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

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Re: MiM 'Mim Ae version' (XXX)

Postby IrrelevantComment » Tue Jul 03, 2012 5:38 pm

ivanaedler Wrote: But as the hand changes (replaced part), it's almost impossible to tweenize this change without the hand translating and moving in a magical way :/. The hand parts need frame-by-frame animation.)


I'm guessing your experiencing teh problem where you add a tween and the object moves in a straight line away then jumps back? This is a result of having a different centre of rotation for the 2 tweened frames. make sure the centre of rotation doesn't change and it should fix this
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Tue Jul 03, 2012 5:47 pm

IrrelevantComment Wrote:I'm guessing your experiencing teh problem where you add a tween and the object moves in a straight line away then jumps back? This is a result of having a different centre of rotation for the 2 tweened frames. make sure the centre of rotation doesn't change and it should fix this

Yes, but this case in particular is like a whirlpool effect because there are two different hand objects in those two frames which will be tweened. The hand rotates around itself and then a new hand appears. A morph effect should be nice (but it should leave artifacts). The best way is doing the hand 'hand by hand'.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Tue Jul 03, 2012 6:15 pm

Small update.

Version 1.13d
1) The game became easier. If Peach is hit by hazards (like fire wheels) or bad enemies like thwomps, while naked, horny bar decreases instead of dying. If horny bar is next to 0, or 0, peach loses a life. So, keep the horny bar higher! ;)
2) Chomp-chomp is in the game (in watery level). Thanks LuftMallow! Be careful of chomps!
Last edited by Ivan-Aedler on Wed Jul 04, 2012 7:24 pm, edited 2 times in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Tue Jul 03, 2012 8:14 pm

Well, I was only concerned with classically tweening her legs,and hoping to avoid trying to create a guideline layers, but I might have to resort to that. I don't really have any animation problems with her hand though, it's just I wasn't in the mood to spend the extra energy to literally draw out a new hand pose, hence the shoddy quick fix version I made. As for her boobs, I knew I forgot that which I wanted to do. D'OH!!! >.< I'll see if I can try and find a way to classically tween her legs without using a guideline layers.
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Re: MiM 'Mim Ae version' (XXX)

Postby sorajed » Tue Jul 03, 2012 8:44 pm

works great I love your work :)
good luck for the future
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Tue Jul 03, 2012 8:52 pm

DoggieDog52 Wrote:On a side note, what did you have in mind for fireballs? 'Cuz I don't know about you but if I can fuck my opponent instead of beating it I'll probably just do that ;)

Sorry, forgot to answer that.
Well, it should be nice to just skip a sex scene (lets say Peach are ashamed to do it, or she wants the virgin scene). So be it!
But if fireballs eventualy are complete, for sure it will have some surprises for Peach is she tries to just kills everyone ;)
Also, there will be levels with faster fish and even jellyfishes that dont want to fuck her, but avoid her to trespass a given area, so the fireballs may be a second resort for peach to be unharmed. 'In the future of the future', fireballs may let enemies angry (ouch! flames!) and difficulty to kill, so the sex scenes will be toughter.

sorajed Wrote:works great I love your work :)
good luck for the future

Thank you for the good vibes ^.^
Last edited by Ivan-Aedler on Thu Jul 05, 2012 4:05 pm, edited 5 times in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Tue Jul 03, 2012 8:54 pm

Are there any plans to add a kill-count in the future? I know that we have a fuck-count implemented already.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Tue Jul 03, 2012 8:56 pm

Biles Wrote:I don't really have any animation problems with her hand though

Me neither! Actually, its her arms that I want to see if improvements like a smoother animation are possible. Also, please have an observation of her neck (I think it's taller). It's like she's forcing her neck upwards to see something above. And I think her head could bend a bit down (little animation). The others parts are perfect, man! ;)

Biles Wrote:Are there any plans to add a kill-count in the future? I know that we have a fuck-count implemented already.

Yes!
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Re: MiM 'Mim Ae version' (XXX)

Postby Blargh » Wed Jul 04, 2012 1:13 am

ivanaedler Wrote:I just didnt understand the shortening advice clearly. You say, removing 1 or 2 animations of her jumping? Here, I could jump flawlessly between several platforms almost instantly with no lag due to animation.

Actually, once I get out of the starting bit, it starts working. Around Peach's bed, though, for some reason she crouches and raises her arms first, and then thrusts her hands down which is when she actually jumps. Curious that it's only that area. Maybe something to do with the ceiling code?

I had other issues with pressing and holding control to jump and then pressing 'd' to go right. The bookmarking window comes up.

Biles: At the point where the hands need to change, have a keyframe of the hand to end the animation, then in the very next frame put the new hand and start the next part of the animation from there. That way you don't need to worry about the hand rotating around to the new hand's base position. You'd also want to have the palm-side showing for the entire path from when her hands are all the way forward to all the way back. When going from back to front, the back of the hand should be showing for the entire path (which should also be more than a one-frame twitch >_> ). From what I can tell, though, you're probably going to be stuck doing most of the hand and forearm positions frame-by-frame that way. <_<
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 04, 2012 2:02 am

Blargh Wrote:Actually, once I get out of the starting bit, it starts working. Around Peach's bed, though, for some reason she crouches and raises her arms first, and then thrusts her hands down which is when she actually jumps. Curious that it's only that area. Maybe something to do with the ceiling code?

Yes! Thats because of ceiling code. I've tried to get rid of this little problem. What occurs actually:
1 - When Peach is confined in areas with low height and ceiling code above, the first jump respects ceiling code.
2 - if you keep pressing JUMP button, she will do the jump again, as soon as she touches the ground.
3 - for some reason, the second jump may ignore the ceiling code. It doesnt occur all the time.
4 - if you jump, then release the jump button, then jumps again, Peach respects ceiling code.

In her on-object code, when you press JUMP, 'jumping for collision' becames active.

Code: Select All Code
  if (jumping_for_collision) //if jumping for collision was set (local volatile variable created when she starts jumping)
           {
          // SHE WILL ENTER HERE WHEN JUMPING ONLY. IT WILL COLLIDE WITH CEILING
         
      _root.char.grav=-3; //set the initial 'small jump' to displace her from ground
           setProperty("", _y, _y + grav); //she will jump a bit just to displace her from floor
                                          //grav is negative because going UP is going against positive Y in its axis
                                        //as graphic games starts X,Y in the TOP LEFT corner
           for (up=0; up<-maxJump-3; up++)
             {
              if (ceiling_collision.hitTest(_x-_width/2, _y-(_height), true))
                  {
                  break; //SHE is HIT in the head!
                  }
              else
                  {                 
                  setProperty("", _y, _y - 1);  //if not hit, she can keep going up until her max jumping height (maxjump)
                  _root.char.grav--; //her grav is decreasing (-4, -5, -6, until she collides with something above)
                   }
             }


Maybe the jumping for collision is being set 'false' between jumps, but the code below activates it right after pressing JUMP button.
Code: Select All Code
 if (Key.isDown(_root.keyCONTROL) and !_root.flying_mode)
          {
  if (_root.can_touch_ground and (_root.touchingGround or _root.climbing))
              {
               jumping_for_collision=true; // to be used in the ceiling collision code above.
              _root.char.grav = maxjump;
              if(peach_right)
              {
             this(gotoAndPlay("jumpright"));
               }
              else
                  {
              this(gotoAndPlay("jumpleft"));
        }      
          } 
       }  // if press UP key

I'll delve into my code when I have more time.

Blargh Wrote:I had other issues with pressing and holding control to jump and then pressing 'd' to go right. The bookmarking window comes up.

Not here. Thats because of the browser settings :/ CONTROL may not be the right button for jump, thats why some are requesting to be 'C'. (just like emulators config, as GENS and ZNES).
Last edited by Ivan-Aedler on Wed Jul 04, 2012 3:21 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Wed Jul 04, 2012 2:56 am

Blargh Wrote:Biles: At the point where the hands need to change, have a keyframe of the hand to end the animation, then in the very next frame put the new hand and start the next part of the animation from there. That way you don't need to worry about the hand rotating around to the new hand's base position. You'd also want to have the palm-side showing for the entire path from when her hands are all the way forward to all the way back. When going from back to front, the back of the hand should be showing for the entire path (which should also be more than a one-frame twitch >_> ). From what I can tell, though, you're probably going to be stuck doing most of the hand and forearm positions frame-by-frame that way. <_<


Actually, it's not the hand animation I'm concerned with. As far as I can tell it's fine. What the real issue is how it graphically looks when the palm is facing outwards. It's just that I haven't been in the mood to take the time to draw out the hand properly, so I just cut corners simply for the purpose of demonstrating the entire swimming animation altogether. As you can tell when the palm is facing outwards, the pinky should be furthest outwards while the thumb is closest to the body's center. Anyways, I've had some minor ideas to improve the overall swimming animations, as for the head, I thought it looked fine but I will see what I can do with it.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Wed Jul 04, 2012 4:25 am

(Damnit, I had trouble with editing my last post, so sorry for the double-post)

I've done some improvements on the animation, but I haven't bothered to graphically redraw the outer hand to look good as the whole purpose of my contribution was to introduce a better swimming animation for Peach. As you can tell, now every parts of her body moves, including her boobs. Also, I've had to painstakingly redo the leg animations through classical tweaking so rejoice CS4 users!
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 04, 2012 4:51 am

Biles Wrote:I've done some improvements on the animation, but I haven't bothered to graphically redraw the outer hand to look good as the whole purpose of my contribution was to introduce a better swimming animation for Peach. As you can tell, now every parts of her body moves, including her boobs. Also, I've had to painstakingly redo the leg animations through classical tweaking so rejoice CS4 users!

Now THAT is awesome! ;)
mamamia.jpg
mamamia.jpg (7.68 KiB) Viewed 2802 times


A REALLY GOOD one! Thanks!! I'll be importing it soon. The only hard part around here will be the adjustments (every part will have to be replaced by hand), but the animation will be untouched. Also, I'll create clothing animations from scratch on top of her, because she can be swimming clothed.
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Re: MiM 'Mim Ae version' (XXX)

Postby Lex_Liven » Wed Jul 04, 2012 10:54 am

2 Biles.
Please, look video "http://www.xvideos.com/video173873/how_boobs_looks_under_water" (If link will be removed - just search "how_boobs_looks_under_water").
They will be MORE floating.
I'm not sure my english is good, I'm russian. So I'll be please if you will correct me ;) Thank you for understanding.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 04, 2012 6:46 pm

Version 1.13h
1) Status message area added (indicates activation of Locking Costumes, Music, and so on)
2) Fade-in and Fade-out effects if Peach loses a life or goes long distances using pipes
3) Peach flying mode implemented (with Raccoon suit). Also with speed bar. You need to take Raccoon suit to get the speed bar.
No running modes yet. Just walk in the same direction and while touching the floor.
4) New peach sounds when she is hit or loses a life.
5) New HUD item: Killed enemies. Now, Laid (sex scene) number is pink. Rules changed. If a given level has, say, 5 goombas, and you fuck them all, Peach will be a whore of the level (instead of the fixed 10 enemies). 'Virgin' is changed to 'Embarrassed for sex'. In the future, player can still try to let Peach Virgin in the whole game. Remember that only goombas can be killed yet.
6) Some fixes to the coins.
7) Added 'orgasms' number to be counted (it shows in level stats). Better level stats numbers.

Biles Wrote:Are there any plans to add a kill-count in the future?

Done!

I'll be implementing a better '0-9' do-over system when Peach let a given enemy laid, as it works well only with goombas. You will be able to change the sex scene you want (provided you have it before in a consecutive way) when Peach touches a laid enemy. The activation of it will be shown in the new status message I did.
Last edited by Ivan-Aedler on Thu Jul 05, 2012 3:25 pm, edited 5 times in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby LuftMallow » Thu Jul 05, 2012 12:42 am

The new jump animation has some odd things going on. Her back arm just hangs at her side instead of mirroring the foremost arm. The Mario jump that you're trying for has one forearm pointed up and the other down. Her back leg disjoints at the hip as well. It looks lower than the forward one despite the perspective dictating otherwise.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Thu Jul 05, 2012 1:15 am

LuftMallow Wrote:The new jump animation has some odd things going on. Her back arm just hangs at her side instead of mirroring the foremost arm. The Mario jump that you're trying for has one forearm pointed up and the other down

Erhm, yes, I know, but the main objective with this new animation was to let it with the very known 'punch up' of Mario. Also, I preferred to let her right arm up instead of the left, so its more evident. However I would like to see more opinions : ). If its better to see her exactly like Mario, I will do.

mario punch.jpg
mario punch.jpg (12.56 KiB) Viewed 2578 times

LuftMallow Wrote:Her back leg disjoints at the hip as well. It looks lower than the forward one despite the perspective dictating otherwise.

Hmmm... it was made on purpose (its her butt). Its like she's being viewed with a more perspective ;) Anyway I will make a small change in order not to be like disjointed.
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Re: MiM 'Mim Ae version' (XXX)

Postby MPLDAM9919 » Thu Jul 05, 2012 5:43 am

The game's looking good! I'm glad you are now able to float down with the Tanooki suit.


Also, I've just encounter this glitch where I finished the level and it just drops me back where you get the Tanooki suit. Plus there's this huge instant death glitch in Morton's castle. with the spikes.
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Re: MiM 'Mim Ae version' (XXX)

Postby Residentlover2 » Thu Jul 05, 2012 7:07 am

toaddette must be nude at the bath :s she sees weird with her striker costumes and you must add daisy like a playable character (or in a scene maybe)
English is not my main language :P
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Re: MiM 'Mim Ae version' (XXX)

Postby Axin » Thu Jul 05, 2012 8:36 am

For some reason I cannot enter the water level via the pipe. Bug maybe... Not sure.
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