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

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

Postby Biles » Mon Oct 15, 2012 1:40 am

ivanaedler Wrote:Understood. But lemme test grouping and layers first. I think its a limit of layers and groups in a given level.

Okay. I'm also doing some testing too, trying to see which method to render MC would be best. So far to no avail, but I am trying to see if I can balance out using a number of layers and groups altogether.

ivanaedler Wrote:It may be an ADOBE bug. This problem started to occur since I've converted all the blocks.

Cursed Adobe, not getting their asses off to fix crap like this *shakes fist*. I think if Macromedia was still able alive, I'm sure that no doubt they would've been far better in optimizing Flash. Oh well, back to testing and stuff. -_-
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 1:47 am

UPDATE: It's working just partially, even with explicit variable deletion and garbage collection. In newer levels, game crashes or acts very weird. Ist like a crash (Peach starts with tingling sound and all arrows red in the inside castle level, and some objects from the former level is active in some areas, like the pink colored water floating around!). Even restarting does not help. Its like a limit of groups and layers. So, I will explode all groups into the same layer (for now) in all newer blocks. Biles, please see if you can convert groups to layers in a way you can join 4 or 5 shapes into a layer instead of 1 group-->1layer. Yes, you can mix layers and groups but please try to let them like 10 or less layers/groups.

EDIT: Ok exploded the majority of groups (not all). Game returned to normal.
Last edited by Ivan-Aedler on Mon Oct 15, 2012 2:15 am, edited 3 times in total.
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Re: MiM 'Mim Ae version' (XXX) 1.6o

Postby Ivan-Aedler » Mon Oct 15, 2012 2:01 am

Version 1.6o:

Image1-(100%)Bonus pipe area in watery level finally fixed
Image2-(100%)BUG FIX: "When Tanooki Burn Peach is flying, her outer hand flashes back and forth between burn and vanilla skin."
Image3-(100%)BUG FIX:"She can't grab flower powerup in watery level"
Image4-(100%)BUG FIX: (more polished)"She will be descending better on slopes (as well as running)"
Image5-(100%)BUG FIX: Lalala pose, when she's clothed (clothes arent animating)
Image6-(100%)BUG FIX: Fire wheels not detecting Peach
Image7-(100%)BUG FIX: Scrooling problem, when the player chooses RESTART GAME in the Platty or Airship levels.
Image8-(100%)Glitches fix and some improvements to the last koopa scene (pointed out by Asian)
Image9-(100%)BUG FIX: Peach disappearing when she fucks those goombas that fall from the castle (grassland level)
Image 10-(100%)Improved graphics like blocks and clouds by Biles (Thanks!!)
Image 11-(100%)Created a way to access the roof on level1 (and a new area to explore).
Image 12-(100%)Feature: a way to enable/disable auto scroll (it will not be cheating, but a way for the players to enjoy more those levels).
Image 13-(100%) Feature: a way to enable/disable PHYSICS: SMB2 or SMB3 (ON/OFF)
Image 14-(100%) Goombas, koopas and shyguys will walk with their dicks down (or hidden). If they see Peach, dicks will raise up!
Image 15-(100%) New enemy: Nibbles - its a Chomp fish, side facing with metal teeth. That's not 'cheep cheep'. It will bite Peach butt if she goes in that water.
Image 16-(100%) (internal - not active yet) Leaf/Racoon tail attack. Enemies will be thrown out of the screen with the familiar sound.
Image 17-(100%) Access to X-naut base corridor (first version)! Based on Paper Mario 2. Find the gray coin to reach this level! In the future, X-Naut base will be a world Peach have to explore. Peach will use her invisibility and will have embarassing moments in the tasks she will need to to.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 3:15 am

Okay, so I've organized all the blocks and bricks in my flash workfile. The ones on top are to be imported into the game, those in the second row are the original and are shown for comparison. The final ones at the bottom row are the work blocks, they have shapes grouped and such for easy editing. ivanaedler, I had to make a quick fix on the cloud block because I realized that it needed a more shade depth in its design just like the actual sprites in the game.
organizedblocks.png
3MiMBlocks-redux.fla
CS5.5
(228.39 KiB) Downloaded 13 times
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 3:28 am

Biles Wrote:Okay, so I've organized all the blocks and bricks in my flash workfile. The ones on top are to be imported into the game, those in the second row are the original and are shown for comparison. The final ones at the bottom row are the work blocks, they have shapes grouped and such for easy editing. ivanaedler, I had to make a quick fix on the cloud block because I realized that it needed a more shade depth in its design just like the actual sprites in the game.

Thanks Biles, now let the next task with me ;)
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 4:39 am

Are there any other lag-inducing tiles that need to be optimized?
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 4:44 am

Biles Wrote:Are there any other lag-inducing tiles that need to be optimized?

Hmmmm it may have a couple.

1) the gray rocky backgrounds on level 1 (not inside the castle). They were made using Brush, and they're not exacly tiled (when you try to join their ends, it does not blend perfectly).
Spoiler (click to show/hide):

rock.jpg
rock.jpg (21.18 KiB) Viewed 2361 times

2) the spikes in the castle level
3) the large white cloud family (sky of level1)
4) Mario castle (that brown one). Its complex to re-do it (maybe not, as its all about copying and pasting each remade brick and set of bricks).
The castle was remade using tracing and brushing.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 4:55 am

Hmm, I bet the gray rocky backgrounds are probably one of the main culprits for dragging the game. After all, the original game was solely based on that level so lots of stuff were put into them.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 4:56 am

Biles Wrote:Hmm, I bet the gray rocky backgrounds are probably one of the main culprits for dragging the game. After all, the original game was solely based on that level so lots of stuff were put into them.

Yes. And as I've said above, they were made using Brush, and they're not exacly tiled :/ I always try to optimize their placement when I have a free time.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 5:04 am

I figured they were brushed in. Hmm, this task might be a bit more challenging seeing how tiles of these kinds are placed in the game differently than blocks and bricks. On the other hand, because they're supposed to be seamless tiles, I figured that when these textures are redone, they'll have to be flattened out just like how Humbird0 did with the background. The big clouds however, I can definitely redo those. Preferably, I'd like to know if that cloud was simply made up, or was it based on the original game sprites. As usual, I tend to look at the original game sprite designs for references as I don't like to xerox out versions far different than their original counterparts.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 5:20 am

Biles Wrote:I figured they were brushed in. Hmm, this task might be a bit more challenging seeing how tiles of these kinds are placed in the game differently than blocks and bricks. On the other hand, because they're supposed to be seamless tiles, I figured that when these textures are redone, they'll have to be flattened out just like how Humbird0 did with the background.

Oh please no! He surely optimized it, but pixelated it and cutted it out :/

Biles Wrote:The big clouds however, I can definitely redo those. Preferably, I'd like to know if that cloud was simply made up, or was it based on the original game sprites.

It was based on the game, but then I've drawn using brushes. I dont like to xerox as well. Sometimes, when we create art from scratch, it becomes tighter to the game, like having a special identity of its own, in a stronger way than the source art used for inspiration ;)

BTW, I'm testing now your final blocks version and the interlevel problem went away for good!
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 5:31 am

ivanaedler Wrote:It was based on the game, but then I've drawn using brushes. I dont like to xerox as well.

Hmm, I'm gonna guess it was from SMB3. In which case, I'll try to find that pic on the internet just so I can be as accurate as I can, but adding a touch and flavor of art style to conform with the consistent design with the game as best as possible.

ivanaedler Wrote:BTW, I'm testing now your final blocks version and the interlevel problem went away for good!

Now that's definitely some good news there. Preferably, I hope they're less resource-intensive than the original version.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby LuftMallow » Mon Oct 15, 2012 6:24 am

It's great to see the underwater tiles have been revamped, as they were made long before I knew about optimization in Flash. They look good too, though that black semi-circle outline on the left side doesn't match the seam on the right when next to another block.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 1:32 pm

Biles Wrote:Hmm, I'm gonna guess it was from SMB3. In which case, I'll try to find that pic on the internet just so I can be as accurate as I can, but adding a touch and flavor of art style to conform with the consistent design with the game as best as possible.

It was from Super Mario Bros.
http://www.spriters-resource.com/snes/s ... sheet/6208
If you can create modular clouds (in order to be able to connect them to form groups) I can create different styles in the sky area ;)

LuftMallow Wrote:It's great to see the underwater tiles have been revamped, as they were made long before I knew about optimization in Flash. They look good too, though that black semi-circle outline on the left side doesn't match the seam on the right when next to another block.

Welcome back, LuftMallow! I hope all is well! Have you seen the latest updates around here? ;)
I'm doing more scenes with Peach frontside and backside modes!
We're right now seeing if we can improve the inner toad houses
viewtopic.php?f=7&t=2265&p=175566&hilit=toad+house#p175566

You're right, that circle is a bit strange, its really fast to fix, I'll do that now.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 3:51 pm

ivanaedler Wrote:
Biles Wrote:Hmm, I'm gonna guess it was from SMB3. In which case, I'll try to find that pic on the internet just so I can be as accurate as I can, but adding a touch and flavor of art style to conform with the consistent design with the game as best as possible.

It was from Super Mario Bros.
http://www.spriters-resource.com/snes/s ... sheet/6208
If you can create modular clouds (in order to be able to connect them to form groups) I can create different styles in the sky area ;)

Yeah, I downloaded that pic last night. But to modularize it is easier said than done. The patterns appear random and such. Until I know how to make it customizable, I'll currently work on that big cloud for the time being so we at least have something to improve performance.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 5:04 pm

Biles Wrote:The patterns appear random and such. Until I know how to make it customizable, I'll currently work on that big cloud for the time being so we at least have something to improve performance.

Yes, for sure! But hmmm, its easy to modularize if we create the dark and light blue outlines only in the right side and bottom side of each cloud. So new pieces can be added up from the right and the bottom, as the foreground cloud piece will 'overwrite' the outline nicely.

Ok I'm making the tail attack animation. Soon I'll post it here (I hope Biles will not destroy it - with a much better animation -...again) :lol: .
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 7:20 pm

ivanaedler Wrote:Yes, for sure! But hmmm, its easy to modularize if we create the dark and light blue outlines only in the right side and bottom side of each cloud. So new pieces can be added up from the right and the bottom, as the foreground cloud piece will 'overwrite' the outline nicely.

To tell you the truth, I have no idea where to start. In the meantime, here's an optimized cloud to put in the game.
BigCloud.png
BigCloud.png (32.72 KiB) Viewed 2171 times
BigCloud.fla
(10.68 KiB) Downloaded 11 times



ivanaedler Wrote:Ok I'm making the tail attack animation. Soon I'll post it here (I hope Biles will not destroy it - with a much better animation -...again) :lol: .

LOL, well it tends to happen. For the time being, I've decided to keep the effort to redo for the sake of boosting performance a higher priority for this project.
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Ivan-Aedler » Mon Oct 15, 2012 7:39 pm

Biles Wrote:To tell you the truth, I have no idea where to start. In the meantime, here's an optimized cloud to put in the game.

Hmmmmmmmmmmmm......nice job, Biles! Their faces are sweet (mouths, eyes!) Nothing to object to, aside of the need of a curvier edge in the middle-right top area ('tobogán' shape) and...maybe...a shadow of grey (one color) in the clouds 'bottom' part (their bellies and bottom)

Biles Wrote:LOL, well it tends to happen. For the time being, I've decided to keep the effort to redo for the sake of boosting performance a higher priority for this project.

Water level performance is really boosted for about 10-15% (testing it again). I want to hasten development to upload the newer SWF tonight.

UPDATE: Peach Tail Attack (version 1):

Click to Play
(Javascript Required)

peach tail attack.swf [ 243.92 KiB | Viewed 2156 times ]

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

Postby AsianP3rsuas10n » Mon Oct 15, 2012 8:22 pm

I dont understand! :o :o How do you guys manage to draw such straight curves and lines? I'm like slowly dragging my mouse and I still fuck up :x :x
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Re: MiM 'Mim Ae version' (XXX) 1.6n

Postby Biles » Mon Oct 15, 2012 8:30 pm

ivanaedler Wrote:UPDATE: Peach Tail Attack (version 1):

Hehe I love it, it's like Peach is doing some sort of quickie lapdance to seduce her enemies :3

AsianP3rsuas10n Wrote:I dont understand! :o :o How do you guys manage to draw such straight curves and lines? I'm like slowly dragging my mouse and I still fuck up :x :x

Are you drawing with a brush tool, or editing shapes and paths by manipulating anchor points?
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