Bowser's World Alpha 2.3 (Warnings? Yes! All of them!)

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Re: Bowser's World (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Fri Sep 07, 2012 1:15 pm

I should clarify that a little more in my first post. This is part of that "anti cheat" thing.
The only options i have are, making a HUGE script, that resets ALL variables for all items and stuff, when you cheat / try to rewind the movie,
or i can unload the movie, wich saves me hours of work.
This happening with pressing enter and space will be fixed.
i dont even know why space still rewinds to frame one... i tought that was the FIRST thing ever i deleted XD
Guess i didnt :P
In the finished game, unless you try to cheat (use back, forward or rewind), you should never have to reload stuff.
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby malnap » Fri Sep 07, 2012 1:40 pm

Very interesting. Overall I'm liking what I'm seeing. I like how you can pick up the colored things that come out of the goombas you kill (forget what they are called) with your mouse pointer. Very nice.

Is there currently any way to help anyone or is that not implemented yet?
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby Zeus Kabob » Fri Sep 07, 2012 3:30 pm

Awesome! The controls are tight and feel good. The only issue I thought was unintentional (due to it being alpha, that is) was the wonkiness of the star bits that goombas drop. They fall all over the place, but if they fall below the walk plane, their hitboxes are weird and it's very hard to collect them. If you could instead make the star bits get collected soon after they appear, that would be better.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Fri Sep 07, 2012 4:07 pm

@ Malnap
No, you cant help anyone yet, like i said in the first post, those are only "sketches".
I mainly just left them in, so there is at least a tiny bit to look at, aaaaand... showing the direction of weirdness / kinkyness i am going for :P
And also...
CONGRATULATIONS. You seem to be the first person that figured out that you can pick up the star bits with the mouse.
That is the one thing that is possible since the first alpha, where i said "there is something you can do that is not in the original game". :lol:
I wonder how long it takes people to figure out what else you can do with it ^^
(I also wanted to do additional w,a,s,d movement some time ago, but somehow i cant get it to work, i can only get keys to work, that have a name, like "up" "down" or "space"...)

@Zeus
Not realy unintentional, but also this is not completely finished. The bits that you dont pick up, will disappear after some time.
I dont even know why i have not implemented that yet...
Besides that, i left them landing where they do, because you can always get them, and Malnap figured out how ^^
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby Slayer_J » Fri Sep 07, 2012 8:12 pm

BulmaSSJ4 Wrote:(I also wanted to do additional w,a,s,d movement some time ago, but somehow i cant get it to work, i can only get keys to work, that have a name, like "up" "down" or "space"...)


Where you put the key in the code:
Code: Select All Code
W = 87
A = 65
S = 83
D = 68
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Fri Sep 07, 2012 8:45 pm

I think i already tried that, i googled a lot, but somehow nothing worked.
Gotta try around with that again later
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby pichu9000 » Fri Sep 07, 2012 9:18 pm

Looking good so far. The controls are smooth, and the monsters a mashable. Some of the drops can't be picked up though, they kinda fall away from reach.
Hope this turns out to be another big project.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Sat Sep 08, 2012 11:07 am

Again: No, not unreachable.
Malnap would know how to get them :P
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Sun Sep 09, 2012 9:36 am

Someone please tell me what i am doing wrong, that i get almost no replies.
EVERY project, where someone draws a line with an enemy on it, gets a million answers a day.
"Oh wow, thats a nice line, i think it should be a little higher"
"Omg, that enemy is awesome, it doesnt move, it doesnt hurt you, but still, omg, this is great"
"This is the brst vide0 game evah :O "
"Can you make a second line? that would totaly blow my mind"

And how many answers do i get, for a project that consumed like 100 hours of work?
Like 1 comment a day?
Please, if anyone knows what i am doing wrong, tell me XD

Edit: im going to redo my first post, with all the adding and removing of text it kinda looks messed up.
Please check it out, so you get what kind of response i hope to get.
Even tough the "levels" are not done yet, i want to get an opinion about what people like and... well, check out post nr.1 ^^
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby AbyssDragon » Sun Sep 09, 2012 3:00 pm

I figured out you can 'toss' the star bits by clicking the mouse on the main map. Then if they hit the goombas, the goombas stop moving.
We are what we are. So why bother ignoring such?
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby flashguy1! » Sun Sep 09, 2012 4:25 pm

1. I didn't even know you had updated , I just assumed it was the same from awhile back.Maybe if you can update the title to the topic to let everyone know you've updated.

Like Re: Bowser's World (Warnings? Yes! All of them! Version ?)

2.Their's not really that much their to really judge.I assume the person in the pipe is pregnant peach upside down stuck and krystal who got absorbed by a tree(which for me it looked super creepy and weird-ed me out a bit).Besides the working tunnel which is fine / mario working as he's suppose too / mushroom house ok also , their's nothing else to really give feed back on.

3.I say get more content and interactivity in and that probably will get more people to comment on you work.
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby Slayer_J » Sun Sep 09, 2012 6:01 pm

BulmaSSJ4 Wrote:Someone please tell me what i am doing wrong, that i get almost no replies.
EVERY project, where someone draws a line with an enemy on it, gets a million answers a day.
"Oh wow, thats a nice line, i think it should be a little higher"
"Omg, that enemy is awesome, it doesnt move, it doesnt hurt you, but still, omg, this is great"
"This is the brst vide0 game evah :O "
"Can you make a second line? that would totaly blow my mind"

And how many answers do i get, for a project that consumed like 100 hours of work?
Like 1 comment a day?
Please, if anyone knows what i am doing wrong, tell me XD

Edit: im going to redo my first post, with all the adding and removing of text it kinda looks messed up.
Please check it out, so you get what kind of response i hope to get.
Even tough the "levels" are not done yet, i want to get an opinion about what people like and... well, check out post nr.1 ^^


Lol, don't be like that.

It happens to the best of us, really. It's part of an artist life cycle, the project get praised and sometimes it won't. Also some of those that you accused that just do a line and it pick up activity, started out just like you right now, so please be more reasonable the next time. It because of the years they spent on their project that right now small details get that praise you so detest apparently.

(The other reason I can think of is the lack of sex scene; which is a shame really if this is the case. I rather prefer good gameplay than mindless sex all over the place).

That being said, you're not doing anything wrong. I know that, if there's enough post and attention, you'll get that warm feeling of continuing with the project. But you must never think that, if there is no one replying you, means there's zero interest. Myself, like some other, follow this project, but I don't have the time to play this or any game in this forum for that matter to give you the "response and opinion" that you wish for, maybe some other can give a more detailed feedback than me.

The only feedback I can give right now is that it's great you added wasd movement, finally figured out how. Both the arrows and wasd are active at the time, maybe in the future you can add a button to choose the configuration others prefer. Oh and why I want to throw/shoot those stars anyway?
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Re: Bowser's World (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Sun Sep 09, 2012 7:21 pm

@AbyssDragon:
Couldn't take much longer until someone figured out that when you can pick up stuff with the mouse, you can also shoot it. ^^
Congratulations for finding out, now i need to do a Alpha 2.2 and add/hide something new... :lol:

@Flashguy
Yeah i somehow already wanted to rename it, but then i failed to find a "rename thread" button... XD
I renamed it now :P
And i am glad i am creeping out at least someone :3
But that are not Peach and Krystal. You will get to know them later. (Ofc i used the krystal model and recolored it for the vixen).

@Slayer
I dont know why someone would want to have only one type of controll active at a time.
Maybe there are minigames or something, that you wanna play with the right hand (when keyboard is used),
while you wanna play with wasd while you use your mouse and move around.
Its not like you can accitently push other buttons, and pushing multiple buttons at one time, doesnt give
you an advantage, like i have seen in some realy old games, where you could just push both jump buttons and jump higher :P
And for throwing the stars... Why shoot stuff? I always tought "shoot stuff" was the answer to everything, not a question :lol:
Why shoot stuff...?........ Because its awesome XD
But back to being serious, i know it doesnt do much atm, but it shows off that shooting is easily possible, and the whole "hitbox" system is done.
Everything that will be "shootable" just needs a tiny line of code and works now :3
There should be content soon, that makes you want to shoot your stuff... i mean... the star things, you know...


I sometimes think that lots of people dont even know what you can do with Flash.
Flash is not some kind of editor, where you choose from like 100 things that could happen, like in the (basic) rpgmakes for example.
Its a programming language that allows you to make pretty much everything you want.
So i short: I guess most people dont know what to answer because they either dont know what flash can do,
or they are "scared" by the "everything" that flash can do. if you can choose from EVERYTHING, its so hard to decide, you know what i mean? :P
And also, before you sound stupid, you rather dont post... DONT DO THAT, nothing is stupid, and everything goes ;)
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World Alpha 2.1 (Warnings? Yes! All of them!)

Postby Ivan-Aedler » Sun Sep 09, 2012 9:24 pm

Hi! I'm following this thread and its getting pretty interesting!
I want to help you if you wish (regarding camera code, graphics, sex scenes and gameplay). But pace by pace. I'm getting bombarded with timeouts (due to daily Work) :/

For about lack of comments, its normal. I've got used to it ;)
When you see '1500 playing your game', be sure, 1500 got interest in your game, and better, 800 different people played it and 700 were the replays of some of these people.

I like the 'black circle camera movement' animation, its like the start and end level of smb3. If you permit it, can I use it?

BulmaSSJ4 Wrote:Now i got some of this ugly code i never wanted. Like... "Cam1= Cam2= Cam3= Cam4=..."
And i still have no idea why flash totaly glitches out if i use the Cam on 2 different Frames, with 2 times the same name.
I guess there is some global variable conflict inside that huge code

For about the VCAM. Be careful!! The setTimeout and setInterval are devil! They can be only used ONCE!
E.g.
Code: Select All Code
mariointerval=setInterval (function_name, 1000);

NEVER call setInterval again without clearInterval (or clearTimeout for setTimeout). This can mangle the code like in your frame 11.
When you put, say, mariointerval=setInterval (function_name, 2000) without clearning the former, you're not just modifying the rate of execution from 1000ms to 2000ms. You're creating another setInterval!

So, lets clear the interval first!
Code: Select All Code
clearInterval(mariointerval);


You can force unloading the Vcam movie itself, in the end of each level.
Vcam code around the internet have this line inside them: 'onUnload=unloadMovie(this)', or something like that.
If this line doesnt exist, or its not being unloaded, force it! But check for those setTimeouts and setIntervals first!
Code: Select All Code
unloadMovie("Vcam");


(even if it's not exactly the problem with your VCAM, I'm just telling you to be careful about it).

Also, for about creating new movies dinamically. You can create a large area (rectangle) MC with the instance name 'area' (in its own layer), and them spawn enemies INTO it, instead of _root (scene1!). E.g.
Code: Select All Code
_root.area.attachMovie("goomba","goomba1",_root.getNextHighestDepth());


For about some flash weird bugs (like imported library items being with empty MCs), try to clean the FLA like that.
1) if you're using CS6, save to CS5, then CS4. If CS5, save to CS4 then CS3.
2) use the former Adobe Flash version to open it and save again with a lower version (e.g. Flash CS5 to open a CS5 and to save as CS4. Then Flash CS4 to open a CS4 and to save as CS3).
3) open your latest Adobe Flash program, and load the CS3 or CS4 version. Now save as the latest version (e.g. CS6).
4) use the last version from now on to add code and features.

Its like opening a 400kbytes DOC with Microsoft Word 2007 and saving as a Microsoft Word 2000 DOC file. Misteriously, tons of problems get vanished.

Finally, try to DIMINISH curves count in your objects. The more the curves, the game will be slower! Each non-small object (like trees, ground..) should have a total below 800 curves. I noticed playshapes used to have more than 3000 curves in some objects! :o You can do that:
1- converting art to PEN (redrawing them), using bezier curves. Sometimes, from 900 curves, you get as low as 100, with almost same quality!
2- using less gradients/color transitions. Its better to do , say, a ground texture, using 3 green colors, than using 12 colors from sand to dark green.
3- NEVER, NEVER trace a bitmap. The curves count could reach 10.000!!
4- Also, DONT use tons of movie clips inside movie clips (like 100 flowers MC inside the grass shape). Its better to draw the 100 flowers right into the shape. In the case, using clones of them.
5- try to use only one layer in all shape graphics. The curves/flat areas will be joined, optimizing curves.
6- using flash menu -> Modify-> Shape-> Optimize. Use it between 14 and 100% (the more you compress, less curves!)
7- deleting curves manually (use PEN tool, then press '-' to select 'delete vertices' tool, then just click on the vertices you dont need).

You may start designing/using better enemies from other games, like MIM (shyguys, boo's, koopas...). Just ask the authors (Luftmallow is a great designer here in the site). Check out 'MIM AE' and' MIM DO' (Mario is Missing Hacked) projects so you can use more ideas.

List of enemies you can think of adding to BW:
Spoiler (click to show/hide):

Goombas, toads, koopas, kamek, loki (guy in clouds, also known as Lakitu), flying turtles, Chain Chomp, Yoshi, Piranha plants, beige plants (which jumps when the character passes over it), Bullet Bills, Wiggler (catterpillar), shyguy, snifit (bad shyguy with masks), phanto (those possessed circular masks in Mario 2), pokey (can be used as anal beads), Birdo, Ninjis (purple creatures jumping intermitently), Subcon (little humanoids with wings that resembles workers from Chocolate factory), flurry (penguim), Boo, thwomps (big rocks), Mario, Luigi, Peach's umbrella (Perry), which is alive, Osama (king of Subcon)

Keep up your efforts! ;) May be force be with you!
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Re: Bowser's World Alpha 2.1 (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Sun Sep 09, 2012 10:18 pm

Sure you can use the fade objects. I guess you have what you need in that example file?

Camera: Seems to be fine since i started giving the cameras different names, like in frame 11, its called VCam11...
i can remember / work with that all the time, and its fine, but thanks a lot for your help there.
When i am more interrested into complicated coding again, and try to modify the cam some more, i will use that.

Optimizing version: Yea, i tought about something like that, because i wanted to use my old flash again.
But somehow i seem to have hit the magic option (some "preview" that changed nothing when i disabled it...)
and now my flash runs much better. I didn't know this could fix bugs, i tought it rather causes them...
Gotta try that at some point too.

Optimizing shapes: Tried that a lot too, but the original stuff allways looks messed up when it has less curves and stuff.
For the things i create, they have pretty few curves. For example the Thwomp has about 320, and 290 when you optimize (rape) it :P
Also i have not got a single response about the performance yet, so i guess its still ok, and most stuff that will be added now, will only
be shown temporary, and doesnt overflood the main screen much more. Ill try out your optimizing stuff, when people start complaining
about the speed of the game ^^

Better enemys? You dont like Thwomp and the Angry Sun? :P
Joking aside, i already know some awesome enemys i will make. Most of them will be very old enemys.
I COULD copy the shyguy but... no... nooo... my game doesnt have shyguys... just like it doesnt have "toads"... :P
Annoying little bastards, nobody wants them ^^
Also "Insert Doki Doki Panic joke here"... :lol:

Even tough i am looking more for "like / dislike / idea" comments, your post will probably save me lots of time,
when i search that errors later, thanks a lot again.
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World Alpha 2.1 (Warnings? Yes! All of them!)

Postby Ivan-Aedler » Sun Sep 09, 2012 10:32 pm

Hey, your thwomps are nice!! I've listed all enemies I can think of, in my former post (spoiler field). I've forgotten Angry Sun :/
Do you remember those 'preview' option? I just want to know which is it.
I'll be checking your example file, so I can also give some advice and we can share experience, if you want to.

Please don't forget about the possibility to create a layer like 'area', with a large MovieClip called 'area' or any name you choose, so you can put objects there without them being in the top layer, like mushrooms. This MovieClip can be just a outlined rectangle or even a total invisible one. The 'area' layer will restrain all created objects in that layer only.
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Re: Bowser's World Alpha 2.1 (Warnings? Yes! All of them!)

Postby QuizmasterBos » Sun Sep 09, 2012 11:38 pm

Well, BulmaSSJ4, the reason I haven't posted in this thread is because I felt I had nothing to add yet.
I wanted your game to be a bit more substantial first, before I commented.
My comments usually consists of glitches, or ideas and I didn't really think such comments would be useful this early on.

Now that your game has obtained a bit more substance, I will give you at least one piece of advice.

Show where the boundaries are. I walk around your map, wondering if I can interact with things.
Can I do something with the legs in the pipe? Can I help the furry in the tree?
Can I go inside the toadhouse? You could try and use signs that say: "In progress", or so, to make things clear.

Also, it's nice that you've given the first area music, but please use something different. It starts to wear on you pretty quick and particularly if you're trying to find out if you can interact with anything. Don't forget that the song you used is a mapsong, which means you normally only hear it for a few seconds.

That's all you get out of me for now. I hope you consider my advice and maybe you can make me come back here regularly.
Thanks in advance.
-Quiz
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Re: Bowser's World Alpha 2.1 (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Mon Sep 10, 2012 12:09 am

Lol, yea... I wanted to make an "in progress" sing so long ago...
Because there is not that much stuff to see yet, i tought it was a little easier to just tell you what works (in the first post).
Like i said, i wanted to finish more before releasing, but for different reasons i didnt.

Ofc i will give you the option of disabling the music, but probably something more advanced.
Like you said, its a map music, and your not supposed to hear it that long.
The stage you start in IS a map, and when its done, you wont be "on it" that much anymore.
Maybe the music could also stop, or get lower, when you interact with things and only plays when you run from pipe to pipe...
(There should be some nice "conversation background music" in SOME mario game :P)
For the alphas i'll make something simple, so you guys can at least disable it.
Another thing i should have done already :P
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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Re: Bowser's World Alpha 2.1 (Warnings? Yes! All of them!)

Postby dalthos » Mon Sep 10, 2012 2:33 am

Love how the game is progressing, not sure if you have noted this, but with the exception of pipes that lead to new areas, all other pipes lead back to the beginning area, not sure if that is intentional at this time, but with how far the game is, I assume it is, the other problem I have is when you left click the star bits have quite a bit of lag from the click to before they show up, otherwise the game is enjoyable so far and can't wait for it to flesh out more :)
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Re: Bowser's World Alpha 2.2 (Warnings? Yes! All of them!)

Postby BulmaSSJ4 » Mon Sep 10, 2012 3:42 am

New version is up. Since someone discovered the last "secret", i wanted to put in a new one.
Also i fixed some huge problems with wasd, now it actually works (probably not 100%) correct.
For those who dont like the music looping so much while exploring the game, there is a mute button now.

@dalthos
Yes, ending up in the beginning is intentional. And NOT only because its so easy to programm... SERISOUSLY I SWEAR...
It will all make sense in the end :3
And uhm... lag in shooting? I have not heard that before. You can only fire 1 piece at a time, and they are not very fast, but there is almost NO time between clicking, and the star piece being visible... :/
Check out my unfinished game, Bowser's World: viewtopic.php?f=7&t=2583.
Don't forget to read my first post and comment about what you like, dislike, and what you would like to see, in the future, in a LoK game.
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