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.
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
ivanaedler Wrote:Thank you Blargh for the explanation. Checkpoints included/updated that way is a suberb idea and help with the developing timeSpoiler (click to show/hide):
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):
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
OwnerOfSuccuby Wrote:I think it is very good game =) I like it but may be it is a little short , but very interesting
blackcore11 Wrote:ya the game is not loading.
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!
sean649 Wrote:There's gonna have competition over there!
rohaan Wrote:Hey the game is looking great but I don't understand what happens after the bob-ombs get set loose.
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.
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?
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...
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
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.
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
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
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). >_>
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.
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.
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