MiM (hacked) - On Hiatus since Feb 17, 2013

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Re: MiM (hacked) - Updated August 24, 2012

Postby Blargh » Tue Aug 28, 2012 4:11 am

Hammer of the dawn Wrote:I' ve been playing this game for months but just one in this page. It's cool how a game can evolve with the help of good flash makers.
I really like what you are doing and I was wating for this last update and its pretty cool the new stuff you added but I have a complain about Krystal, because it was my favorite character and sudenly you made such a drastic change, Im not saying you've got to put the other back (which I woud like), because maybe you made a poll or somthing and other think its better this way, but I belive it looked much better before. Otherwise It is a perfect work what you're doing out here! :D

Ah, no sorry. No polls or anything. I just thought I would cheat the forward-facing head and update to Playshapes' newer version. I, uh, guess I dropped the ball on that. I'll put her back in the way she was so both versions are available. Sorry! m(_ _)m

ivanaedler Wrote:Assets:
- Boo (with parts) - Base of MadBobomb
- 2 animations: show/hide, and walking (up-down)
- Ghost house door
(I want to do a living Boo, that's why I did just the up-down animation. He will bounce like this when approaching Peach).

To use the door, simply let the character press UP when in front of it, then make an animation MC, like a sex scene (movement false, alpha 0...) then , when the door starts to close, The entire Peach object should be in a layer beneath the door and in front of the black area. Then she warps to another place.
The sound is the same as the doors in the Peach Castle area, level 1.

I hope you enjoy ;)
PS: Dicks are not shown because It will be retractable in my version (but you can , of course, let it already with hard dicks). Dick object already in the FLA.

That's really cool. ^_^ Now you've got me under even more pressure to get started on the Boos. XD

kindafishyfish Wrote:I Love the game it's great, But Krystal was my favorite character yet with the new face. It has made her my least favorite. Not trying to complain just saying maybe you could think about changing it back? Or at least maybe think about adding a new face button, To change what face the character is using. Anyway great game, Cant wait to see what you add next.

PianoMan23 Wrote:Hmm, I don't usually comment, but Blargh, I must say I'm not too impressed with the new Krystal model :/ Could we either go back to the old or make it a separate model, as with samus? There was something about the old model that just seemed... hot. Idk, I just miss it.

Sorry! I will fix it and put both Krystals up for use. The newer model head is from Playshapes' MiM2 (side head) and New Bowser's Castle (front-facing). I've done it so many times in the past, I don't know why I didn't consider having both models. m(_ _)m

ivanaedler Wrote:Just to make a comment on Krystal.
I noticed the new model is better, more crystal clean (no pun intended), but the former model is more innocent and with more vivid nipples. The new one is acting like a mischievous spy (not that's being bad, on the contrary). Maybe you can let the two models in the game?
Also, the legs of the new model are with wrong colors (more purple).

Ah, right. I knew I was forgetting something when I updated. I'll get that coloration fixed as well. I think what it'll end up being is the old one will remain the submissive type and the new one will become the, as you say, "mischievous" type. ^_^

Biles Wrote:Hehe, I think the face on the new model is looking a bit more "derpy" rather than mischievous. :D

I think that might be to do with the eyes crossing and the eyebrows. I should be able to fix that and make more eye variations for emotive changes as well.

ElPresidente Wrote:Birdo with a human body loosk so...wrong with that head.

Biles Wrote:Indeed it does. >:D

Please, no! >_< I was trying to forget that image! I thought I could use it for perspective drawing, but it's just...too...horrible! XD
>_>
<_<
As an aside, I'll be removing Birdo from the character list next time. The problems with the nose are just too many and varied to fix (splitting it between the head and jaw layers literally splits her mouth open *shudder*), so she'll just have to remain as an enemy type. Sorry to those who want her kept, but I believe it would be a disservice to allow her to remain with all of the current and future issues that will come up in the animations. m(_ _)m
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Re: MiM (hacked) - Updated August 24, 2012

Postby Terrantor!!! » Tue Aug 28, 2012 4:40 am

love this game and love your remake of it, dude. I like it on the whole and its direction so keep doing as you do.
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Re: MiM (hacked) - Updated August 24, 2012

Postby Biles » Tue Aug 28, 2012 5:01 am

Image

LOL!! Ma bad I just felt the urge to do a lolz. Anyways, ivanedler told me you'd be interested in this Birdo version I'm currently working on. Right now, I have to do some serious vector line works so that it'll be compatible with Flash CS5.5.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
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Re: MiM (hacked) - Updated August 24, 2012

Postby Ivan-Aedler » Wed Aug 29, 2012 4:10 am

As for the Ghost House music...
What do you think about THIS ONE?
http://ocremix.org/remix/OCR00896/
(you can play the sample before downloading, in the right green button) ;)

EDIT: A more optimized Mp3 version remastered by me, optimized for MIM (with loop) in the spoiler below.
PS: If Flash claims about the Mp3 (sometimes it does that), just convert it to Wav first. Flash will output a swf with optimized mp3 file anyway.

Spoiler (click to show/hide):

castle super mario world.mp3
(1.65 MiB) Downloaded 42 times
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Re: MiM (hacked) - Updated August 24, 2012

Postby Blargh » Fri Aug 31, 2012 1:07 am

So, I've uploaded a new SWF that has the old Krystal, the new Krystal, and no Birdo. If anyone wants the previous one with Birdo, you're going to have to download the FLA from Mediafire for the SWF in that .zip file.

Terrantor!!! Wrote:love this game and love your remake of it, dude. I like it on the whole and its direction so keep doing as you do.

Thanks! I'm feeling a little better now (being off of nights for a month helps), but we'll see if that improves my production rate. ^_^

Biles Wrote:Image

LOL!! Ma bad I just felt the urge to do a lolz. Anyways, ivanedler told me you'd be interested in this Birdo version I'm currently working on. Right now, I have to do some serious vector line works so that it'll be compatible with Flash CS5.5.

ivanaedler sent me an image of it earlier (the image here doesn't want to load for me), but I am interested! She's more enemy-like (and meatier, but I understand that's your style ^_^) than I was planning on, though, since I wanted to her to be fucked as well as fuck.

ivanaedler Wrote:As for the Ghost House music...
What do you think about THIS ONE?
http://ocremix.org/remix/OCR00896/
(you can play the sample before downloading, in the right green button) ;)

EDIT: A more optimized Mp3 version remastered by me, optimized for MIM (with loop) in the spoiler below.
PS: If Flash claims about the Mp3 (sometimes it does that), just convert it to Wav first. Flash will output a swf with optimized mp3 file anyway.

The ocremixed Ghost House sounds really creepy, but it does take a long while to get into it.

The second one, the castle MP3, sounds like it would be better as Bowser's castle theme (in fact, I'm going to add that to the Bowser bonus scene right now ^_^).
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Re: MiM (hacked) - Updated August 24, 2012

Postby Blargh » Fri Sep 07, 2012 9:23 pm

The gallery is being frustrating, so the update will happen tomorrow (Saturday). Sorry for the wait.
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Re: MiM (hacked) - Updated August 24, 2012

Postby Sync » Sat Sep 08, 2012 6:37 pm

The update happens when it happens, dude.

Don't be quick...be good. ;)
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Re: MiM (hacked) - Updated August 24, 2012

Postby Blargh » Sat Sep 08, 2012 7:08 pm

New update:
- Added BGMs to the Bowser bonus scene, Underwater zone, and Ghost House zone.
* These are probably going to change, since they doubled the size of the SWF.
- Added the Bath scene to the gallery.
* Getting the bath scene saved isn't working for me. Results may vary.
- Set the Gallery so that you can view what you've unlocked so far, even if you can't save.
- The bombs in the underground area have been moved further back so they will no longer cause you to fly up the wall.
- Falling in any holes in the Mushroom Kingdom after beating Morton will take you to the zones under those holes.
* Boo makes an appearance near one.... (animation by ivanaedler)
- The old toad will stop bothering you when you load or re-enter the zone after activating the bombs.
- Added Mario outfit by ivanaedler and Handy outfit (modified from the Mario outfit) by Blargh.
PS: This update's FLA is here: http://www.mediafire.com/?th7wzk21mw7c51c.

Sync Wrote:The update happens when it happens, dude.

Don't be quick...be good. ;)

If it didn't happen when I promised, it would be more like it'll happen when I do something. :P
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Re: MiM (hacked) - Updated September 8, 2012

Postby Ivan-Aedler » Sat Sep 08, 2012 7:13 pm

Blargh! I will make some tests with the new camera code. Game performance can be increased up to 25%! (this time, no problems like the Peach LAYER mode to let her fade in/out without problems). If it works well I will be re-uploading the FLA via PM for you to test, okay, man?

Hey, I'm testing your latest version and I just noticed some selectable text in the map picture, in the MENU. It's due to the activated 'A/B' icon in font properties.
Last edited by Ivan-Aedler on Sat Sep 08, 2012 11:15 pm, edited 1 time in total.
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Re: MiM (hacked) - Updated September 8, 2012

Postby Campo92 » Sat Sep 08, 2012 11:15 pm

Go Man! Go Man! This game is better than Kristal...
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Re: MiM (hacked) - Updated September 8, 2012

Postby Blargh » Sun Sep 09, 2012 4:16 pm

ivanaedler Wrote:Blargh! I will make some tests with the new camera code. Game performance can be increased up to 25%! (this time, no problems like the Peach LAYER mode to let her fade in/out without problems). If it works well I will be re-uploading the FLA via PM for you to test, okay, man?

Hey, I'm testing your latest version and I just noticed some selectable text in the map picture, in the MENU. It's due to the activated 'A/B' icon in font properties.

Okay. I noticed that the gallery inside the menu inside the game is very laggy, so a performance boost on that magnitude would be great!

Durn text properties need to stop defaulting to dumb properties. >_< There's also a problem with Morton that I've got to deal with now. How did he even break!? щ(゚Д゚щ)

Campo92 Wrote:Go Man! Go Man! This game is better than Kristal...

But...but I like Krystal. ;_;
>_> Eh, I'll get over it. ^_^
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Re: MiM (hacked) - Updated September 8, 2012

Postby Campo92 » Sun Sep 09, 2012 6:14 pm

Me too, but is incomplete and noone like to continue it. Ps, don't ask me, I haven't time for my game neither
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Re: MiM (hacked) - Updated May 19, 2012

Postby humbird0 » Tue Sep 11, 2012 1:46 am

ivanaedler Wrote:Yes, I saw the Humbird way to handle sound and its actually better in regard to code reuse. No risk of 'phantom sound' as when you put a hidden sound frame in the timeline (you lose tons of time to figure out which keyframe has the sound attached to it). The only problem with hummingbirg approach is to remember which sound you want to use here and there (you have to search through all the labels). Imagine a game with 200 sounds? Anyway I'm open to discuss that.

If you name the frame for each sound effect with the same name as their filenames, then you can just look through a folder in windows with the original files in them to preview and decide which one to use.
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Re: MiM (hacked) - Updated May 19, 2012

Postby Ivan-Aedler » Tue Sep 11, 2012 2:08 am

humbird0 Wrote:If you name the frame for each sound effect with the same name as their filenames, then you can just look through a folder in windows with the original files in them to preview and decide which one to use.

Hi great man!!! Nice to see you here. Thanks for the explanation, now everything makes sense! You're right, we can even see the names in the library itself. Any doubt, just play a given sound right in the library. Better if all sound items are using the same 'sound' folder. Me and Blargh may check this and them we can start this conversion. Anyway, we have different projects (MIM AE and MIM DO), so Blargh should analyse is first, as here is his game.
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Re: A MiM hack

Postby humbird0 » Tue Sep 11, 2012 2:40 am

Blargh Wrote:The optimized version is a programmer's heaven, but an editor's hell (not that Playshapes' original version was easy to navigate), and I ain't no programmer.
...
I don't want to have to learn strange, complex things to be able to modify a game that isn't even my own.

Since all of the programming code in the optimized version is inside of the movieClips, all you need to do is drag and drop them. No more copying and pasting code.

I just posted the FLA source code along with tutorial videos for editing the level, adding sounds and music, etc...
viewtopic.php?f=7&t=724&p=178215#p178215

Blargh Wrote:... Bumping up the frame rate to make Peach go faster and pixelating the backgrounds were both poor design choices in my opinion, and nothing else in that version justifies the massive code overhaul besides making it ActionScript 3.0 compatible.

Nothing in the optimized version has anything to do with AS3. I increased the framerate because the optimizations made it possible to increase the framerate and make the game to run more smoothly. Granted, the animations would need to be modified slightly to avoid appearing too fast.
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Re: A MiM hack

Postby Ivan-Aedler » Tue Sep 11, 2012 2:49 am

humbird0 Wrote:Nothing in the optimized version has anything to do with AS3. I increased the framerate because the optimizations made it possible to increase the framerate and make the game to run more smoothly. Granted, the animations would need to be modified slightly to avoid appearing too fast.

I agree with the animations needing only small changes. But...hmmmm...in AS3, its easy to just alter the framerate of this particular movie clip back to 20 or even 16 (like Playshapes used), while all other movies will play at 22 or more. AS2 doesnt support FPS changes to individual MCs (but this fact doesnt mean increasing frame rate in AS2 is not interesting. In fact it is - more smooth gameplay). Provided the animator will have enough time to readapt those frames (tweening them more). Also, testing needs to be done in order to see possible CPU performance hits.

For about the pixelated background (Bitmap rendering), why not letting it as a configurable option for people that has problems with game performance?
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Re: A MiM hack

Postby humbird0 » Tue Sep 11, 2012 9:41 am

ivanaedler Wrote:For about the pixelated background (Bitmap rendering), why not letting it as a configurable option for people that has problems with game performance?

The performance problems would be nearly universal because no matter how good your graphics card is, Flash simply doesn't use it.
And processor power has more or less plateaued over the past few years at around 3 GHZ at most.
Even with multi-core processors, I'm pretty sure Flash only uses one core.

Then again, my own computer is around 2 GHZ, so it might not be so bad for a few people.
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Re: A MiM hack

Postby Ivan-Aedler » Tue Sep 11, 2012 2:41 pm

humbird0 Wrote:The performance problems would be nearly universal because no matter how good your graphics card is, Flash simply doesn't use it.
And processor power has more or less plateaued over the past few years at around 3 GHZ at most.
Even with multi-core processors, I'm pretty sure Flash only uses one core.Then again, my own computer is around 2 GHZ, so it might not be so bad for a few people.

Adobe says its using hardware and GPU acceleration, but AFAIK, its really an advantage over those H.234 codecs. Yes, it improves shape rendering, but not much.
I'm using a Core i5 with a 9500GT card. Bowser Castle, MIM DO (Mario is Missing Hacked) and MIM AE plays here in fullscreen, with few performance hits in crowded areas.
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Re: MiM (hacked) - Updated September 8, 2012

Postby OwnerOfSuccuby » Tue Sep 11, 2012 9:04 pm

I really like this version of the game. You do very well ! In Mims version i dislike braken boxes, millions of dialogs and etc.. I think that there are a lot of unnecessary elements in his version of the game. In your version is only one thing that i thing is a little strange - menu.

When you click on chair and go to menu if you press Status then Stop credits you are in menu.
If you do not press status you are in game.

And a little strange design of menu.

All other is really good.
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Re: MiM (hacked) - Updated September 8, 2012

Postby Blargh » Wed Sep 12, 2012 3:32 am

Campo92 Wrote:Me too, but is incomplete and noone like to continue it. Ps, don't ask me, I haven't time for my game neither

I was going to do some work on the side in it, but I don't work on this game as much as I should already, and I don't want to sacrifice development on MiM for it. >_>

humbird0 Wrote:If you name the frame for each sound effect with the same name as their filenames, then you can just look through a folder in windows with the original files in them to preview and decide which one to use.

I usually just check the object properties for the sound in use and then use the library list as a reference, since I keep all the sounds in one folder anyway. <_<

humbird0 Wrote:
Blargh Wrote:The optimized version is a programmer's heaven, but an editor's hell (not that Playshapes' original version was easy to navigate), and I ain't no programmer.
...
I don't want to have to learn strange, complex things to be able to modify a game that isn't even my own.

Since all of the programming code in the optimized version is inside of the movieClips, all you need to do is drag and drop them. No more copying and pasting code.

I just posted the FLA source code along with tutorial videos for editing the level, adding sounds and music, etc...
viewtopic.php?f=7&t=724&p=178215#p178215

Blargh Wrote:... Bumping up the frame rate to make Peach go faster and pixelating the backgrounds were both poor design choices in my opinion, and nothing else in that version justifies the massive code overhaul besides making it ActionScript 3.0 compatible.

Nothing in the optimized version has anything to do with AS3. I increased the framerate because the optimizations made it possible to increase the framerate and make the game to run more smoothly. Granted, the animations would need to be modified slightly to avoid appearing too fast.

Did you just hold a grudge? xD :lol: In the end, I learned quite a lot of strange, complex things to modify a game that isn't even my own. Including that I didn't know what I was talking about back then. :oops:

Hell, I still don't know what I'm talking about half the time. Now that I find myself getting into programming that's going over my head, I just want to stop learning new things and finish the game with what's already been done. >_> Please forgive my rude assessment.

OwnerOfSuccuby Wrote:I really like this version of the game. You do very well ! In Mims version i dislike braken boxes, millions of dialogs and etc.. I think that there are a lot of unnecessary elements in his version of the game. In your version is only one thing that i thing is a little strange - menu.

When you click on chair and go to menu if you press Status then Stop credits you are in menu.
If you do not press status you are in game.

And a little strange design of menu.

All other is really good.

I'm trying to work with what I've already got in the menu, instead of thinking outside that black box that the menu uses for a background. It's a bad habit of mine, and a big reason why I accept any and all suggestions on how to do things better. Unfortunately, my laziness habit has caught up and I'm now struggling to overcome it. -_- I got so used to making small changes whenever and putting the big stuff on the backburner that now that I'm running short on small stuff, the slightly larger stuff is intimidating to start working on. But slowly I'm working through it. Very very slowly. <_<
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