Wrote:I've decided to try and improve the Peach Striker outfit. It took me forever, but I tried to re-import the bra symbol and then make an underboob version for her outfit. The flash workfile still has the original individual underboob parts just for whatever reasons. I tried my best to stylize the artist brush strokes to thicken the lines of Peach's shoes, but that's probably all I'll do, take it or leave it.

Oh, I ended up using Misty's top for the base, but I think I messed up the shading a bit.

Allsop2604 Wrote:My god... striker outfit needs to be included in tomorrows (or Saturdays) update !!

...............................I wants it......................

.......................I needs it................

...........My preciousssssss....

BlueBody Wrote:oh wow, that striker uniform is a really good idea o_o

Done. ^_^

ivanaedler Wrote:Thank you Blargh for the explanation. Checkpoints included/updated that way is a suberb idea and help with the developing time ;)

Spoiler (click to show/hide):

I may have mixed up the older version of your last version in the last page. Now the water plane is fixed. I will implement your checkpoint idea when I have more levels and increased complexity. For now, its still easy (and fast) to just add information in each Scene1 frame regarding to checkpoints areas with its location (_x, _y). Thats because, as the game will eventually have worlds and more levels, its easier to control checkpoints from Scene1 frames, in my point of view. Also, I dont see the need to have, say, 3 or more checkpoints in some levels (only if they're huge), but its better to have smaller levels with more nice scenes ;) So two checkpoints for each level are enough. Also, it keeps the same gameplay of Mario legacy games.


Zones are nice, but I think I'll not need them yet. Each level can be indicated by boundaries like (left = -1022, right = 1000) in each Scene1 frame. Although ugly, its fast to update these numbers using flash Rulers, and it's just a matter to right click in each scene1 frame and check the numbers in the first lines. Also, you dont need to create a new layer for the zone, and its not a thing you need to change everytime (only if you're designing a level and letting it bigger and bigger in every update). But as I'm striving for Stage Background color (as flash doest have a way to change stage color in AS2 during runtime), zones could be added for this feature.

Spoiler (click to show/hide):

I usually design a level first, then put sprites and scenes, see if the size of the stage is enough, and in the end, i update the Scene1 frame with left/right/top/bottom information. The only necessity I see with zone borders is to avoid 'peach endless falling' bug, 'peach going so deep through castle/building' bug, like in level 1, and 'peach flying and going up endlessly', that can occur when Peach is able to use Raccoon power and fly. For the 'peach going so deep through castle/buiding', I use change-level collision right at the door, so when peach opens it, she doest have time to walk a single inch to the right before going to the next level.


For some blocking areas (like mountains, large rock, a cliff or a different area that Peach must not trespass), I use a large invisible ground object. So it appears Peach reached a limit in this area. It works well.

For the pipes, I use pipe_top instance names, then I make a relay pointing the pipe_top with the next destination (another pipe_top instance _x and _y), right in the pipe_top's on-object. Its not a burden of work, since as new levels became completed, no need to keep track of each pipe_top (only if I need to change one of them, like a new bonus area).

Stage background color: As I' ve written, thats a challenge. I think of creating a new layer that covers camera layer, and it can have different colors according to 'bgcolor' attribute (or any similar). I would like to see night levels (black backgrounds), or levels with a green background (resembling Mario World levels) for example. This is a good reason to use zone layer ;)

You probably won't need to worry about checkpoints like I will. My basic idea for building new areas is to line them up with the areas around them. That way it will seem like a cohesive world. I doubt you'll need to worry about that either, since each new stage can be as long or as short as you want it to be. :D

OwnerOfSuccuby Wrote:I think it is very good game =) I like it :mrgreen: but may be it is a little short ;) , but very interesting :mrgreen:

I'm leaning towards going to work on making zone outlines, so that the whole world is there, even if it's empty for now. My mental game is growing short right now, so I'm hoping to regain some focus once I start on that path. >_>
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Re: MiM (hacked) - Updated May 19, 2012

Postby blackcore11 » Sat Jun 02, 2012 3:06 am

ya the game is not loading.
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Re: MiM (hacked) - Updated May 19, 2012

Postby Ivan-Aedler » Sat Jun 02, 2012 7:50 am

Blargh, check this out if you have a free time. Peach's backside! I think you will like it ;)
viewtopic.php?f=7&t=2265&p=138384#p138384

I only needed to create six new parts. Four for the character: the butt cheeks, the 'head backside' (you can use the 'head' symbol as a base, making a mirror of the left part to the right, in order to make the hair and crown in the middle), without the face (because the ponytail will be there); the body backside, and a new foot (lower leg) with a new shoe perspective part. And two for the clothes (vest backside and dress backside).

Soon I'll be giving out the FLA.
EDIT: FLA CS5 + SWF + Fonts: http://rapidshare.com/files/2125370321/ ... E_1.0q.rar
To find the parts, just search for 'backside' (or 'Backside') in the library.
You will only need to paint / use different character / clothes in those parts, and then use the peach backside in a new feature (like a sex scene, or peach climbing a tree...)

Soon, Peach front side!
Last edited by Ivan-Aedler on Mon Jun 04, 2012 6:46 pm, edited 5 times in total.
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Re: MiM (hacked) - Updated May 19, 2012

Postby sean649 » Sat Jun 02, 2012 4:06 pm

There's gonna have competition over there! :)
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Re: MiM (hacked) - Updated May 19, 2012

Postby rohaan » Sun Jun 03, 2012 9:50 pm

Hey the game is looking great but I don't understand what happens after the bob-ombs get set loose. :D
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Re: MiM (hacked) - Updated May 19, 2012

Postby Gool » Mon Jun 04, 2012 4:20 pm

Hi Blarg,
I don't know if this was intentional with the animations but the new Delmo outfit doesn't have the same cum mess like the other costumes. Around the hip for example the dress doesn't get messy, just the body underneath which sticks out from under, though I think it's actually better that way if it was intentional.
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Re: MiM (hacked) - Updated May 19, 2012

Postby James3167 » Mon Jun 04, 2012 8:34 pm

I am not sure if you guys are aware or if it just me, but the game does not appear anywere on the thread. Anyone know why? I know that there currently or formerly was an issue with flash players in this forum section, is this that same problem?
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Re: MiM (hacked) - Updated May 19, 2012

Postby Campo92 » Mon Jun 04, 2012 11:16 pm

great game, but, if u change the second ending? like, after those bombs, you must fuck some other character and not morton again...
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Re: MiM (hacked) - Updated May 19, 2012

Postby Biles » Tue Jun 05, 2012 3:12 am

Well the game's getting awesome by the updates. I'd like to see if you can do anything about the music cutting out at random after anytime Peach visits the bath house behind her bedroom, and can we finally replace all those abrupt cut-off sfx with full ones? BTW, you should've incorporated the ponytail I modified to match up with Peach's Striker outfit. You'll notice it's shorter in length and placed differently than her usual hairstyle.

I've made some slight tweaking to Peach's Striker outfit. In the other MiM thread, I had to recreate the outfit compatible with the line styles done in AE, so the link I'm providing will have 4 flash work file: AE version, Blargh's version, all both in CS5.5 format as well as CS4.

Enjoy: Revised Peach Striker Outfit
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

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Re: MiM (hacked) - Updated May 19, 2012

Postby Ivan-Aedler » Tue Jun 05, 2012 6:17 pm

Blargh, for about the jump key, I am discussing about it here viewtopic.php?f=7&t=2265&p=140352#p140352
The problem: your Peach version would soon be doing other things, like climbing, entering in a upside-down pipe, or going through a door (like Mario 3) sooner or later. And even more (because you want a adventure-game feel, like Corta's platformer, which uses Space to jump). But using 'up' to jump might cause conflict in this case, so I needed to change 'UP' key to 'Space key'. No problems so far (at least for me, as I also play it as a gamer), but some complained about the small loss of maneuver through platforms, as you need to press a different/a bit distant button.

What do you say about this? If you plan making several modes for Peach, as said above, are you going to use the classic Mario controls, that uses a joystick button to jump (space, control, in a keyboard), instead of UP? Using UP button to, say, climb a tree, will conflict with the actual 'up' for jumping (Playshape's default), even if you're just in front of the tree/door and needs to jump over it, not climb/enter it.
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Re: MiM (hacked) - Updated May 19, 2012

Postby Mikainox » Tue Jun 05, 2012 10:55 pm

Hey, Blargh, I dunno if anyone noticed this, but when I am playing as toadette, when I am walking, her eyes change between her natural eye color, and Peach's eye color. Just thought I might bring it to your attention. Thanks.
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Re: MiM (hacked) - Updated May 19, 2012

Postby Blargh » Wed Jun 06, 2012 12:15 am

blackcore11 Wrote:ya the game is not loading.

Is it loading now? If not, right-click the SWF link and save to hard drive (recommended) or open in a new window. If it's still not working, download from Mediafire.

ivanaedler Wrote:Blargh, check this out if you have a free time. Peach's backside! I think you will like it ;)
viewtopic.php?f=7&t=2265&p=138384#p138384

I only needed to create six new parts. Four for the character: the butt cheeks, the 'head backside' (you can use the 'head' symbol as a base, making a mirror of the left part to the right, in order to make the hair and crown in the middle), without the face (because the ponytail will be there); the body backside, and a new foot (lower leg) with a new shoe perspective part. And two for the clothes (vest backside and dress backside).

Soon I'll be giving out the FLA.
EDIT: FLA CS5 + SWF + Fonts: http://rapidshare.com/files/2125370321/ ... E_1.0q.rar
To find the parts, just search for 'backside' (or 'Backside') in the library.
You will only need to paint / use different character / clothes in those parts, and then use the peach backside in a new feature (like a sex scene, or peach climbing a tree...)

Soon, Peach front side!

The different costumes in use prevent me from using that. Re-drawing the shoes in particular, but also the body, skirt, and vest pieces (because not all of them are going to look right with two pieces). >_>

sean649 Wrote:There's gonna have competition over there! :)

We're in a three-legged race, and we're the only ones running (so far). ^_^

rohaan Wrote:Hey the game is looking great but I don't understand what happens after the bob-ombs get set loose. :D

Um, you explore to find Bloopers, or just see what Morton has to say after his defeat? There's not a whole lot more at the moment. <_<

Gool Wrote:Hi Blarg,
I don't know if this was intentional with the animations but the new Delmo outfit doesn't have the same cum mess like the other costumes. Around the hip for example the dress doesn't get messy, just the body underneath which sticks out from under, though I think it's actually better that way if it was intentional.

Ooh. I think I forgot the skirt mess. I remembered the vest mess, but didn't even consider the dress. :oops:

James3167 Wrote:I am not sure if you guys are aware or if it just me, but the game does not appear anywere on the thread. Anyone know why? I know that there currently or formerly was an issue with flash players in this forum section, is this that same problem?

Probably. It should be back now, though.

Campo92 Wrote:great game, but, if u change the second ending? like, after those bombs, you must fuck some other character and not morton again...

The next ending will be a real ending. Before that, all of the other Koopalings and Bowser will eventually be included.

Biles Wrote:Well the game's getting awesome by the updates. I'd like to see if you can do anything about the music cutting out at random after anytime Peach visits the bath house behind her bedroom, and can we finally replace all those abrupt cut-off sfx with full ones? BTW, you should've incorporated the ponytail I modified to match up with Peach's Striker outfit. You'll notice it's shorter in length and placed differently than her usual hairstyle.

I've made some slight tweaking to Peach's Striker outfit. In the other MiM thread, I had to recreate the outfit compatible with the line styles done in AE, so the link I'm providing will have 4 flash work file: AE version, Blargh's version, all both in CS5.5 format as well as CS4.

Enjoy: Revised Peach Striker Outfit

The music cuts out there? I'll look into it. The ponytail is a character piece, so I can't adjust it without making a whole new Peach model. I'll get to work on updating the Striker outfit.

ivanaedler Wrote:Blargh, for about the jump key, I am discussing about it here viewtopic.php?f=7&t=2265&p=140352#p140352
The problem: your Peach version would soon be doing other things, like climbing, entering in a upside-down pipe, or going through a door (like Mario 3) sooner or later. And even more (because you want a adventure-game feel, like Corta's platformer, which uses Space to jump). But using 'up' to jump might cause conflict in this case, so I needed to change 'UP' key to 'Space key'. No problems so far (at least for me, as I also play it as a gamer), but some complained about the small loss of maneuver through platforms, as you need to press a different/a bit distant button.

What do you say about this? If you plan making several modes for Peach, as said above, are you going to use the classic Mario controls, that uses a joystick button to jump (space, control, in a keyboard), instead of UP? Using UP button to, say, climb a tree, will conflict with the actual 'up' for jumping (Playshape's default), even if you're just in front of the tree/door and needs to jump over it, not climb/enter it.

Hm...The right-hand controls (arrow keys) don't work well with space, so you might have to use a different key nearby (CTRL is probably the best choice, if possible). Or in the code for pressing up, you can make a new switch/case or set of if/else statements that looks for a hitTest with certain objects before it goes into the jump sequence.
Code: Select All Code
if (Key.isDown(38) or Key.isDown(87)) //I haven't changed the variable names yet, so it's still numbers for space and up arrow
{
      if (_root.vine.hitTest(this))
      {
            setProperty("", _y, _y - speed);
            _root.char.character.gotoAndStop("climbing");
      }
      else if (touchingGround)
      {
            grav = maxJump;
            gotoAndPlay("jump");
            this(undefined);
      }
} // end if

And you'd also need to add something similar to the masturbation/do-over code for pressing down.
Code: Select All Code
if ((Key.isDown(40) or Key.isDown(83)) and !downpressed)
{
      if (_root.vine.hitTest(this))
      {
            setProperty("", _y, _y + speed);
            _root.char.character.gotoAndStop("climbing");
      }
      else
      {
            downpressed = true;
//etc. etc. etc.
} //end pressing 's' or down arrow if
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Re: MiM (hacked) - Updated May 19, 2012

Postby Ivan-Aedler » Wed Jun 06, 2012 12:52 am

Blargh Wrote:The different costumes in use prevent me from using that. Re-drawing the shoes in particular, but also the body, skirt, and vest pieces (because not all of them are going to look right with two pieces). >_>

I understand :/ But you can at least think about it or at least do for peach first. You can use all the 'peach backside' movie clip in your version without hassle, provided you use them only in peach default character, while you, me and others update the missing characters' backside. Let's go!
Spoiler (click to show/hide):

1 - load my FLA
2 - search for 'backside'. Actually you only need to copy/paste 'PeachBackside', her new animation,as the MCs inside them will be carried out.
3 - So, copy and paste the 'PeachBackside' MC into a new fla. Move/organize all files (there will be many more copied automatically, of course, like shoulder, vest...) into a single library dir, like /Main Character Parts/Peach Backside
4 - save as 'backside peach.fla'
5 - open your fla, then overwrite all pieces that's not backside, like vest, bra, titsF..... from your original game into /Peach Backside library dir you've created. One by one (thats not a lot of work). Its easy to find those files, just look for the corresponding names of the parts in the 'peach backside'.FLA. All that is being used in the PeachBackside animation MC.
6- Okay, your files will be moved to 'peach backside', but all the MC's will be referencing this new location (you just need to move them back to the original dir, like '5Peach Shapes'). Done! You dont lose anything! Backside movie clips will be left alone. All animations will be using your frames with all characters/clothes now, like arm upper and others.
7 - now the only 'a bit of dedication' will be to create new costumes and characters for the missing 6 parts (erhm, 9 MCs, because there are 3 chars and 3 clothes - body backside, foot backside, head backside, + 3 clothes only - vest, skirt, shoulder).

E.g. Body backside char
[ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o]...... tons of characters
Body backside clothes
[ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o][ ] [o]...... tons of clothes

All backside char/clothes is based on normal peach, so some characters/costumes only need , say, a given solid color to the body backside, for example, and done!
8 - Now put 'peachbackside' movie clip into _root.char.character (a new frame, beside masturbation right, left....you choose the place)
9 - program peach on-object code to use them ;) There are three animations in this MC:
--> frames 1 to 5: steady backside mode (when pressing up anywhere in the level)
--> frames 6 to 28: entering the door animation
--> frames 29 to 40: climbing animation (I did a 'pre climb animation', between 29 and 32, that let peach stand her arms up and prepare herself to climb, when he HITTest the tree).

Its fast, reliable and will not destroy your peach. Even if something occurs, you can return to the last version.
If you want (or allow me) I could help you put her inside your last version. And i can help you to draw the characters/costumes for the 6 parts.
Erh....the only problem is the feet, but provided someone help us (the authors themselves), it should be straight forward.
You can even allow only peach character to use backside mode, and add the others with time.

Trust me, it will be a rewarding work. With peach backside, you can create many exciting sex scenes like you always did. ;)
Its still the tip of the iceberg of the work you already did to all her other pieces.
Anyway, peach backside files will be forever available to you if you start making this feature.

Blargh Wrote:The ponytail is a character piece, so I can't adjust it without making a whole new Peach model. I'll get to work on updating the Striker outfit.

This was easy!! Just create 'Head Ponytail Clothes' to be the pair of 'Head PonyTail Chars' and move the Char frames of 'Head PonyTail Chars' to the label 'Dress' of Head Ponytail Clothes'. The ponytail will be like a dress (like 'shoulder').

No! It does NOT work well. For example, when you use Peach Character (the normal beige one) with the clothes of Fire Peach, the ponytail will be purple instead of yellow. The front hair remains yellow. Each character has its different hair characteristics and colors. As Striker Outfit is only a Dress, the 'Head Ponytail Dress' will only overlap the already set Head Ponytail (e.g. using a tiara is possible). Changing the scale of the fomer hair character, not.

A thing that could be tested on, is using pure flash code to SCALE the hair. But it may not work with different characters.
As we know, Striker Outfit will be used to more characters, not only Peach. So, unfortunatelly, the Hair is tied to the Character type.
Maybe we could have a 'peach striker' character, with less hair, why not?

Blargh Wrote:Hm...The right-hand controls (arrow keys) don't work well with space, so you might have to use a different key nearby (CTRL is probably the best choice, if possible). Or in the code for pressing up, you can make a new switch/case or set of if/else statements that looks for a hitTest with certain objects before it goes into the jump sequence. And you'd also need to add something similar to the masturbation/do-over code for pressing down.

Thank you, I didnt know Space is a problematic key :/
Well, I think you have read my post carefully, about the problems using UP for jump, not only climbing. The code you've provided works well to let her climb, but Peach will not jump if she's in front of one. If the user needs to jump in a cliff area, the tree will lock her to it. In a place with, say, 4 trees, side by side, she will not be able to jump until going away from that area. And you cant jump from vine to vine, like Tarzan. Also, problems will occur if we use 'UP' for jump and 'UP' for actions like open a door, worse if there is a 'wonderland' like level with 10 doors, side by side, with platforms above them . Ok, you can say 'well, make the doors a bit aside of these platforms', but the player would need to jump to avoid obstacles like fire wheels or a given enemy. Or even jump to earn a coin. Then, snap! She enters in a nearby door by mistake :/

Finally, the same problem when she needs to go to a upside down pipe (in Mario games, you need to press jump key AND 'up' directional key). In MIM, It will be disastrous, as Peach will be swallowed by the upside down pipe when you only want to jump near it to pass over a piranha plant. So I'm a defendant of control key for jump. Gamers could use left control or right control (the best combination to use with WASD or '<- UP DOWN ->' directionals). In the future, users can define keys for jump (in case some dont like control key).
Last edited by Ivan-Aedler on Fri Jun 08, 2012 7:22 pm, edited 5 times in total.
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Re: MiM (hacked) - Updated May 19, 2012

Postby Trninja2 » Wed Jun 06, 2012 9:15 pm

Love the amount of characters+costumes.Vivian and wendy r my favs.
Damn i'm good!
You know u have a good game when you forget its a dirty game
Where am i?
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Re: MiM (hacked) - Updated May 19, 2012

Postby Rattata » Thu Jun 07, 2012 2:35 pm

Hello, i just have question, it is probably written somewhere in this 86 pages but how i possible to make 4th position with "bomb" enemy ? is there any new world after it, like it mentioned in gallery? thank you very much i really appreciate your work and wish you very best

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