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

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

Postby Ivan-Aedler » Sun Oct 14, 2012 8:14 pm

Biles Wrote:Well, it was intended to be dark in the edges as I searched the internet for that particular block for reference. As for the highlights, I don't see anything wrong with it or perceive how it's displaced in anyways.


No problem to me if we can use the new blocks ;) But I want to compare.

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

Postby Biles » Sun Oct 14, 2012 8:20 pm

Now that white outline, that's news to me, it's very weird. Hmm, I should've set the background on my work file to a different color as I was working them on top of a white background. I'm gonna see what I can do to fix it. Also, I'm also taking the liberty to do the cloud tiles too.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Sun Oct 14, 2012 8:23 pm

Biles Wrote:Now that white outline, that's news to me, it's very weird. Hmm, I should've set the background on my work file to a different color as I was working them on top of a white background. I'm gonna see what I can do to fix it. Also, I'm also taking the liberty to do the cloud tiles too.

Hey the white edges were my fault, sorry. There is no white edges. I've just pasted in the same image for comparison.
EDIT: Fixed it above!
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Sun Oct 14, 2012 8:30 pm

Wow, looking very good so far. :3 Can't wait to see the new bricks implemented along with the coin (Hmm, I think I forgot to animate the coin to spin). Question, has Adobe made an effort to improve CS6 with updates so far?
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Sun Oct 14, 2012 8:42 pm

Biles Wrote:Wow, looking very good so far. :3 Can't wait to see the new bricks implemented along with the coin (Hmm, I think I forgot to animate the coin to spin). Question, has Adobe made an effort to improve CS6 with updates so far?

None I can think off. Student edition is nice BUT! Mainstream updates priorize professional editions.
Biles, NICE JOB on the water blocks! Take a peek!

!!water block.jpg
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Sun Oct 14, 2012 8:49 pm

O.O Daaayyyuummmm!!! If it looks that good, I'm gonna end up shitting bricks when I see new bricks in place XD

:Update:
I've completed redoing the cloud tiles, what do you think?
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Sun Oct 14, 2012 10:14 pm

Biles Wrote:I've completed redoing the cloud tiles, what do you think?

Very good! I will change it too in the next update!
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby QuizmasterBos » Sun Oct 14, 2012 11:10 pm

Hey Ivan. I just wanted to let you know that AsianP3rsuas10n and me have been brainstorming alot again lately. We're still not done, but I advise you prepare yourself another cup of coffee when you read the future post. It's going to be big.

On a side note: Have you managed to pull of the glitch I mentioned a couple of days ago?
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Sun Oct 14, 2012 11:12 pm

QuizmasterBos Wrote:Hey Ivan. I just wanted to let you know that AsianP3rsuas10n and me have been brainstorming alot again lately. We're still not done, but I advise you prepare yourself another cup of coffee when you read the future post. It's going to be big.

Very good! I will!

QuizmasterBos Wrote:On a side note: Have you managed to pull of the glitch I mentioned a couple of days ago?

Please check this list viewtopic.php?f=7&t=2265&start=1460#p182881
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby QuizmasterBos » Sun Oct 14, 2012 11:42 pm

ivanaedler Wrote:
QuizmasterBos Wrote:Hey Ivan. I just wanted to let you know that AsianP3rsuas10n and me have been brainstorming alot again lately. We're still not done, but I advise you prepare yourself another cup of coffee when you read the future post. It's going to be big.

Very good! I will!

QuizmasterBos Wrote:On a side note: Have you managed to pull of the glitch I mentioned a couple of days ago?

Please check this list viewtopic.php?f=7&t=2265&start=1460#p182881


One thing I can already disclose to you is that we keep going more complex with our stuff. So this is going to test your abilities quite a lot.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby AsianP3rsuas10n » Mon Oct 15, 2012 12:27 am

Lol I wouldnt say test. Its alot to do though. And a bit more challenging indeed if you do decide to agree.

I think you'll like these ideas but its probably better to keep until later on. Due to the act that we have worlds and enemies that need to be created.

And I'm sorry I couldnt do the Fire Peach thing. My computer is giving me a hardtime :evil: stupid peice of scrap!
Anyways if anything I'll try to do it tomorrow...
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 12:36 am

Warning! Warning! Warning! Warning! Mario is in Peril!
Biles!!! The golden block and water block (green one) you did crashed the entire game :/ Mostly when Peach needs to go to the castle and airship (the interlevel areas). Peach goes to another area with tons of objects from the former area, then she falls and loses a life, but in a way game over never happens.

When I rollback changes (removing newer green block and gold blocks) the game returns to normal.
I noticed that, when I BREAK OUT the groups (explode them all), game also returns to normal.

Its something to do with maximum allowed number of groups in a given shape. You did 13+13+13 groups in the three sides of the cube.

grouping of groups of groups of shapes causing bugs2.jpg
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 12:40 am

O_O!!!U


NOOOoooooo!!!!! /vader

Damnit! Okay, how about instead of grouping, we try layering. Hopefully that won't make computers defecate beyond recognition!
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 12:43 am

Biles Wrote:O_O!!!

:?
As I've said above, Its something to do with maximum allowed number of groups in a given shape. You did 13+13+13 groups in the three sides of the cube.
Then you created a group of those 13 again (group of group). When I broken them out (all became in a single layer), the game returned to normal function.

grouping of groups of groups of shapes causing bugs3.jpg
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 12:52 am

I'm gonna attempt to revise all my shit as I still want to keep the number of anchor points reduced by using layers this time. Oh and I remade this one cloud, see? :D
PlayCloud.png
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 12:54 am

Biles Wrote:I'm gonna attempt to revise all my shit as I still want to keep the number of anchor points reduced by using layers this time. Oh and I remade this one cloud, see? :D

Thank you! I havent noticed much improvement BUT i do know it has less curves! I will include it after testing. Thanks God I've detected the 'interlevel grouping bug' on time :/ (sigh!!)

I'm now creating layers for the frontside. I've transformed 13 groups to 12 layers. Testing again. FAILED.
I'm now creating layers for the left side. I've transformed 20 groups to 18 layers. Testing again. FAILED.
I'm now creating layers for the third side. I've transformed 33 groups to 28 layers (3 groups remained). Testing again. FAILED!!

So I will have to remove all groups :/
BUT WAIT! Too much layers can cause bugs too. I will be testing with all 36 layers I've created.
TESTING all 36 layers created: FAILED!!
:o :o
So its all regarding too much groups and layers??
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 1:08 am

I wonder if png-ifying it into an MC might work, and if so, is it less resource-intensive than the original version? Another solution I'm thinking is to create both MC version, one is the like a workfile which has all the groups and layers of the elements that make up the bricks and blocks. The other is basically a flattened out to reduce grouping and layering though this might result with a tad more anchor points than I originally wanted.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 1:10 am

Biles Wrote:I wonder if png-ifying it into an MC might work, and if so, is it less resource-intensive than the original version?

No, it will pixelate horribly during zooming in and out!!

Biles Wrote:Another solution I'm thinking is to create both MC version, one is the like a workfile which has all the groups and layers of the elements that make up the bricks and blocks. The other is basically a flattened out to reduce grouping and layering though this might result with a tad more anchor points than I originally wanted.

Wait wait!! I'm testing relay engine now! Flash may have a hard time dealing with too many layers on time, so relay frame , which takes Peach to another level, is running before flash is sweeping out old variables of the former level.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 1:20 am

ivanaedler Wrote:
Biles Wrote:I wonder if png-ifying it into an MC might work, and if so, is it less resource-intensive than the original version?

No, it will pixelate during zooming in and out!!

Not if I export it in a much larger scale, but then we'd have to test whether or not that is more resource-intensive.


ivanaedler Wrote:Wait wait!! I'm testing relay engine now! Flash may have a hard time dealing with too many layers on time, so relay frame , which takes Peach to another level, is running before flash is sweeping out old variables of the former level.


No, I didn't mean for you to use the MC that has all the groups and layerings, they're only for editing purposes, the flattened out version would be the final format to be imported into the game.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 1:27 am

Biles Wrote:Not if I export it in a much larger scale, but then we'd have to test whether or not that is more resource-intensive.

Understood. But lemme test grouping and layers first. I think its a limit of layers and groups in a given level. It may be an ADOBE bug. This problem started to occur since I've converted all the blocks.

Biles Wrote:No, I didn't mean for you to use the MC that has all the groups and layerings, they're only for editing purposes, the flattened out version would be the final format to be imported into the game.

Ok. I'll give a diagnostic soon! But I really want to keep using vectorized version (its smoother and clean for the eyes). I will fix that.

EDIT: okay. The diagnostic is clear: Flash isnt having time to delete all variables from the former level due to many layers and groups. I'm afraid the game reached this far. I'm explicitally deleting all variables when Peach finishes a level and THAT's WORKING. But I may need to create a large object called 'level', so it can be deleted all at once before entering another level. Without that object, I will need to delete objects one by one. I'm testing all of these now.
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