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

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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby AsianP3rsuas10n » Sun Sep 23, 2012 7:39 am

Dont you ever sleep? You update everyday. I think you deserve some nice R&R. Go to get a drink or something haha. I love the updates but I also dont want you to die either.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 8:02 am

AsianP3rsuas10n Wrote:Dont you ever sleep? You update everyday. I think you deserve some nice R&R. Go to get a drink or something haha. I love the updates but I also dont want you to die either.

Thanks for the feedback, dont worry, I'm sleeping well. Its required 9~11 days without any minute of sleep to die! :geek:
http://www.huffingtonpost.com/2012/06/2 ... 31703.html

I just need to finish some testing.

HappyGoomba Wrote:Here's a big one:
I got this script error in the toad house on the first level. It first showed up when I jumped to grab the coins. It kept showing up once per time slice (the time counter at the top decremented by one every time it showed up). It stopped at the top of the jump, there was a flash of the Peach dress replacing the Mario suit, then everything was back to normal. It happened again when I jumped to get the remaining coins, then it didn't happen when I jumped a third time.

I went up to the top of the toad house and was jumping to the next platform, when it happened again. Just for grins, I chose to abort the script. The result was awesome. She started cycling through all the costumes while continuously jumping in place and facing right to left. All the destroyable blocks in sight kept exploding and coming back together. The sound effects cycled through beeping sounds. The run indicator kept cycling, etc.

I had cleared my flash cache before playing
Also, clicking same character to all with Fire Peach doesn't change the Mario character.

Thanks for the reporting, I will be checking those!
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Soda » Sun Sep 23, 2012 8:24 am

Hello everyone,

and hello ivanaedler. Now finally I understand now how to look up the COUNT OF PATHS AND POINTS in Illustrator.
Now finally I have a good basement to calculate very exaclty when an object starts to get to HEAVY for the performance of the game.

I rearanged my previously reDesinged objects proberly so that it is easy to check the count of paths and points.
https://www.dropbox.com/s/9l6sjdhxvnanr ... 0points.ai

To check the count of points and paths simply go to the menue bar in Illustrator -> View -> document information -> select the object/grouped object/s
[ this works NOT with already in symbols transformed objects. And that was actually the reason why I couldn't find a prober way to count my points and paths ]

Dear ivanaedler,
can you tell me the what shall be the limit of points and paths within an object? Or just the limit of points. Just simply something where I can find orientation.
I really need that for a good fundament of guidlines.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby coolness32 » Sun Sep 23, 2012 8:24 am

I was wondering if there were plans to put the Squid (I forget the actual enemy name) in the gallery? I only ask because you have boo in there and he doesn't even have any scenes yet.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 8:55 am

I've upped a newer '1.6'. Please let's see if the problem of 'script timeout' (game freezing) continues. Its good to clean the flash cache before testing. If freezing occurs even so, I will halt development to chase these bugs!

Soda Wrote:Hello ivanaedler. Now finally I understand now how to look up the COUNT OF PATHS AND POINTS in Illustrator.
Now finally I have a good basement to calculate very exaclty when an object starts to get to HEAVY for the performance of the game.

Hi! How are you? Yes, thats a really good news, man ;)

Soda Wrote:To check the count of points and paths simply go to the menue bar in Illustrator -> View -> document information -> select the object/grouped object/s
[ this works NOT with already in symbols transformed objects. And that was actually the reason why I couldn't find a prober way to count my points and paths

I havent found this menu item :/
cant find.jpg
cant find.jpg (38.63 KiB) Viewed 8565 times



Soda Wrote:Dear ivanaedler, can you tell me the what shall be the limit of points and paths within an object? Or just the limit of points. Just simply something where I can find orientation.
I really need that for a good fundament of guidlines.

Actually, if a given image has less than 300 curves (or points, its almost the same thing), its optimized and really clean! The image can have up to 800 in order to be used in several places of a given level. More than 800, game may experience slowdowns. More than 1200, its a critical situation.

Thanks ;)
Last edited by Ivan-Aedler on Sun Sep 23, 2012 5:08 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby geppetto » Sun Sep 23, 2012 10:30 am

what about adding a way to save the game, that one could restart from there? i don't know if it's possibile..
because it's a heavy game, sometime it crash other time it get slowly!

sorry for my english
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Soda » Sun Sep 23, 2012 1:15 pm

Oh sorry, my mistake

its more like

Illustrator menue bar -> Window -> Document info

A new panel will open. To achieve that the number of paths and points will show up you first have to
activate the [ object option ] within THE PANELS option menue

here is a prober visual guidline
https://www.dropbox.com/s/0toftnpxrvupx ... %20MIM.jpg
^^

sorry dude
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby humbird0 » Sun Sep 23, 2012 3:17 pm

I remembering reading that outlines are more processor-intensive in flash than using only fills.
There are some other tips here:
www.adobe.com...efficiency-tips.html

But some of these might only apply to AS3.
For example, I know that this tip does not apply to versions of flash that use Actionscript 2:
"Avoid using tween animations when creating very simple animations"
In my experience, the opposite is true.
I had a game where you could break a lot of Mario bricks and the animation of each piece was controlled through code, that ended up running pretty slow. But when I changed the flying pieces to be tween animations, it ran much faster.
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) 1.6

Postby Soda » Sun Sep 23, 2012 3:23 pm

That looks pretty usefull thank you humbird0
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 3:49 pm

Hey humbird, on a non related note, loved the pokemon game ;) (I havent finished the game yet)
I just wonder why you haven't converted the sprites to vectors...

I knew this site of flash tips, thanks. I wonder if 'mouseEnabled = false; mouseChildren = false;' REALLY works in AS2. And if I put inside 'ground' MC, will it really disable this functionality in all children MC? He says: 'This code deactivates the container and all nested containers inside it'.

Yes, tweening is faster than manual movement in each frame, if done in AS2. Better if TweenLite is used.

When I have time to delve into the code, I'm always putting 'stop()' in movie clips I see its possible. The clothing mechanics, however, dont work well if they are stopped, because every peach animation has a different head, body, arms instance that has inner MC's for clothing, for example. Putting stop() on a hair style let it difficult to reactivate it FOR ALL ANIMATIONS at once. I would have to reactivate explicitally (_root.Peach.walkingleft.head.gotoAndPlay('head-blonde'); _root.Peach.walkingright.head.gotoAndPlay('head-blonde'); _root.Peach.jumping.head.gotoAndPlay('head-blonde'); _root.Peach.running.head.gotoAndPlay('head-blonde') , and so on.
Soda Wrote:Oh sorry, my mistake
its more like Illustrator menue bar -> Window -> Document info
A new panel will open. To achieve that the number of paths and points will show up you first have to
activate the [ object option ] within THE PANELS option menue
Here is a prober visual guidline
https://www.dropbox.com/s/0toftnpxrvupx ... %20MIM.jpg

Thanks, got it ;) I will update the poison mushroom now, your version is better, just need a bit color change (I did it).
poison.jpg
poison.jpg (12.89 KiB) Viewed 8427 times


Hey! 779 points in the mushroom house! Well done man! The lesser, the better! ;) Even better if you transform all edges/strokes to fills (it optimizes further).
However, 294 points to the brick block, and just 97 to the question mark block? I think the brick block can be optimized further. As for the mushroom house, perfect!
Spoiler (click to show/hide):

optimized shapes.jpg
optimized shapes.jpg (85.17 KiB) Viewed 8437 times
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Soda » Sun Sep 23, 2012 6:03 pm

@ ivanaedler
Actually...

I did no optimizing at all. the objects are from ... .march or something.

Espeacially the toad house was never optimized. The [ToadHouse] Version you see in my .ai file is actually the
original raw one.

So thats the story behind.

Actually posted these file just as an example to hear your opinioun on the complexity.
Something like: yeah thats just the right amount of points and paths.... or... na try to reduce the complecity to 300 points.
So your reply seems to be a little unexpected^^.


Are you really sure that this original Tod house [ the one you are talking about ] is less complex than the one in the current game version?
This would be sort of paradox.^^ Thus I never checked the difference between both versions of the house actually ^^

And of course you can change the colour of the object as you please. Fell free to do what ever you want with the objects.
Last edited by Soda on Sun Sep 23, 2012 6:21 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 6:19 pm

Soda Wrote:Actually...
I did no optimizing at all. the objects are from ... .march or something.
Espeacially the toad house was never optimized. The [ToadHouse] Version you see in my .ai file is actually the
original raw one. After I posted this the first time in march around ivanaedler decided to do optimizing on it and change it a little.
After that the new "a little changed" toad house was placed in the current version of the game.

Hmm I think I've 'exchanged the balls', that is, I made a mistake. I optimized it to a 261points version (mushroom house) + 140 points (mushroom roof). 400 points total!
You can see in the picture that its even possible to go to 111 points! (but it starts to became ugly).

EDIT: hey!!! I got it! 111 curves without extreme changes (plus 140 of the roof)! 250 curves total!!! 8-) - I will improve the door.
A tip I give to you: dont use grouping at all!! You can paint directly using only one layer, or you can blend all groups in the end. Grouping can increase curves/points count up to 60%!

mushroom with 112.jpg
mushroom with 112.jpg (39.22 KiB) Viewed 8413 times
Last edited by Ivan-Aedler on Sun Sep 23, 2012 6:29 pm, edited 1 time in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Soda » Sun Sep 23, 2012 6:29 pm

Ah ok.

I see I see.
so how much points... for instance... for the mushroom house should be the goal?

Basicly Its because I do not like the automtic way of optimzing an object.
I have relatively less controll of the changes, that will be applyed.

I would rather do the optimizing by hand. But I do not know the right proportion betwenn detail end effectivty in terms of "don't creat too heavy objects"
A guidline.

Right now I think 400 points would be ok?
how about 500 or 600. Place your counter and I will try to optimize it by hand.

of course. the lesser the better.
But I need more or less boundrys were I can freely create without the permanent fear of working to complex.

I love details you know?^^
But I also do not want to slow down the game.
-> dilema -> I need advice
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Soda » Sun Sep 23, 2012 6:33 pm

ivanaedler Wrote:
Soda Wrote:Actually...

EDIT: hey!!! I got it! 111 curves without extreme changes (plus 140 of the roof)! 250 curves total!!! 8-) - I will improve the door.
A tip I give to you: dont use grouping at all!! You can paint directly using only one layer, or you can blend all groups in the end. Grouping can increase curves/points count up to 60%!

mushroom with 112.jpg


Really?!
Thats strange I need do do investigations on this.
But thank you very much
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 6:35 pm

Soda Wrote:Ah ok.
I see I see.
so how much points... for instance... for the mushroom house should be the goal?

As I've said above, 300 to 500. The lesser, the better! I have an object (flower) with 30 curves ;) I used shadowing techniques to make them appear more 3d and smooth!

Please try to let the mushroom house (without the roof) to 100 or less (you can do that by hobby, no stress, but if you get it, tell me, and I'll be putting it for sure!)
For about the roof, I got 140, but if you get less, It will be so better! I appreciate it a lot!
Yes, just some caution to not destroy details.

An advice:
1) start drawing with all creativity you have. Just do it using pen. Peacefully. Its not hard
2) Check curves count. It should be highly optimized already (because you have used the pen). If you've used the brush, no problem, but you will need to optimize by hand. This involves:
2.1) getting rid of 'tiny lines and fills' that doesnt increase detail (like small cracks or problems with some lines).
2.2) deleting points (you can use the '-' tool for that) -> remove
2.3) using shadows, different colors to different fills (each area you make using pen) and letting edges curvier (editing each anchor) to increase detail, creating a more solid structure, rather than a detailed wooden wall.

Your mushroom house (without the roof) became 112 , but without the windows. With the windows, 200. I just created ONE window and optimized it (24 curves) then I used two of these objects (total 48). I've sent the '400 curve total' mushroom house to you via PM. The windows were 26 and 50 respectivelly, because they're separated (no object)
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby QuizmasterBos » Sun Sep 23, 2012 7:40 pm

What monster did you create?!

I was playing the game and I made sure my flash cache was completely empty.

I became "Super Peach", went inside the toadhouse and as soon as I walked over the goomba the game froze for a few seconds and then...
THIS HAPPENED:
Spoiler (click to show/hide):

Image

I know people posted this already, but I couldn't believe my eyes and ears.

Peach is multiplying, walking in place, cycling through all her costumes in rapid fashion.
The music just continues while all the soundeffects keep repeating over and over.
The graphics for the key, the speed meter and the clothes keep changing.
The timer stops, the toads' message box keeps disappearing and reappearing, the Goomba keeps waking up and then going back to sleep.
And the strange wors fireball timeout keeps appearing below the speedmeter.
You can't activate the menu or affect anything else in the game.
It's a complete mess.

I think it's time to revert your last change. I'm not even sure if this new gamemechanic really works.
Yes, it's closer to the actual Mariogames, but this doesn't seem to translate as well to a porngame.
If a player is naked and gets the mushroom, you become "Super", or better said: Mario Peach.
Then you can become other kinds of Peach.
But I prefer the standard way: You can become everything else right away. I thought you already put enough punishment in the game as is.
Isn't the true purpose of this game to arouse a player? Or am I getting it wrong?

Please think long and hard about the decision you'll make. If you want, I can write you a more detailed report of my feelings towards the new system and explain my opinion better.
But it all comes down to you in the end regardless. I trust you can make the right decision. With or without advice.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 9:13 pm

IDEA: I plan adding a 'DROP option'. So the player can press a given key and Peach will be naked. E.g. for cases that the Frog suit isnt adequate (like outside the water). Peach would say 'oh no' and the sound of Mario bros 3 (when losing the raccoon powerup) may comes in.

QuizmasterBos Wrote:What monster did you create?!

Sorry about this!! I've just added Super Peach and the fireball mechanics. If the problem continues, its only because of that. Please calm down, I will trace it.
This 'monster' is how flash crashes, when an endless loop arises. Yes, its maybe JUST a line of code that's repeating endlessly (deadlock). So matters are in hand in that respect.
I will trace it.

QuizmasterBos Wrote:I think it's time to revert your last change. I'm not even sure if this new gamemechanic really works. Yes, it's closer to the actual Mariogames, but this doesn't seem to translate as well to a porngame. If a player is naked and gets the mushroom, you become "Super", or better said: Mario Peach. Then you can become other kinds of Peach.

The only reason of adding Super Peach is that, now, people can take the mushroom to protect themselves. In the former version, if Peach is naked, then takes the mushroom, Peach continues to be unprotected. In some levels (like airship), this became a problem. And its a new item the player can change the outfit when taking big mushroom!

Again, I will test it more and more, and I will find the culprit.
As I'm seeing, its only in that area (level1) and next to Toad houses? Did you remember exactly which powerup you have taken? Maybe from Raccoon to Mario? I will keep testing.
EDIT: Can't reproduce so far. I will 're-up' the SWF anyway.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby HappyGoomba » Sun Sep 23, 2012 9:40 pm

The first time was raccoon to Mario, the second was fire to Mario.
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby QuizmasterBos » Sun Sep 23, 2012 9:51 pm

ivanaedler Wrote:IDEA: I plan adding a 'DROP option'. So the player can press a given key and Peach will be naked. E.g. for cases that the Frog suit isnt adequate (like outside the water). Peach would say 'oh no' and the sound of Mario bros 3 (when losing the raccoon powerup) may comes in.

QuizmasterBos Wrote:What monster did you create?!

Sorry about this!! I've just added Super Peach. If the problem continues, its only because of that. Please calm down, I will trace it.
This 'monster' is how flash crashes, when an endless loop arises. Yes, its maybe JUST a line of code that's repeating endlessly (deadlock).
I will trace it.

QuizmasterBos Wrote:I think it's time to revert your last change. I'm not even sure if this new gamemechanic really works. Yes, it's closer to the actual Mariogames, but this doesn't seem to translate as well to a porngame. If a player is naked and gets the mushroom, you become "Super", or better said: Mario Peach. Then you can become other kinds of Peach.

The only reason of adding Super Peach is that, now, people can take the mushroom to protect themselves. In the former version, if Peach is naked, then takes the mushroom, Peach continues to be unprotected. In some levels (like airship), this became a problem. And its a new item the player can change the outfit when taking big mushroom!

Again, I will test it more and more, and I will find the culprit.
As I'm seeing, its only in that area (level1) and next to Toad houses? Did you remember exactly which powerup you have taken? Maybe from Raccoon to Mario? I will keep testing on level 1.
EDIT: Can't reproduce so far. I will 're-up' the SWF anyway.


I'll tell you exactly what I did.
I started the game with all the standard stuff, double keyboard set-up in case that matters.
I saw the chancellor scene, got the dress and then the fireflower in the box that normally contains a mushroom.
Then I went up on the roof and made the raccoon power-up appear. But I didn't take it.
Then dropped into the nearby hole. That's because of a flash-cache related glitch I experience earlier.
Then I went straight for the raccoon-powerup. Afterwards I fucked the goomba in front of the toadhouse, then went inside said toadhouse.
I Walked towards the goomba and then the glitch happens.
If the remaining time is a factor: check the timer in the picture I previously provided.
Let me know if there are any other things that could be important.

In terms of the new power-up system, I do think you're partially right.
The problem could be resolved via simply adding more power-ups into certain stages, like the Airship.

I also think the cannons in the Airship should be solid, like the game.
And if I'm not mistaken, didn't the cannons cease fire whenever you were very close to them.
The problem is that Peach is a very big target, so she gets hit easily. The stage should accomodate to that.

New Idea
The Mario outfit can be added as an ordinary power-up just like the raccoonsuit, the frog suit or the fire-dress.
And don't forget, when you're planning on multiple worlds, you could make certain power-ups not appear until later worlds.

So keep world 1 simple: Dress, Leaf, Fireflower
Then add a new costume each world.
World 2 - Raccoon suit
World 3 - Frog suit
World 4 - Hammer suit
And so on...

You can also change the Character Select screen.
Seeing how the gallery unlocks via seeing enemy scenes.
Fuck a goomba -> Open goomba gallery
Fuck a koopa -> Open koopa gallery...
Why not the same for clothes? Just allow the basics to be availabe from the start and as the player progresses, they unlock more costumes.
What do you think?
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Re: MiM 'Mim Ae version' (XXX) 1.6

Postby Ivan-Aedler » Sun Sep 23, 2012 10:06 pm

QuizmasterBos Wrote:I'll tell you exactly what I did.
I started the game with all the standard stuff, double keyboard set-up in case that matters.
I saw the chancellor scene, got the dress and then the fireflower in the box that normally contains a mushroom.
Then I went up on the roof and made the raccoon power-up appear. But I didn't take it...

Ok!! I've followed this and GOT THE PROBLEM! I'm tracing it now! It's a problem with deadlock!

QuizmasterBos Wrote:In terms of the new power-up system, I do think you're partially right.
The problem could be resolved via simply adding more power-ups into certain stages, like the Airship.

Hmmmm... its because the mushroom only augmenting boob sizes let it with as a non so important item. Letting Peach dressed makes more sence, as 'normal peach' is the naked one. Dressed Peach is when she gets her dress. And Super Peach gets protection as well. I may make a pool about this, so we can hear more voices.
It would make even more sense if Peach increases her size but this is a complex area. It will disrupt all scenes!

QuizmasterBos Wrote:I also think the cannons in the Airship should be solid, like the game. And if I'm not mistaken, didn't the cannons cease fire whenever you were very close to them.

Solid, you say, with no movement? For about ceasing fire, I dont think so. I have to check.

QuizmasterBos Wrote:The Mario outfit can be added as an ordinary power-up just like the raccoonsuit, the frog suit or the fire-dress. And don't forget, when you're planning on multiple worlds, you could make certain power-ups not appear until later worlds.

Hmm your idea is interesting. But it may increase complexity, and I will have to search more places in the levels to add it. Mushrooms are interesting for that because people can search for peach protection, and , as I've said, its possible to customize this costume. Boob sizes continues to increase normally.
Yes, I plan adding special powerups only in certain worlds!

QuizmasterBos Wrote:You can also change the Character Select screen.
Seeing how the gallery unlocks via seeing enemy scenes.
Fuck a goomba -> Open goomba gallery
Fuck a koopa -> Open koopa gallery...
Why not the same for clothes? Just allow the basics to be availabe from the start and as the player progresses, they unlock more costumes.

Hmmm I will think about that closely! Thanks!
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