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

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

Postby Ivan-Aedler » Fri Oct 05, 2012 1:40 am

AsianP3rsuas10n Wrote:BWDJefbwfi Dammit! I was going to post this 2 hours ago but for some reason I kept getting like error 500 or something of that sort and so LoK didnt load up.

Me too. Its a traffic jam in the forum.

AsianP3rsuas10n Wrote:First picture, Seems like this pipe and Peach have no collision... I mean I just walked right through that...Second, If i stand there, I cant climb when I press the up arrow. I have to jump first, something you may or may not want to change. doesnt really matter.

Done on purpose. Mario 2 is like that. That pipe is behind her. If she jumps, she 'understands the player wants to be on top of that pipe' then she 'stays a bit back then stays in the top of the pipe'. But again. If people want, and prefer (and dont mind), I can make the pipe body in the front. The problem is that, in levels with a corridor full of them (like level 2) Peach will need to jump over them, instead of just running along them, to avoid enemies.

AsianP3rsuas10n Wrote:Third, Damn bob-omb strikes again! the one you ut behind the bush blew up and of course I jumped and so I got frozen...and your check points havent been fixed yet so I got mad and left hahaha. I'm no good with programming but I may have a theory on why these kind of glitches are happening.

I'm reeeeeeally polishing this feature (bobomb exploding) and zeroing bugs. Its taking some time but I will deal with it eventually. I'm checking this everytime I have access to my computer. (EDIT: Tried to reproduce. I didnt find any bug so far).

As for the checkpoints, I've found a bug. I will upload a new one!

AsianP3rsuas10n Wrote:As for other things, you should make it so Peach only slides after she runs instead of everytime she walks and jumps. I was trying to jump onto the single blocks and Peach kept sliding off and so I was like >_< dammit! hahahhah

Mario1, Mario 3 and Super Mario World are really like that (SMW has a bit more quicker mommentum). Its all a matter of getting used to. I'm not saying that because I did this feature, but I've played all the levels without dying. Even with the new physics.Again, its planned to have a configurable option for people who prefer a more direct command.

AsianP3rsuas10n Wrote:You probbaly mentioned this but let me make sure. Have you noticed that when going down a slope Peach turns the other direction for just a bit?

Actually, its her falling animation. When Peach goes down a slope, the game understands she's having 'little fallings'. If we try to descend hard slopes in real life, we will also fall (with the risk of slip and get our heads into the ground). In order to let Peach climb down nicely, she will need higher gravity, say, 2 or even 3x heavier. This is not desirable.

AsianP3rsuas10n Wrote:P.S the fiery debate over the ending is over! We shall update you with our latest ideas soon!

I will listen carefully. I may need some coffee to absorb it all on time :lol:

AsianP3rsuas10n Wrote:P.S.S Sorry for stacking the pictures...I kept pressing Print Screen and then just pasting them in paint...I never thought it would keep overlapping...

No problem!

AsianP3rsuas10n Wrote:P.S.S.S Also sorry if you already posted some of these^ didnt get a chance to read a few of your posts...

No problem ;)
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Ivan-Aedler » Fri Oct 05, 2012 6:37 am

Version 1.6j:

1- Configurable MUSIC volume in OPTIONS MENU (I dont plan making SOUND volume because its only a matter of changing operating system / speakers volume. SOUND volume is also more complex to change - more work that can be used to new game features).
2- You can now ENABLE/DISABLE heels' sound in OPTIONS MENU.
3- NEW KOOPA sex scene (total of 7 so far) By Blargh.
4- (internal): different code for doors. Peach MAY NOT lock herself up while jumping and entering a door anymore).
5- changes to animations (backside and frontside) in worldmap, to be synced with heels sound and animations.
6- Fix to raccon, when it gets statue mode while Peach is jumping.
7- Attempt #3 to deal with bobomb explosions freezing up Peach.
8- (100%) Peach diary screen (with book folders animation) - you can open it, but no text inside and no 'next pages' yet. Its not planned a 'full working book' (which accumulate pages on the left, etc), but at least a convincing functionality in order for the player to see what Peach is writing there.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Shadow_Dynasty » Fri Oct 05, 2012 5:01 pm

Great Job man, i am really liking this version of Mario is missing but there seems to be a fews bugs

in the second level, I think the vegetables are interfering with the jump and/or run buttons; the why I usually play this games (and other Mario games) is i hold down the run button to move fast, so I think this causes peach to freeze when I land on a vegetable, making the second level almost impossible for me to beat unless i cheat

i am also not liking this momentum that Peach has, she seems way too heavy, making landings on single brick way to hard, i don't even remember it being that hard in regular Mario games but that could just be me

keep up the good work and I cant wait for the next update
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby QuizmasterBos » Fri Oct 05, 2012 5:53 pm

First of all, I don't think making something as important as physics configurable.
If people don't like it: Polish it up a bit.
Maybe it would've been better if the physics were modeled after SMW. You have more control over Mario in that game and given that Peach is a much bigger character than Mario, its physics would suit this game better.

Second, if you're gonna buy a Wii, you better make sure you get the correct model. That's because the newer model (I think it's about a year or two old by now) has no GameCube ports so it can't play GC games. If you're worried that you found one online and it's the wrong model, tell me. I'm quite knowledgable in this, so I think I can help you out.

Anyway, we've managed to get a few more ideas now. Not nearly as many as last time, because we spent most of our PMs debating about the ending.
Finally, we've come to an agreement.

I'll use a similar setup as last time.
First up: Definitely.

Idea 1.1
Just like last time, we'll start big. The biggest question was to determine how the normal ending would work. Should it feature XXX, or not.
Well, it technically does now. How is that possible?

We'll implement an item known as the Virgin Key. You'll get it by beating the game without fucking anything. When you get the normal ending, you get to see a scene where Mario and Peach fuck at Mario's Pad, but the door will be locked, so you can't see the sex (You might still hear some sounds though). When you've beaten the game as a virgin, you can use the key to unlock the door and see the scene in full.

This is extra nice, because it means there is no need to make three separate scenes, just two. It's just that the scenes cannot be seen or advanced if you can't open the door.
But if you've already beaten the game as a Virgin before, you can now beat the game without fucking too much (normal ending) and still see the scene. You already got the key before, so you've proven yourself already.

Idea 1.2
Have you ever seen the works of Sigurdhosenfeld? He's a fenomenal artist and makes really sexy pictures, usually of Peach. Though his deviantart account features only covered up bodies, he also makes separate versions on "sexier" sites.
My alltime favorite is this one. (Picture is big, so zoom out on your browser to see it all)
Spoiler (click to show/hide):

Image

That's a really sexy leopardess outfit, one that just screams "fuck me!"
So, we thought, how about adding this outfit into the game?

It would act similarly to the raccoonsuit (that means you can fly with it), but there's a twist. It makes Peach permanently horny, causing hogholes to appear.
This is a great outfit to make getting slut ending less tedious. Considering that you likely only need to fuck a given number of enemies, this would be great for getting that quota in less time. You don't need to run all over the level, or keep letting Peach masturbate to open up hogholes for example.

The only thing that isn't fully clear yet, is when this outfit should be obtained. Our initial thought is after getting the Virgin ending (that would be kinda ironic), but maybe you think there is a better place to put it?

Idea 1.3
Not so much an idea as it is a tip, but it's necessary. The hints should be more obvious. Players should know the repercussions of killing, or fucking enemies. Since players are likely to eyeball Peach a lot, they won't pay as much attention on the upper left of the screen. If they are put in a place where players are extremely likely to notice it, then they won't complain if they think getting one ending is all there is.

Second category: The not sure of.
Idea 2.1
We've already established that hearts will appear during sex and orgasms, but we'd like to take this a step further.
What if hearts begin glowing off Peach's body as she's getting closer to slut ending. It's just to make it more obvious how you're progress is coming along.
But the most important aspect of it all, is that they should disappear after you've made your first kill and don't come back unless you reload or start all over again.

Final category: This is where we'll need your opinion on.

Idea 3.1
Remember the Nurse Peach idea? AsianP3rsuas10n came up with a great idea for it's use.
Peach will throw pills that, when they hit an enemy, will cause random effects on them.
It's a great way to change up the game a bit, making it potentially harder or easier on yourself, depending on what happens.
Currently these ideas can appear as effects:
- Puts enemies to sleep
- Gives them a penis enlargement
- They'll move faster

If used on Birdo, this can make her grow a penis (only if the futa option is enable of course). So it's an explanation and a way to have both Birdos in the game.
This can be hard to code, so we thought of asking you your opinion on the matter. It would be fun, but hard to implement. If you can do it and are willing to implement it, then please do. We'll think of more effects then. The idea is to have half good effects and half bad effects happen, so it's a gamble.

That is it for now. Still a lengthy post, but not as many ideas, as I've already stated.
Either way, we're happily looking forward to your reply.
-AsianP3rsuas10n
-QuizmasterBos
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Biles » Fri Oct 05, 2012 8:06 pm

It might just be me but ever since the slipping mechanics was added, it seems to compromise Peach's ability to handle in midair when she jumps.

I have a possible idea regarding ceiling collisions as I feel that trying to hit coins out of blocks continue to remain problematic IMO. I wonder if unhit coin blocks can be given ceiling collision, but once Peach hits the coins out of them can she be able to jump through them. And while we're on the subject of collision, I feel there should be some consistencies of objects that can be passed through by Peach or not. Sometimes I forget some pipes are passable while others are not.

Oh yeah I almost forgot, you know those dancing bushes in the map? Well I've noticed that the bottom part swings the opposite direction from the top part. I believe it makes sense for the animation to stem from the base of those bushes.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Ivan-Aedler » Fri Oct 05, 2012 8:33 pm

QuizmasterBos, I will answer you soon, thanks!

Shadow_Dynasty Wrote:Great Job man, i am really liking this version of Mario is missing

Thank you!

Shadow_Dynasty Wrote:But there seems to be a fews bugs. in the second level, I think the vegetables are interfering with the jump and/or run buttons; the why I usually play this games (and other Mario games) is i hold down the run button to move fast, so I think this causes peach to freeze when I land on a vegetable, making the second level almost impossible for me to beat unless i cheat

I will check that. For about running in vegetables area, I can improve it in a way Peach will NOT grab it if she's running (already pressing X or J key).

Shadow_Dynasty Wrote:i am also not liking this momentum that Peach has, she seems way too heavy, making landings on single brick way to hard, i don't even remember it being that hard in regular Mario games but that could just be me

Its actually easier than SMB1 and SMB3 (its almost like SMW), but if your computer is slow in regard to Flash specs, controls will be harder. I need more opinions about this new physics. I noticed many prefer it. But as I've said, I'm already planning to let the player able to change physics engine in the OPTIONS.

Biles Wrote:It might just be me but ever since the slipping mechanics was added, it seems to compromise Peach's ability to handle in midair when she jumps.

Jumping also contain acceleration, like SMB1 and SMB3. So Peach brakes first, then she is able to change direction when in mid-air. I can disable this (Peach changing direction while jumping immediatelly).

Biles Wrote:I have a possible idea regarding ceiling collisions as I feel that trying to hit coins out of blocks continue to remain problematic IMO. I wonder if unhit coin blocks can be given ceiling collision, but once Peach hits the coins out of them can she be able to jump through them

I can think about it as a third or fouth priority.

Biles Wrote:And while we're on the subject of collision, I feel there should be some consistencies of objects that can be passed through by Peach or not. Sometimes I forget some pipes are passable while others are not.

I can check all the pipes and give them the same behavior (like they're behind Peach).

Biles Wrote:Oh yeah I almost forgot, you know those dancing bushes in the map? Well I've noticed that the bottom part swings the opposite direction from the top part. I believe it makes sense for the animation to stem from the base of those bushes.

I can improve that, but that's not a priority right now. I'm in the rush to finish the first diary screen prototype.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Biles » Fri Oct 05, 2012 9:10 pm

I forgot to point out one more bug, but it seems the timer is counting forward rather than backwards.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Ivan-Aedler » Fri Oct 05, 2012 9:24 pm

Biles Wrote:I forgot to point out one more bug, but it seems the timer is counting forward rather than backwards.

A feature. That gives the player more freedom and a placeful time to explore.
6- new functionality: timer is now inverse (chronometer). If Peach gets late (say, 400 seconds in game's time, can be more), Peach may receive a penalty (like sex) -> in the future.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Biles » Fri Oct 05, 2012 9:50 pm

Wait, I don't understand, how exactly does counting forward give more freedom than counting backwards? If for example a level starts with 400 seconds, that's 400 seconds for Peach to complete the level whether or not the timer would count forwards or backwards, no seconds less or more, just 400.

Anywho, there's a more serious bug I encountered in the Watery level. It appears that smashing bricks, obtaining exposed powerup, and masturbating has been rendered disabled. Also, when I'm burned Peach without a frog suit, if I let go the buttons and let her drift, I notice that she freezes in a skater-like pose and only her outer hand retains its default Peach skin color.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Ivan-Aedler » Fri Oct 05, 2012 9:53 pm

Biles Wrote:Wait, I don't understand, how exactly does counting forward give more freedom than counting backwards? If for example a level starts with 400 seconds, that's 400 seconds for Peach to complete the level whether or not the timer would count forwards or backwards, no seconds less or more, just 400.

Forward counting goes forever. 500, 1000, 10,000. Backwards counting can stress the player (100, 50, 10...9...8). Also, I can program bonuses and timer marks, like '500' for 'peach penalty' (sex).

Biles Wrote:Anywho, there's a more serious bug I encountered in the Watery level. It appears that smashing bricks, obtaining exposed powerup, and masturbating has been rendered disabled. Also, when I'm burned Peach without a frog suit, if I let go the buttons and let her drift, I notice that she freezes in a skater-like pose and only her outer hand retains its default Peach skin color.

I will analyse soon.
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Biles » Fri Oct 05, 2012 9:59 pm

ivanaedler Wrote:Backwards counting can stress the player (100, 50, 10...9...8). Also, I can program bonuses and timer marks, like '500' for 'peach penalty' (sex).


Okay so then in other words you don't want the players to find out the time limit of a level, right? In that case, the only time they'll get stressed out is if they here the 100 second warning tune.
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Ivan-Aedler » Fri Oct 05, 2012 10:04 pm

Version 1.6k:
1- Peach Diary! (version 1). Press CONTROL to see it. You can navigate through pages, clicking on them. For now, pages are blank. Maximum of 5 pages. Remember that, in the game start, Peach is dirty, so clean her in order to see the diary cover better. CHEAT keys changed! (for those who dont live without it) - Refer to 'IMPORTANT INFO' area to see which keys were set.

Biles Wrote:Okay so then in other words you don't want the players to find out the time limit of a level, right? In that case, the only time they'll get stressed out is if they here the 100 second warning tune.

Yes, the plan is to make it more like SMB2 (more freedom to explore), but with the forward counter active. The 100 second warning tune will be 100 seconds before a penalty time. (e.g. hard sex in second 600 -> It will warn at 500). It will not alert the player using textboxes, in order to be a mistery. It may span enemies as a Phanto (in SMB2 levels).

EDIT: hmmmm I entered in a creative state...and I decided to make....Her!

goombella MIM AE.jpg
goombella MIM AE.jpg (25.56 KiB) Viewed 2432 times

goombella MIM AE2.jpg
goombella MIM AE2.jpg (29.49 KiB) Viewed 2431 times
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Biles » Sat Oct 06, 2012 2:10 am

On the second level, I forgot how I froze Peach, but when I did, I had to DEL-kill her to get unstuck, but the real bug is that if I die in that manner, the goomba that holds the key no longer respawns and so I'm stuck on that level for good. Also, how do I exit a replayed level at any given time?

Another bug I found is that when Peach jumps up towards the left, she glitches to the right for a brief moment, but is okay when jumping towards the right. Other than making the descending transition, what other changes did you make to Peach's descent pose? The reason I ask is because her body and even her head seems to tilt backwards a bit and it makes it look a tad strange, I think I'll modify that pose so she leans forward a bit.

I like the veggie pick up and obviously it has a lot of work to do. For one, the veggies shouldn't be reused, once thrown, they should go right through everything and disappear. Also, I think the veggies should be much larger too. And if I recall, Peach always held them above her head.

BTW, I decided to redo the time-old traditional walking animation as I feel it definitely needs a rehaul. So look forward to that.

Will there be plans to add in a Peach death animation and music in the future? Or do the younger generations nowadays have severe case of ADDs to not warrant such an idea? (j/k of course :D)
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Ivan-Aedler » Sat Oct 06, 2012 2:21 am

Biles Wrote:On the second level, I forgot how I froze Peach, but when I did, I had to DEL-kill her to get unstuck, but the real bug is that if I die in that manner, the goomba that holds the key no longer respawns and so I'm stuck on that level for good. Also, how do I exit a replayed level at any given time?

He should. Everytime you go to the Toad and have a meeting, after dying, goomba will respawn because keys and puzzles system are refreshed upon dying. Anyway I will take a check!
Darn!! The button 'exit level' isnt appearing! Have to check!

Biles Wrote:Another bug I found is that when Peach jumps up towards the left, she glitches to the right for a brief moment, but is okay when jumping towards the right

Easy to fix.

Biles Wrote:Other than making the descending transition, what other changes did you make to Peach's descent pose? The reason I ask is because her body and even her head seems to tilt backwards a bit and it makes it look a tad strange, I think I'll modify that pose so she leans forward a bit

I've animated her head to bend a bit. You have it already (that list of animations). Please be my guest to let it better.

Biles Wrote:I like the veggie pick up and obviously it has a lot of work to do. For one, the veggies shouldn't be reused, once thrown, they should go right through everything and disappear.

But I did this way for Peach to use them more. It was hard to avoid them from disappearing.

Biles Wrote: Also, I think the veggies should be much larger too. And if I recall, Peach always held them above her head.

That would require a total reanimation plan, in order to spread her hands more. If people prefer bigger veggies, I can do that, but how she can 'play' with them easily?
As for the position, I decided not to use veggies above her head because I find this way sexier and more realistic.

Biles Wrote:BTW, I decided to redo the time-old traditional walking animation as I feel it definitely needs a rehaul. So look forward to that.

:o Poor time-old walking animation :| Hehehe, okay, man, you will do wonders with it, go ahead!

Biles Wrote:Will there be plans to add in a Peach death animation and music in the future?

Yes! But I need ..er... a good animation of her (frontside). Maybe crying while pushing her hair and head a bit bent (like grabbing the vegetable). Once I have it (or if I have time to do it nicely) for sure I will add it. Is she going to bend on the floor (frontside) or she should fall in the front of the 'fourth wall' (like Mario classic)?
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Re: MiM 'Mim Ae version' (XXX) 1.6j

Postby Ivan-Aedler » Sat Oct 06, 2012 3:03 am

QuizmasterBos Wrote:First of all, I don't think making something as important as physics configurable.
If people don't like it: Polish it up a bit.

The problem: six people so far argued against the new physics, because they prefer to enjoy a easier sex game (they're right). Making it as an option doesnt hurt the game. I will put like this (Mario2 Physics - easier game) - (Mario3 Physics - harder game).

QuizmasterBos Wrote:Idea 1.1 We'll implement an item known as the Virgin Key. You'll get it by beating the game without fucking anything. When you get the normal ending, you get to see a scene where Mario and Peach fuck at Mario's Pad, but the door will be locked, so you can't see the sex (You might still hear some sounds though). When you've beaten the game as a virgin, you can use the key to unlock the door and see the scene in full.This is extra nice, because it means there is no need to make three separate scenes, just two. It's just that the scenes cannot be seen or advanced if you can't open the door. But if you've already beaten the game as a Virgin before, you can now beat the game without fucking too much (normal ending) and still see the scene. You already got the key before, so you've proven yourself already.

No problem to me! A really good idea, thanks! I will be thinking about it!

QuizmasterBos Wrote:Idea 1.2 Have you ever seen the works of Sigurdhosenfeld? He's a fenomenal artist and makes really sexy pictures, usually of Peach. That's a really sexy leopardess outfit, one that just screams "fuck me!" So, we thought, how about adding this outfit into the game? It would act similarly to the raccoonsuit (that means you can fly with it), but there's a twist. It makes Peach permanently horny, causing hogholes to appear.

Why not? In this case, a white paw, large socks, tail and ears? Like Blargh, I can add more outfits, but the majority of them will be addons or a very rare powerup. I can make this powerup to appear in World2, as its more savannah/desert style.

QuizmasterBos Wrote:Not so much an idea as it is a tip, but it's necessary. The hints should be more obvious. Players should know the repercussions of killing, or fucking enemies. Since players are likely to eyeball Peach a lot, they won't pay as much attention on the upper left of the screen. If they are put in a place where players are extremely likely to notice it, then they won't complain if they think getting one ending is all there is.

I can make a kind of animation, like '+1 death', or '+1 laid. X more to be a slut!'

QuizmasterBos Wrote:Idea 2.1 We've already established that hearts will appear during sex and orgasms, but we'd like to take this a step further. What if hearts begin glowing off Peach's body as she's getting closer to slut ending. It's just to make it more obvious how you're progress is coming along. But the most important aspect of it all, is that they should disappear after you've made your first kill and don't come back unless you reload or start all over again.

Interesting. As for hearts disappearing upon stomping enemies (or if Peach, dies), I understand. So the hearts wont be appearing all the time. But I need to see how these hearts will be drawn, and if they wont pollute the game. I like to see a good heart/model to start drawing. Or if somebody can do this heart. If may be small like a star, and with 2 or three colors (shadows) of pink.

QuizmasterBos Wrote:Idea 3.1 Remember the Nurse Peach idea? AsianP3rsuas10n came up with a great idea for it's use. Peach will throw pills that, when they hit an enemy, will cause random effects on them. It's a great way to change up the game a bit, making it potentially harder or easier on yourself, depending on what happens. Currently these ideas can appear as effects:
- Puts enemies to sleep
- Gives them a penis enlargement
- They'll move faster
If used on Birdo, this can make her grow a penis (only if the futa option is enable of course). So it's an explanation and a way to have both Birdos in the game. (...) The idea is to have half good effects and half bad effects happen, so it's a gamble.

Hmmmmmmmmmmmmmm I really like this idea, thanks! But it may be harder to do penis enlargement, as it can impact sex scenes. I may have to work on each one carefully after 'penis enlargement' gets implemented. But lemme first make the outfit!
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Biles » Sat Oct 06, 2012 3:12 am

ivanaedler Wrote:He should. Everytime you go to the Toad and have a meeting, after dying, goomba will respawn because keys and puzzles system are refreshed upon dying.

Oh I was well aware that part was deliberate. I was just concerned about the DEL-death getting me stuck on the second level.

ivanaedler Wrote:But I did this way for Peach to use them more. It was hard to avoid them from disappearing.

Oh, I see. But then I'm afraid that it may breed some more potential bugs we've yet to see. Already I've noticed that at random times, which I cannot easily reproduce, I sometimes pick up a new vegetable, outta the vegetables already strewn on the ground. It's bad enough that given the button mashing, Peach was already picking out veggies outta thin air, and that could become a serious problem IMO.

ivanaedler Wrote:
Biles Wrote:Also, I think the veggies should be much larger too. And if I recall, Peach always held them above her head.

That would require a total reanimation plan, in order to spread her hands more.

Well incidentally, we can go for a squatting animation. As you said, you wanted to add some realism, Peach pulling the veggies from their stem without the need to spread her hands apart makes sense.

ivanaedler Wrote:If people prefer bigger veggies, I can do that, but how she can 'play' with them easily?
As for the position, I decided not to use veggies above her head because I find this way sexier and more realistic.

Well, I don't mean colossus veggies, just a bit bigger like maybe the size of a milk gallon container, perhaps? The colossus veggies could be an option as they had were added much later in the All-Star game version.

ivanaedler Wrote:
Biles Wrote:Will there be plans to add in a Peach death animation and music in the future?

Yes! But I need ..er... a good animation of her (frontside). Maybe crying while pushing her hair and head a bit bent (like grabbing the vegetable). Once I have it (or if I have time to do it nicely) for sure I will add it. Is she going to bend on the floor (frontside) or she should fall in the front of the 'fourth wall' (like Mario classic)?

Hmm, I suppose that does take some bit of brainstorming. Though maybe Peach could just suddenly fall on the ground on her knees using one or two hands to fist into her weeping eye(s). That could be idealistic.
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Ivan-Aedler » Sat Oct 06, 2012 3:28 am

Biles Wrote:Oh I was well aware that part was deliberate. I was just concerned about the DEL-death getting me stuck on the second level.

So it should be working.

Biles Wrote:Oh, I see. But then I'm afraid that it may breed some more potential bugs we've yet to see. Already I've noticed that at random times, which I cannot easily reproduce, I sometimes pick up a new vegetable, outta the vegetables already strewn on the ground. It's bad enough that given the button mashing, Peach was already picking out veggies outta thin air, and that could become a serious problem IMO.

Once I've implemented the first version of vegetables, I tested it like 50 times (no kidding), and it was worse (oh man! veggies reappearing forever, Peach getting invisible...) :lol: now I only have to trace these remaining small glitches.

Biles Wrote:Well incidentally, we can go for a squatting animation. As you said, you wanted to add some realism, Peach pulling the veggies from their stem without the need to spread her hands apart makes sense. Well, I don't mean colossus veggies, just a bit bigger like maybe the size of a milk gallon container, perhaps? The colossus veggies could be an option as they had were added much later in the All-Star game version.

We can implement two animating ways, then. 1) Grabbing small vegetables -> it uses the same size as shells (that's why I preferred to use smaller veggies), and carrots (that's also why I preferred to use smaller ones, to let Peach play with it) ;) also the same size as magic potions (like the red one in SMB2, which spawns a door) and yoshi fruits. This animation could have a squatting mode, but in the end, her hands will be on her chest, like the current animation. 2) Grabbing larger vegetables (squatting animation but with her hands over her head).

Biles Wrote:Hmm, I suppose that does take some bit of brainstorming. Though maybe Peach could just suddenly fall on the ground on her knees using one or two hands to fist into her weeping eye(s). That could be idealistic.

Yes. But if she falls (abyss)? I think the 'popping out' animation like Mario makes sense. But she may be facing frontside while crying, or with a 'eww' face (something funny like this).
pface.jpg
pface.jpg (13.62 KiB) Viewed 2415 times
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Biles » Sat Oct 06, 2012 3:42 am

ivanaedler Wrote:Once I've implemented the first version of vegetables, I tested it like 50 times (no kidding), and it was worse (oh man! veggies reappearing forever, Peach getting invisible...) :lol: now I only have to trace these remaining small glitches.

Well, here's crossing our fingers that Charlie Foxtrot doesn't come and mess it up for everyone. -_-

ivanaedler Wrote:We can implement two animating ways, then. 1) Grabbing small vegetables -> it uses the same size as shells (that's why I preferred to use smaller veggies), and carrots (that's also why I preferred to use smaller ones, to let Peach play with it) ;) also the same size as magic potions (like the red one in SMB2, which spawns a door) and yoshi fruits.

Ahh, but then everyone knows, 'the bigger the better' ;) right?

ivanaedler Wrote:This animation could have a squatting mode, but in the end, her hands will be on her chest, like the current animation. 2) Grabbing larger vegetables (squatting animation but with her hands over her head).

Well, I imagined Peach holding a veggie over her head would be sexy because if she's stark naked, you can see her.. well, naked glory :D Besides, it's kinda like looking at those girls who hold up the round signs when they walk around the boxing arena, right?

ivanaedler Wrote:Yes. But if she falls (abyss)? I think the 'popping out' animation like Mario makes sense.

If she falls into the abyss, she falls into the abyss, no 'popping out' animation would be needed. Even Mario didn't do that when he fell into the abyss. The death 'popping' out would only happen if Peach is one touch away from losing a life as a result of touching cheep-cheeps, piranha plants, and those spinning flaming things.

ivanaedler Wrote:But she may be facing frontside while crying, or with a 'eww' face (something funny like this).
pface.jpg

Mmm, love that pick. But we can possibly get away with an angled view too I believe.
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby MPLDAM9919 » Sat Oct 06, 2012 3:53 am

I'd like to report some bugs I've found.

1. Peach suddenly stops in place. (Happens in all levels) I'm pressing right on the keyboard and Peach just suddenly stops and can't move. Only way to get out of this bug is to lose a life.
2. After talking to the Toad in 2nd level, I stomped the Goomba that spouse to have the key and it didn't gave it to me. And then I frooze in midair (mostly likely the veggie glitch but one can't be sure) and couldn't move and "DELETE" wasn't working for me.


I love the dairy idea. Peach can journal her experinces she's had on her journey. For example, after she's fucked a Goomba for the first time, you can view it in her dairy after each level.
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Re: MiM 'Mim Ae version' (XXX) 1.6k

Postby Ivan-Aedler » Sat Oct 06, 2012 4:01 am

Hey, got it!
Living goombella! Once I master this, I can do that for Toads, Osama and others.
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(Javascript Required)

goombella breathing2.swf [ 5.2 KiB | Viewed 2408 times ]



Biles Wrote:Well, here's crossing our fingers that Charlie Foxtrot doesn't come and mess it up for everyone. -_-

I will be prepared!

Biles Wrote:Ahh, but then everyone knows, 'the bigger the better' ;) right?

There are times smaller things gets their place ;)

Biles Wrote:Well, I imagined Peach holding a veggie over her head would be sexy because if she's stark naked, you can see her.. well, naked glory :D Besides, it's kinda like looking at those girls who hold up the round signs when they walk around the boxing arena, right?

True! It's all a matter of the choosing the best animation for grabbing a veggie so far. However, I will have to re-do walking, jumping and standing up animations with her hands up. Not difficult, I'm just saying the required changes.

Biles Wrote:If she falls into the abyss, she falls into the abyss, no 'popping out' animation would be needed. Even Mario didn't do that when he fell into the abyss. The death 'popping' out would only happen if Peach is one touch away from losing a life as a result of touching cheep-cheeps, piranha plants, and those spinning flaming things.

Hmm okay. The popping out animation may sound better just because we see her surprised, while going up, then down, with her arms spread. And it becomes better suited for areas like water and sky (when touching a flying koopa, for example). With a bend animation (frontside, left side or any side that suits better), Peach will only bend and cry/be surprised/bang her head if she touches ground.

ivanaedler Wrote:But she may be facing frontside while crying, or with a 'eww' face (something funny like this).
The attachment pface.jpg is no longer available

Mmm, love that pick. But we can possibly get away with an angled view too I believe.[/quote]
Last edited by Ivan-Aedler on Sat Oct 06, 2012 4:13 am, edited 1 time in total.
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