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

The place to post Flash-based creative projects.
Forum rules
This forum is for posting and collaborating upon third party Flash work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

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

Postby yurinicolau » Fri Oct 12, 2012 5:45 am

ivanaedler Wrote:Yes, I will strive to put some of them. This implementation will advance over time and eventually will be complete ;) Thanks and have a nice night!

Ok! But don't overburden yourself man!! We all want you in good health to see your amazing game reach epicness!!! :mrgreen: I didn't know this stuff would be hard to implement... :oops: Actually, I had thought that adding the text pages that I gave you would be the easiest part, and I was very surprised when you suddenly came up with the diary drawn!!! Wow!!! And all that pages and turning animations, all at a single post! :o Really amazing! Either way, I thought that to implement the diary lines would be a matter of Ctrl+C, Ctrl+V and a few code lines tops... But it seems its not that at all! So no need to rush yourself, I know that sooner or later this stuff will come up in the game, and I'm very happy for it! :D

And of course... Good night for you too! And may Peach be at your dreams man!!!
Peach's blinking.jpg
Peach's blinking.jpg (37.75 KiB) Viewed 2564 times

P.S. I may had asked you twice about the diary lines being at the next update (here and at your e-mail), sorry about that! :? I didn't know it was a hard job to do, and actually was thinking that you had lost yourself a little between the lots and lots of new itens at the TODO LIST... So please, don't get annoyed by it, it was just my ignorance at flash mechanics talking loud. :roll:
User avatar
yurinicolau
 
Joined: Fri Apr 06, 2012 6:19 pm

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

Postby Ivan-Aedler » Fri Oct 12, 2012 6:06 am

yurinicolau Wrote:Ok! But don't overburden yourself man!! We all want you in good health to see your amazing game reach epicness!!! :mrgreen: I didn't know this stuff would be hard to implement... :oops: Actually, I had thought that adding the text pages that I gave you would be the easiest part, and I was very surprised when you suddenly came up with the diary drawn!!!

Hey no problem, man ;) Well, its not easy to do the diary text because, although I can use 'ctrl+c' 'ctrl+v', I will have to:
1) create a template page which will receive 'text movie clips', that is, objects with different text.
2) create an array (list of consecutive objects) which will populate each page with a given text movie clip, because it will be non-linear (e.g. Peach can write her first goomba scene on page1 and her first piranha plant scene on page2. But in another game, the player got piranha plant first. So Peach will write that instead, on page 1. I will have to save that list correctly and use it when requested (pages being flipeed!) on the fly, and I'll need to prepare it for save/load game mechanism in the future.
3) create new pages programatically (page 6, page 7..), according to detection of the 'end of book' (e.g. peach only wrote 1 page, so 2 pages total). Those new pages will not be hard coded.
4) Do lots of testing.

It will be soon on the way!

PS: Loved the Peach blinking! Her face is younger and better ;)
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Fri Oct 12, 2012 9:36 am

I accepted to help redo some tiles for ivanaedler. You can see the comparison for yourself right here:
Click to Play
(Javascript Required)

Goldiblocks.swf [ 2.26 KiB | Viewed 2523 times ]



But there's one severe problem. I cannot for the life of me find out why my version seems to be bigger in file size. My block has less shapes, less colors, and far less anchor points to boot. Yet, for some reason it's many times bigger in size than the original version. I've attached a CS4 Flash file for anyone who can solve this strange mystery. I must've missed something IDK. I've finished the other blocks, but until this mystery is solved, I won't reveal the other remade blocks and bricks or continue to optimize the rest of the block-brick tiles. :?
Attachments
Goldiblocks(CS4).fla
(53 KiB) Downloaded 17 times
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby Ivan-Aedler » Fri Oct 12, 2012 4:08 pm

Biles Wrote:I accepted to help redo some tiles for ivanaedler. You can see the comparison for yourself right here

That's a lot better, man!!

Biles Wrote:But there's one severe problem. I cannot for the life of me find out why my version seems to be bigger in file size.

Blocks: my version: 1,61kb. Your version: 1,3kb (both SWF created from CS6 with DEFLATE option).
Saving only your block as a CS6 file changed its filesize to 8kb. My block, 14kb.
As for these little differences (1,6 x 1,3) that's because the SWF format has some headers and default data that cannot be shrunk further.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Fri Oct 12, 2012 4:26 pm

ivanaedler Wrote:Blocks: my version: 1,61kb. Your version: 1,3kb (both SWF created from CS6 with DEFLATE option).
Saving only your block as a CS6 file changed its filesize to 8kb. My block, 14kb.
As for these little differences (1,6 x 1,3) that's because the SWF format has some headers and default data that cannot be shrunk further.


So then basically something in CS5.5 is causing this phenomenon to happen, and only by re-outputting it in CS6 does it make a real difference. Damn, I was hoping the difference would happen with my version so I'd definitely know how much I was progressing in my effort. In that case, here are the other bricks that I finished:
Attachments
3MiMBlocks-redux.png
3MiMBlocks-redux.png (46.56 KiB) Viewed 2448 times
3MiMBlocks-redux(CS4).fla
(170.5 KiB) Downloaded 18 times
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby Ivan-Aedler » Fri Oct 12, 2012 4:41 pm

Biles Wrote:So then basically something in CS5.5 is causing this phenomenon to happen, and only by re-outputting it in CS6 does it make a real difference. Damn, I was hoping the difference would happen with my version so I'd definitely know how much I was progressing in my effort. In that case, here are the other bricks that I finished:

Yes. CS5.5 may increase file overhead sizes. Also, I've noticed using layers use less overhead than grouping. I don't know why.
Is it possible to create layers instead of groups in Illustratior?
Man, those are beautiful blocks, you did a nice job!! I will be updating them as soon as I finish some features. We will see them in action. Watery level will be faster and smoother to play ;)
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Fri Oct 12, 2012 4:59 pm

ivanaedler Wrote:Yes. CS5.5 may increase file overhead sizes. Also, I've noticed using layers use less overhead than grouping. I don't know why.

That's news to me. Apparently, more research will have to be done. I usually like to avoid having to group objects but it seems that it's the only way to keep complex shapes organized. Also, if I don't group a single shape, they always get sent to the back while grouped objects are sent to the front. Also, if you have more than one ungrouped shapes stacked on eachother, they will be impossible to edit later on as they will punch out holes from eachother and anchor points will conjoin shapes together which can make it even harder to edit.

ivanaedler Wrote:Is it possible to create layers instead of groups in Illustratior?

Yeah it's possible, but so far I've only used Illustrator to create something from scratch just like I did with Birdo. So for the time being, I'll resort to Illustrator if I feel there's a need to redo something on a completely different scale.

ivanaedler Wrote:Man, those are beautiful blocks, you did a nice job!! I will be updating them as soon as I finish some features. We will see them in action. Watery level will be faster and smoother to play ;)


Thanks, maybe you can send me the other block tiles. Now that we've learned that Flash versions seem to affect file size, I am more incline to continue my effort to help out to redux some graphics.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby Ivan-Aedler » Fri Oct 12, 2012 5:11 pm

Biles Wrote:Also, if you have more than one ungrouped shapes stacked on eachother, they will be impossible to edit later on as they will punch out holes from eachother and anchor points will conjoin shapes together which can make it even harder to edit.

Well, when I create different layers, the hole problem gets solved, once you lock the other layers (padlock icon) before editing the layer you want.
As for grouping, sometimes its not easy to do that in multiple layers, so if you need to group anyway and want them to behave correctly (without layers being overwritten) please check this http://www.designgeek.com/group-across- ... ustrator-0

Biles Wrote:Yeah it's possible, but so far I've only used Illustrator to create something from scratch just like I did with Birdo. So for the time being, I'll resort to Illustrator if I feel there's a need to redo something on a completely different scale.

Understood. I think its not an extra work to start crating different layers then working on them (one at a time, locking the others when using the pen).

Biles Wrote:Thanks, maybe you can send me the other block tiles. Now that we've learned that Flash versions seem to affect file size, I am more incline to continue my effort to help out to redux some graphics.

Thanks! I will be making a list of the other blocks then I'll send to you. Huh, only to inform, the breaking block is actually four parts done separatelly. They unite in order to form that brown block. However, this increased curves a lot, because I did it using only one layer for each of those four blocks (so the curves blended together, creating holes in circles and other structures). I'm thinking about using a whole block, then it casts four smaller whole blocks when Peach breaks it. It's like LEGO or fractal blocks. The player will not notice this as they break fast. Also, the smaller blocks will remain with the same 3d style.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Fri Oct 12, 2012 5:23 pm

ivanaedler Wrote:Well, when I create different layers, the hole problem gets solved, once you lock the other layers (padlock icon) before editing the layer you want.
As for grouping, sometimes its not easy to do that in multiple layers, so if you need to group anyway and want them to behave correctly (without layers being overwritten) please check this http://www.designgeek.com/group-across- ... ustrator-0

Oh you're talking about Illustrator, I was referring to how Flash handles vector drawing.


ivanaedler Wrote:Thanks! I will be making a list of the other blocks then I'll send to you. Huh, only to inform, the breaking block is actually four parts done separatelly. They unite in order to form that brown block. However, this increased curves a lot, because I did it using only one layer for each of those four blocks (so the curves blended together, creating holes in circles and other structures). I'm thinking about using a whole block, then it casts four smaller whole blocks when Peach breaks it. It's like LEGO or fractal blocks. The player will not notice this as they break fast. Also, the smaller blocks will remain with the same 3d style.


Well, I can simply just recolor the golden brick. Last I recall, they do share the same face patterns, right? Anyways, at least send me that brown block cause that's probably the most common block used throughout the entire game so it probably has the highest priority.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby Ivan-Aedler » Fri Oct 12, 2012 6:35 pm

Biles Wrote:Well, I can simply just recolor the golden brick. Last I recall, they do share the same face patterns, right? Anyways, at least send me that brown block cause that's probably the most common block used throughout the entire game so it probably has the highest priority.

Ok I've sent it to you. I'm now on a small trip, I'll come back tomorrow night, then I'll be updating some new features too ;)
Last edited by Ivan-Aedler on Sat Oct 13, 2012 12:12 am, edited 2 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Fri Oct 12, 2012 6:37 pm

Image
Remember that wilted mushroom platform I had an issue with? Out of curiosity is this what you all had in mind?
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby KeDNiR » Fri Oct 12, 2012 8:11 pm

Can you do active scene on first plan of picture? it is real hard too see anything through many sleeping creatures that laying in the same place.

P.S. sorry for my bad English and VERY BIG sorry if this is was in some posts yet (there is too much texts for me)
KeDNiR
Newly Registered
 
Joined: Wed Oct 10, 2012 7:53 am

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

Postby Ivan-Aedler » Fri Oct 12, 2012 11:34 pm

(I'm using an iphone, on a trip)

Biles Wrote:Remember that wilted mushroom platform I had an issue with? Out of curiosity is this what you all had in mind?

Hmm yes but I really like the tilted/curvy ones too. I can make variations, no problem. Do you think those curvy ones I did are maybe a bit strange or wrong in Mario games? I ask this because I may destroy them if many people thinks the same thing. But again, I havent seen any problem with them. Maybe I can use one or two to be a platform, and others to adorn the backgrounds, while using other styles for other platforms like this one above.

KeDNiR Wrote:Can you do active scene on first plan of picture? it is real hard too see anything through many sleeping creatures that laying in the same place.
P.S. sorry for my bad English and VERY BIG sorry if this is was in some posts yet (there is too much texts for me)

I will analyse the implications of this (like letting the others invisible during that sex scene). This will require each enemy having a unicque object name inside the code (its a plan to have unicque identifiers).
No problem about the language and whether that requested feature was already said in former posts (well It wasn't). ;)
Last edited by Ivan-Aedler on Sat Oct 13, 2012 2:43 am, edited 3 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Sat Oct 13, 2012 12:02 am

I like the one in the pic I posted because it gives a sense of depth and perception. I'll probably think about creating those version later on. Right now I'm working on the breakable brownie bricks, but I'm doing it slightly different based upon what I could find on the internet. The breakable bricks don't seem to have a consistent design except being shades of brown in color. However, I found one that I'm gonna base my redesign off of.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby Ivan-Aedler » Sat Oct 13, 2012 12:08 am

Biles Wrote:I like the one in the pic I posted because it gives a sense of depth and perception. I'll probably think about creating those version later on

Ok, if you want, I can give this task to you. I can, in the meanwhile (when reaching the PC) put more shadows in the actual model I have. For about the brick, please see if you can show me the base model before designing it, just for me to check and give opinions. I like the former one because their shadows of brown give depth and robustness.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby Biles » Sat Oct 13, 2012 12:43 am

This is what I had in mind. As you can tell I'm currently turning the bricks into brownies XD
The pattern design 2 3 2 is I believe based on the smashing bricks from the New Super Mario Bros.
Attachments
brickwip.jpg
brickwip.jpg (4.46 KiB) Viewed 2286 times
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

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

Postby Ivan-Aedler » Sat Oct 13, 2012 1:25 am

Biles Wrote:This is what I had in mind. As you can tell I'm currently turning the bricks into brownies XD
The pattern design 2 3 2 is I believe based on the smashing bricks from the New Super Mario Bros.

Okay, that's what I've thought ;) Once they have the same brown tones as the former, it should be ok. I didnt like the light brown tone from NSMB :/ After this block is done, I will see what can be done to create a crack on them (separate them in two or just add a crack layer in the 'Z format') and the explosive blocks (it could be 4 smaller full blocks)
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

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

Postby AsianP3rsuas10n » Sat Oct 13, 2012 3:43 am

Alright explain to me how this object thing works? Every goomba right now is all one name? No matter if they are asleep or awake?
Why not just make two separate objects? One for alive ones and one for asleep ones? Then you wouldnt have to have a unique name for all of them.
Lol I dont know much about coding but its just a thought. Is it possible? I mean what your saying is giving each and everyone of the goombas a new name so that you can make each specific ones disappear right? So why not just split the whole object into two? Giving you the ability to make sleeping ones disappear while alive ones are still there.

Hog holes and sleeping goombas, for redos arent very good together due to the fact that things can clog up. All you need to do is set a few sleeping ones already on the map (for the sleeping sex scene), and all the others should disappear after they are fucked or stomped on.

I probably made myself look stupid hahah especially if none of this makes sense. But no matter, mistakes makes a person better than before.
Please explain why my reason cannot work (which I know it cant). Still slowly learning this coding stuff on Java. Made my first super simple conversion program today which is one hell of an accomplishment considering how lazy I am when trying to learn. hahaha
User avatar
AsianP3rsuas10n
 
Joined: Tue May 22, 2012 10:23 pm
Location: Somewhere in the MIM PUT section...

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

Postby HappyGoomba » Sat Oct 13, 2012 3:53 am

I've got a couple of weird ones.

1. I died on the Platty level, so I chose to restart the game. After going through all the beginning stuff, the first level was autoscrolling.

2. On the grasslands level:
notthere.jpg


Peach and the goombas seemed to be in different dimensions. They couldn't touch each other. The goombas would react and chase Peach and swarm her if she was horny, but she couldn't fuck or stomp them. This seemed to start when a few of them walked off the cliff, but I can't say for sure that was the cause. Just before it happened they were swarming her, then she came and the horny bar went to zero, so some of them walked away and fell off the edge. This happened for all the new goombas coming out of the pipe also. Peach could fuck the sleeper goomba to the right, but not any of the goombas she had put to sleep herself. She could also hit the blocks and get the poison mushroom without problem. I hit del to make her die and all the new goombas coming out of the pipes were normal, but the ones who were hanging around from before she died still couldn't touch her.

3. Peach still disappears when a goomba comes out of the castle at the end of this level. She's off having sex. I can hear the sound effects and the horny bar rises. She reappears when the sex scene is done.

4. The problem with the goombas going to sleep as they come out of the pipes or the space near the Monty hole is still there. It's much better than it used to be. At the Monty hole, it's about 50%. In the grasslands, it's much lower, probably 10-20%.

I like the new descending slope code. Back before the physics change, I would have her walk down the stairs and jump to her dressing room without pausing. Now I can do that again. The slopes in the forest and grasslands are still too steep, so I have to stop moving before a jump, that's kind of odd behavior for a platformer.

Speaking of platformers, maybe you could add a switch to turn off autoscrolling when you add the switch to turn off the new physics. It would be a great boon to fumble-fingered old farts like myself.
User avatar
HappyGoomba
 
Joined: Sun May 20, 2012 3:48 pm

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

Postby Ivan-Aedler » Sat Oct 13, 2012 4:19 am

AsianP3rsuas10n Wrote:Alright explain to me how this object thing works? Every goomba right now is all one name? No matter if they are asleep or awake?

Actually, Flash creates unicque names for all of them, but its a name like INST_0129312_21 (hidden names), so I dont know which name is. I have to get information from the _name property, and its awkward to work with this long name, so I need to change its name programatically (enemy1, enemy2...). However, this renaming could happen only when they get laid, so I can let them invisible (in order not to clog up the screen when too many are there).

Yes, It's possible to disable only the sleeping/laid ones , then make them reappear after sex. Its just a matter to change their names again to , say, 'sleeping_enemy1, 2, 3', so the game remains more natural with passing by enemies while she is having sex. I may not let passing-by enemies invisible as well, or it will remove the sensation of being fucked in public. I will think more about this.

AsianP3rsuas10n Wrote:Hog holes and sleeping goombas, for redos arent very good together due to the fact that things can clog up

It has a limit of 10 enemies or less at the same time. New enemies will erase the last one, in a LIFO (last in, first out) way. Soon, I may add the stomping ability to sleeping ones, so if Peach jumps on them, they will pop out and go away.

AsianP3rsuas10n Wrote:All you need to do is set a few sleeping ones already on the map (for the sleeping sex scene), and all the others should disappear after they are fucked or stomped on.

If I let them disappear/pop out after fucking, the DO-OVER key loses its sense of existence. If I let Peach able to stomp on laid ones, popping them out, that may be a solution for this. The player can decide to pop them out, or do-over.

AsianP3rsuas10n Wrote:Please explain why my reason cannot work (which I know it cant). Still slowly learning this coding stuff on Java. Made my first super simple conversion program today which is one hell of an accomplishment considering how lazy I am when trying to learn. hahaha

Just be specific of what you want to know ;) Programming is an art that requires constant writing (like making a book).
Last edited by Ivan-Aedler on Sat Oct 13, 2012 5:04 am, edited 9 times in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

PreviousNext

Return to Flash Projects



Who is online

Users browsing this forum: AOD201120, Bing [Bot]