I actually remembered to make a CS4 version this time, found here:
http://www.mediafire.com/?75n990u8strqjs9.
ivanaedler Wrote:I'll do what you did for me: I'll also ship the two new goomba scenes for you to use easily
EDIT: Here! (just overwrite some frames to your default ones, and if you need the invisible square with advance=true, just copy paste from yours). I haven't done that because I have fear of mangling something).
(Please forgive me about a small glitch in the first scene - goomba dick appears to be teasing instead of actually fucking her. But its a very quick fix).
Thank you, Blargh!
Cool. Thanks! ^_^
sorajed Wrote:Nice blargh good work
Why the rosa dress haven't a blue shoes ?
Um, because they're supposed to be silver? But really, LuftMallow's design had her with no shoes. That's all.
Lucky777 Wrote:I played it just for the super saiyan star power graphic.
PRETTY AWESOME, BRAH
Though, sadly, it doesn't seem to have a golden tint.
It's probably due to the alpha transparency. I'll try to make it come through better.
ivanaedler Wrote:I would love to finally have the Birdo inside our MIM games.
I'm near to complete a new koopa scene (as I promised to Blargh) and the first shyguy scene!
I've found a really nice reference of the Birdo (in profile view). I think its not difficult to create it.
Four colors are needed: black, light pink, dark pink and red.
For about the parts, the sucker should be a new part, but cutted in more than half, say, 75%. So we can animate it as well, opening and closing the sucker using two symmetrical parts
Isn't that a back view, not profile? Although finding a sexy forward profile may be the problem there. Anyway, that sounds about right. The O mouth should shrink to fit along with a wide line --- mouth.
Hattorihanzo Wrote:Nice Update, Blargh. You added some cool stuff. The "Sayan Mode" is cool
.
ivanaedler Wrote:I would love to finally have the Birdo inside our MIM games.
I'm near to complete a new koopa scene (as I promised to Blargh) and the first shyguy scene!
Shyguy ? Fuck Yeah !
Thanks. ^_^
Biles Wrote:Will Birdo play a level boss then?
More like a mid-boss. The current idea is that Birdo is the guard for one of the fortresses.
superstuff Wrote:I seem to be suffering a few glitches:
1 on the overworld, when I get 10 enemies, all my counters reset to 0 (this is just a graphics bug I think, cause it doesnt affect when I go in the castle)
2 I cant view the koopa troopa ones even after finding all 4 in the castle
3 when I fell into the water with the bloopers I couldnt move, peach kept swimming up the way, and then when she got to the top my browser froze
Mechanios Wrote:I had this happen to. I hit the checkpoint just before the water and then hopped right in. I couldn't move or open the menu either.
1 - All counters or just enemy counter? Only the enemy counter should reset to 0 after hitting 10. Coins and 1-ups shouldn't be affected.
2 - You have to find the ghost house to get all 5. I haven't really separated the groups, so the extra still counts as part of the originals.
3 - Are you able to do it again? I'll need to know the position you landed at and what power you had at the time. I'm not able to do it in my game.
If you get stuck but it hasn't frozen, try right-clicking and select forward, and do it again to get to the next area. It should reset you to a position you can move around again. If you saved just before and can get the menu open again, you should be able to load the game and end of right back at the flag.
ivanaedler Wrote:Blargh! Remember those problems with Peach color getting randomly % transparent when pulsating (alpha?) A good example is when she is invencible (after being hit).
This effect of different alphas being shown can be solved!! Just look at
http://stackoverflow.com/questions/6863 ... movieclips"If you want to avoid this, try setting the Blend Mode of the parent MovieClip (in this case, CHAR) to "Layer" under the Properties tab. This causes the Flash Player to first render the clip as a whole to an intermediate buffer, and only then will it apply the alpha."
That could help with the Star power animation. >_>
ivanaedler Wrote:Blargh!! Take it! FLA file of LIVING shyguys! Its complete and more, three colors possible! Please enjoy it!
To change colors and type (good or bad shyguy), just edit the main on object of the shyguy and put this:
- Code: Select All Code
onClipEvent(load)
{
_color="blue"; //you can also use "green". If you let it blank, default will be red.
_type="bad"; //default is no type (good shyguy). If you put this line, it will activate the black plate one!
}
There's good shyguys? But thanks! ^_^ I'll check it out when I get a chance.
Your code comments say _alpha = 0 is supposed to SHOW Peach, but that is what hides her (the comment should be on _visible if you have it in your own code), so when _alpha = 0 is the last visibility changing line she's going to end up invisible (so it should be _alpha = 100, which is the same as _visible = true). I also prefer to tell people to use 'right-click Forward' so that new glitches won't appear for someone in a scene that hits the button to start running around again. And then I can find out if checkpoints are properly set in the next area. <_<
The Limit Wrote:How do you guys play those .fla files? What program do you use?
The Limit Wrote:Oh ok, I was wondering why the RAR downloads come with both an swf and fla. Thanks.
I use Adobe Flash Creative Suite 5 (CS5), and the FLA is the source file for the game. The SWF is the game itself. I include the SWF in the file for people that have trouble downloading the game from this website.