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

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Re: MiM 'Mim Ae version' (XXX) 1.5g

Postby Ivan-Aedler » Fri Sep 14, 2012 4:06 pm

I'm working with that jigging problem.
I programmed a slighty better code (without the gravity/10 thing, that is , 0.1, or even 0.01 increments), and I'm intensely testing it.
I'm using the ApplyMovement approach. Now, 5% of probability of jigging (unknown forces of nature). And if she does so, she will stop jigging in less than 2 seconds.

Code: Select All Code
//anti gravity. In other words, she touches ground (or are inside it for any reason). Let her higher, until she's right onto the ground
   while (_root.ground.hitTest(_x+Peach_setX, _y+Peach_setY, true))
          {
          Peach_setY--;
          }

//if she jumps (positive grav), put her on that height.
        if (char.grav<0)
          Peach_setY+=char.grav;

//GRAVITY: if grav=0 (equilibrium) or negative grav, check gravity. Do it tenderly (checking ground on every pace).
        for (aa=0;aa<char.grav+char.total_gravity;aa++)
        {
         if (!_root.ground.hitTest(_x+Peach_setX, _y+1+Peach_setY, true))
            //+1 is to avoid DEAD LOCK in future frames (shes going down then going up then going down) <-JIG PROBLEM
            {
            Peach_setY++;
            }
         else  //she hit the ground. Grav will be zero (equilibrium).
            {
            char.grav=0;
            break;
             }
         }

//
// APPLYMOVEMENT
_x+=Peach_setX;
_y+=Peach_setY;
Peach_setX=0; //reset for the next loop
Peach_setY=0; //reset for the next loop

I can program using trigonometric functions and more advanced hitbox live creation but, really, its not necessary (at least for now) and it will need more testing (sometimes it lasts 2 hours just for testing). It may be necessary for ledge collisions inside water, due to the fact Peach changes her feet and head collision when she's in laid position. I'm doing pace by pace. I just can't halt the creation of new levels and enemies.
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Re: MiM 'Mim Ae version' (XXX) 1.5g

Postby humbird0 » Fri Sep 14, 2012 11:47 pm

As luck would have it, I just stumbled across another platformer example I had created about a year ago and forgot about.
This one doesn't use a finite state machine, but it's very straightforward and easy to understand. I very clearly demonstrates how you can handle collision with the floor, ceiling and walls.
You can try experimenting and see if you can modify the floor collision to handle climbing hills.
In general, I still recommend using a finite-state-machine.
But whenever you're wrestling with a tricky problem, it's often helpful to test out new ideas in a separate program where there's nothing else to deal with. Once you get it working there, it's pretty safe to assume it'll work in your game too.

When you look at the player's code, start by looking at the very bottom because that's where the main loop is.

Click to Play
(Javascript Required)

platformerExample.swf [ 1.35 KiB | Viewed 3481 times ]


platformerExample.fla
Example's source file (FLA)
(38.5 KiB) Downloaded 17 times
Image
The last version of Pokemon Hentai Version is: January 31, 2015
Every Pokemorph created for the game
Every cutscene picture in the game
Reference material gallery (characters, poses, outfits, expressions, personalities)
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Re: MiM 'Mim Ae version' (XXX) 1.5g

Postby humbird0 » Fri Sep 14, 2012 11:59 pm

As for your jiggling problem, one solution is to detect whether or not there is ground immediately under the player and decide whether or not to apply gravity.
In other words, if there is ground 1 pixel below the player's feet, then there's no need to apply gravity.
But if there's open space, then it makes sense to fall.

Alternatively... in most of my finite-state-machine platformers, gravity is applied only when you're in the "jump" or "fall" state. If one of the other states detects that there's open space under the player's feet, it'll switch to the "fall" state.
Furthermore, when the "fall" state detects that there's ground under the player's feet, it switches to the "stand" state.
There are some exceptions where I need to remain in one of the other states and still handle falling (such as while flinching from an attack) in those cases, you can still use the previous method of detecting ground and selectively applying gravity.
Also, different states can share code but calling functions that don't belong to any particular state. For example, functions for detecting collisions are usually shared. Of course, what you do after detecting a collision is still up to you.
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Re: MiM 'Mim Ae version' (XXX) 1.5g

Postby Ivan-Aedler » Sat Sep 15, 2012 1:42 am

Thank you! I will be releasing an update tonight with a better collision! Yes, I will do state machine code, its not hard! I liked the platform example, I will fiddle a bit with the slope, then I will give you a report!

Added link to version 1.0j on the first page (Just for comparison): JUMP key is UP.
http://rapidshare.com/files/2511120553/ ... 201.0j.swf

Update 1.5h
1) Better collision and gravity code (Algorithm #3) with ApplyMovement (Peach will not jig anymore and she will go down slopes without 'little jumps'). Game may be up to 3 FPS faster.
2) Improved World Map level with new assets
3) Improved fade out in each level (you will see no more the background map in a stance)
4) Peach will ricochet upwards if she stomps enemies

Update: Severe bug found. I'm correcting it(OK FIXED). Nothing to do with collision and gravity.

For those who want to know what's happened:
Spoiler (click to show/hide):

As some developers do to optimize the game, I also use RELAY frames to go to another level. It works 100% (at least it should). That's because Flash only plays the same frame with code ONCE. If you try to replay a level using gotoAndPlay (sameframe), nothing happens. So we go to another frame, then check if a given variable is set, in order to go to the destination frame.

Now on the problem. When Peach exits Toad House, she should go directly to World Map (resuming the game), and that should work without a relay, because these two levels are in different frames, but an enormous blue square (the stage color!) started to follow the camera in the World Map! :o
So I decided to use Changelevel as a relay frame. No problem should arise. (I've used Changelevel in other levels). UPON reaching this frame, if a variable 'cameFromToadHouse' is ON, immediatelly worldmap will be played. Theory = 100%. But in the game...the problem continued!
I tried to relay to Score Frame (that with number of coins gathered, laid enemies...). UPON reaching this frame, if a variable 'cameFromToadHouse' is ON, immediatelly worldmap will be played. The problem continued!

BUT! If I relay to Score Frame BUT let it play until pressing space (no immediately going to worldmap), it works okay! So, this was elected to be the relay for toad houses. I dont see any problem, HOWEVER the numbers of enemies died and laid, etc APPEAR to be non sense after the Toad house because Peach havent fucked anyone (but Toad House level DOES have coins). I can add some random enemies in front of the toad house, though ;)
Last edited by Ivan-Aedler on Sat Sep 15, 2012 11:03 pm, edited 10 times in total.
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Peach's dirty pictures!

Postby yurinicolau » Sat Sep 15, 2012 5:53 am

Hey man! I think I was making a too big thing of the picture thing... I simply put myself in marathon of making Peach's dirty photos these days ago, but today I had to stop for some university work...Then, later when I opened flash to continue working at more positions I realized that there were already enough pictures! ;) So, let's take a look at all of them:
(Please roll down to see the full image)
Spoiler (click to show/hide):

Peach facial portrait bedroom.jpg
This one I has done before the enemies file...
Peach facial portrait bedroom.jpg (55.32 KiB) Viewed 3389 times

Now with a different scenario...
Spoiler (click to show/hide):

Peach facial portrait bathroom.jpg
Alternative version...
Peach facial portrait bathroom.jpg (20.86 KiB) Viewed 3389 times

Yes... It's BOSS time, Peach!
Spoiler (click to show/hide):

Peach and Bowser upside down.jpg
Hell yeah! Bowser and Peach!!!
Peach and Bowser upside down.jpg (36.05 KiB) Viewed 3389 times

A new meaning of hiding in he bushes...
Spoiler (click to show/hide):

Peach in the bushes 2.jpg
This one I had already posted here as a preview... Still cool though! :D
Peach in the bushes 2.jpg (36.61 KiB) Viewed 3389 times

For God' sake Peach, even at the closet???
Spoiler (click to show/hide):

Peach glory hole.jpg
Glory hole action!!! ;D
Peach glory hole.jpg (30.33 KiB) Viewed 3389 times

Everybody needs to take a break from time to time...
Spoiler (click to show/hide):

Peach on bed.jpg
Peach also deserves to rest some times!
Peach on bed.jpg (53.8 KiB) Viewed 3389 times

Okay... Break off... It's time for some WEEGEE!!! :mrgreen:
Spoiler (click to show/hide):

Peach footjob bath.jpg
Nothing like a nice shower...
Peach footjob bath.jpg (83.67 KiB) Viewed 3389 times

Spoiler (click to show/hide):

Peach footjob bath 2.jpg
Alternative version...
Peach footjob bath 2.jpg (82.24 KiB) Viewed 3389 times

What about Mario??
Spoiler (click to show/hide):

Peach and Mario in bed (closer zoom).jpg
What happened before the game's beginnig...
Peach and Mario in bed (closer zoom).jpg (59.86 KiB) Viewed 3389 times

Time to rest...
Spoiler (click to show/hide):

Peach on sofa.jpg
Okay... Just take a pause to straight things up Peach...
Peach on sofa.jpg (36.82 KiB) Viewed 3389 times

I'm sending the FLA files to your e-mail as we agreed... ;)
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sat Sep 15, 2012 6:10 am

Holy Cow of the Mushroom Kingdom, man! Really nice pictures! Man, if we use our creativity with those pictures, we can make 100 (yes, 100 or even more) of dirty pictures. However, I know time is short with us. I will just fix little things here and there, and, according to next levels, I'll be putting in the game. Example: in castle level, or ghost house level, it can have pictures in the walls, so Peach will keep being surprised 'God, how those reached this place?'

And its possible to have the pictures in the gallery! When user press SPACE, a random pic may appear, so the player will keep pressing space to see different ones! I may also put a random pic in the end of each level (in the score screen!) The best thing about reusing Peach parts (and enemy/friend one) is that every well done picture would take LESS THAN 5kbytes! So, 100 pictures = 500kbytes. The magic of Flash!

You may have a duplicate file above (with WEEGEE). For about the Peach in the closet, may we try to use the normal peach in the game? (I can do that so we can compare). Thanks!
PS: I'm doing new animated pictures, so I can send to you, like the 'happy bushes animation' (they're like Slimer! from Ghostbusters). They appear in Mario Bros 3.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sat Sep 15, 2012 6:05 pm

HumminBird, how about this code you've put?
Code: Select All Code
start = function(){
   // nothing needs to be done
}// start()



//________________________________________
start();      // start the current state


How could you start a state without code inside the start()?
I think you are only using a convention (that is, there are states that start function DOES have code. like the state Mast.) So, in this frame, Start() AND onEnterFrame will run, even if Start does not have anything (because of onEnterFrame omnipresence).

I just have only question regarding layer coordinates.

Spoiler (click to show/hide):

I noticed that when I create a ground MC (each level has a different ground MC), then I told Flash to let Peach_x and _y go to _root.ground.checkpoint_x, and y, Peach goes far away from the expected place. E.g. Instead of going to -1200,700, she appears on -1000,-100. So I need to go inside the ground MC, and move it along like a blind man in the far west, until letting it in the same coordinate system). I need to publish everytime I want to see if Peach is warping to the right place. The worse thing: I cant see any easier way to notice which _x and _y offset the MC is using. I know there is a crosshair inside each MC that let us know its center, but even centering the ground MC, Peach keeps going to a different place.

An example: we have a map with: _root.Peach, _root.ground (grass), and 5 pipes inside _root.ground (_root.ground.pipe1, 2, 3, 4 and 5).
When I tell Flash to move Peach to one of those pipes, she goes anywhere else. Peach can go far away or almost the right place, depending on the ground MC, that is, depending on the level (in the third level, Peach almost get in the right place, just a bit offset to the right).

I can't figure out how to synchronize the coordinate system inside MCs with the Scene1. Or how to use only absolute values. They appear to be right as I see the same numbers when enabling the rulers, but they're not.

Update: I read quite a lot of flash tutorials, and I've found that 'the obvious solution would be to add the parent coordinates to the child coordinates, and the sum should be the child's _root coordinates. The problem is, if the parent is rotated, the child(if not directly at reg point of parent) will be moved on the _root but not on the parent, so the above wont work'.

Update: There are other documented ways:
1) check MovieClip's localToGlobal method
Provided that your root is not scaled nor moved:
Code: Select All Code
var p={x:0,y:0};
parentMc.anotherMc.mc.localToGlobal(p);


If root is moved:
Code: Select All Code
var path = parentMc.anotherMc;
var myMc = path.mc;
var p={x:myMc._x,y:myMc._y};
parentMc.anotherMc.localToGlobal(p);

To retrieve absolute coordinates in any mc after the code above:
Code: Select All Code
anyMc.globalToLocal(p);


A more complete code for advanced nesting:
Code: Select All Code
MovieClip.prototype.getAbsoluteCoordinates = function () {
var p= { x : this._x , y : this._y };
this._parent.localToGlobal(p);
return p;
};
MovieClip.prototype.getLocalCoordinates =
function (/*MovieClip*/ targetMc) {
var p= { x : this._x , y : this._y };
this._parent.localToGlobal(p);
targetMc.globalToLocal(p);
return p;
};

// sample code:
ground.onEnterFrame=function() {
var groundGlobal = getLocalCoordinates(ground);
ground.checkpoint1._x=groundGlobal.x;
ground.checkpoint1._y=groundGlobal.y;
};


Well, provided I only use non-rotated MC's, I should be fine.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby QuizmasterBos » Sun Sep 16, 2012 1:03 am

Okay, finally managed to play it again. This time I wanted to see what the map looks like.
First of all, it's looking great. You made it look very... inviting.

I was surprised at the large zoom-in however. I thought the map was going to be on one screen like the screenshot you provided us with.
Still, I like it.

The physics still need some work though. I think Peach moves rather slowly, especially whilst going up or down. Or it might just be my bad cpu.
Anyways, good luck and hopefully you finish world one soon.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sun Sep 16, 2012 1:39 am

QuizmasterBos Wrote:Okay, finally managed to play it again. This time I wanted to see what the map looks like.
First of all, it's looking great. You made it look very... inviting. I was surprised at the large zoom-in however. I thought the map was going to be on one screen like the screenshot you provided us with. Still, I like it.

Thanks for the feedback! Hmm I did this World Map in just 2 days of programming (a total of 5 hours - dedicated time, most of them testing). Its not the final version yet. If players think it should be more zoomed out, I can do that. However Peach will lose detail (I think everyone want to see her walking there) ;) I plan doing some interactive objects there, like Peach fucking those slimmy dancing things, or masturbating. I can add a new zoom (entire map and close up). The zoom, HUD system and Peach itself in World Map are different from the levels' system, so that's why it does not have the 4 zoom modes.

QuizmasterBos Wrote:The physics still need some work though. I think Peach moves rather slowly, especially whilst going up or down. Or it might just be my bad cpu.
Anyways, good luck and hopefully you finish world one soon.

Peach walks about 2 seconds between the circles (be it up, down, left or right). Peach frontside animation may improve, as the backside one is better (she walks bouncing a bit, happily). I'm thinking about two levels for World1, before going to World2:
1) The Trees (a level full of large trees and a more vertical level, where Peach must climb and use vines)
2) The Happy Platforms (I may use this level below as a reference)
Spoiler (click to show/hide):

Image

But, of course, I'm checking out the priorities. I need to add , for example, Peach bare hand nails, Daisy Striker Outfit and Daisy Character. I've halted Birdo development because I may use Biles' version, so I prefer to do other easier priorities.

BTW, World 1 already has 7 levels. One more, and it will be like Mario3 World1 (8 levels total) : ) I dont plan making all exactly equal (that is, a ghost castle after level 4, and an airship castle level in the end.) But I may let the airship level be the end, provided I create the koopaling with scenes, like Morton. So Morton will be the ghost castle's boss of all worlds (with different scenes of course)
Last edited by Ivan-Aedler on Sun Sep 16, 2012 3:13 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Darthan » Sun Sep 16, 2012 3:10 am

Bug with the new map:

If you are Fire Peach the frontside view shows regular Peach's pubic hair, meaning it is blond instead of redbrown or whatever you would call Fire Peach's hair color.

Also, is the burn mushroom supposed to default to naked? The text when you pick it up is as if it should be the Striker Peach outfit.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sun Sep 16, 2012 3:20 am

Darthan Wrote:Bug with the new map:
If you are Fire Peach the frontside view shows regular Peach's pubic hair, meaning it is blond instead of redbrown or whatever you would call Fire Peach's hair color.

Fixing that soon!

Darthan Wrote:Also, is the burn mushroom supposed to default to naked? The text when you pick it up is as if it should be the Striker Peach outfit.

Burn mushroom was changed to 'racer mushroom' as default. I know, many liked the burn peach as before (naked) but you can set it like you wish in the character select anyway. I will improve the text though, with 'Speedy Peach' instead of 'Speedy Striker Peach' because you can be using other costumes for it, and the function of the powerup is to let Peach faster. (I've not forgotten the metting about getting more functions for these powerups, like 2x score points, maybe a different sex scene...).

I'm keeping with the possibility to change powerup costumes because there are many people who really like to see Peach using another costume, like Burn Peach being Burn Naked, or Mario Outfit while taking the Dress Powerup (like Mario classic). BUT!!! I may disable Raccoon customization permanently because its not right to see a Striker peach flying with no tails. However, its possible to see a Leaf PowerUp flying (as Peach will have ears and tails in a way she can be wearing any costume in the same time), so I'll spare the Leaf powerup change.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Biles » Sun Sep 16, 2012 3:38 am

Quick question, what's MiMAE's frame rate?
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sun Sep 16, 2012 4:35 am

Biles Wrote:Quick question, what's MiMAE's frame rate?

Its that. (PS: 'FPS' name should appear in white. Fixing that).

Spoiler (click to show/hide):

FPS.jpg
FPS.jpg (8.49 KiB) Viewed 3081 times
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Biles » Sun Sep 16, 2012 5:47 am

Actually I shoulda been more specific, what FPS is the current MiMAE flash workfile set to?
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sun Sep 16, 2012 6:23 am

Biles Wrote:Actually I shoulda been more specific, what FPS is the current MiMAE flash workfile set to?

22. It was the best Smooth gameplay x CPU hit ratio, according to my tests.

If I put, say, 26, scenes will be faster in a way I need to reprogram all of them to be slower. Also, CPU usage in the Toad Lounge area may increase from 50 to 60% on PCs like Core 2 Duos. If I put 16 (Playshapes default), the game may use only 40% of CPU (or less) but it won't be smooth (it will be like a, yeah, 16fps game, anywhere in the level). Scenes will need to be done using less frames, in order to appear quick and smooth enough. Tweens will not appear smooth at all.

Someday MIM AE may have 30fps (ideal).But this will require stretching of more than 40 animation scenes with can have 10 to 20 body parts each (more than 600 parts total!)
Last edited by Ivan-Aedler on Sun Sep 16, 2012 6:28 am, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Biles » Sun Sep 16, 2012 6:27 am

I see. Well the reason I asked was because I needed some sort of basis number which to work the Birdo animations. Yup, that's right, I've finally set her up so I can start animating her walking and probably some other stuff too.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sun Sep 16, 2012 6:32 am

Biles Wrote:I see. Well the reason I asked was because I needed some sort of basis number which to work the Birdo animations. Yup, that's right, I've finally set her up so I can start animating her walking and probably some other stuff too.

Wow! So you will be stimulating me to code for endless nights again to put this babe? :mrgreen: For sure she will deserve tons of animations! I may (MAY!!!) change her colors in-game (in order to be color compliant with the envirnonment and creatures). I fear of the Birdo appearing 'too alive' with strong colorful tones. However its really a quick fix. You dont need to fine tune colors at all. I do that almost in parallel, when adding her and doing her animations ;)
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Biles » Sun Sep 16, 2012 6:36 am

Well, it's your prerogative if you wanna change her colors. (I'm assuming the fire Birdo and the half-mix, right?) Preferably it would be better if you try to use safe web colors if possible. Also note that I have entirely vectorized Birdo completely. Hopefully this will make a difference in optimization.
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Ivan-Aedler » Sun Sep 16, 2012 7:17 am

Biles Wrote:Well, it's your prerogative if you wanna change her colors. (I'm assuming the fire Birdo and the half-mix, right?) Preferably it would be better if you try to use safe web colors if possible. Also note that I have entirely vectorized Birdo completely. Hopefully this will make a difference in optimization.

Yes it will, for sure! As about web safe colors, it has only 216 colors against the more than 16000 colors in the advanced settings.
And more! According to Adobe, " Currently computers typically have at least 16-bit color and usually support 24-bit color ("millions of colors"). Even mobile devices have at least 16-bit color because cameras are often features on handsets. For these reasons, the practice of using only "web-safe" colors is no longer considered as critical as it once was and designers can use any color in the color wheel." https://www.adobe.com/devnet/flash/arti ... _safe.html
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Re: MiM 'Mim Ae version' (XXX) 1.5h

Postby Biles » Sun Sep 16, 2012 8:08 am

Well that's good to know at least. Anyways, here's a type of animation you can expect to see from Birdo. Granted, no shadow has been added to her as of yet, but I'm just showing you what I've done so far. I was using the IK bones for animation and damnit! It turns out I can't create stretching effects as I used using the standard method of tweening character animations. Hmm, I'll probably have to think about finding around that lil' problem.

Click to Play
(Javascript Required)

Birdo-walking.swf [ 15.63 KiB | Viewed 3035 times ]


Update:
I've got around to adding the bouncy stretchiness of Birdo's boobs, but it had to take some bit of work to do it.
Last edited by Biles on Sun Sep 16, 2012 11:50 pm, edited 1 time in total.
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