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Re: MiM (hacked) - Updated October 12, 2012

Postby Ivan-Aedler » Sat Oct 20, 2012 10:40 pm

humbird0 Wrote:I don't think updating the graphics would cause any problems unless there is collision detection based directly on the existing graphics.
If it is a problem, you can convert the existing graphics into single-colored shapes, make them invisible, and use them for the collision while displaying the new graphics.
It's usually a good idea to use separate movieClips for hit-detection anyway. Just make sure they are inside of the blocks so you don't have to worry about their position if the move the block around.

Humingbird is right! I've had problems in the past using doughnuts because, as we know, its common to use a 'shape-enabled' collision (hittest -> true), so its a POINT that decides if , being touched or not, will let the entire character fall. So, if the shape has a tiny line (like blocks joined together, but a bit aside by a line), the character will fall through it! And if the shape has a hole (like the image below), gravity acceleration can trespass this area due to the speed of the gravity, which increases a lot. So, creating a invisible square or rectangle in a different layer of the shape destroys these glitches altogether, making the shape solid. My doughnuts, for example, are like this now.

Spoiler (click to show/hide):

doughnut with collision square.jpg
doughnut with collision square.jpg (33.95 KiB) Viewed 3761 times
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Re: MiM (hacked) - Updated October 20, 2012

Postby miteshLAD » Sun Oct 21, 2012 2:26 pm

Where is the toad that needs to be rescued? which underground are you on about? the one where you get the fire costume? the one where the koopa troopers are? the one where you get the brown mushroom? and how do i rescue him? please reply asap!!!!!
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Re: MiM (hacked) - Updated October 12, 2012

Postby Blargh » Sun Oct 21, 2012 4:27 pm

Biles Wrote:Uhh, I just hate to be the bearer of bad news, but I kinda sorta updated practically all the blocks, but at least you get some new additional remade blocks :3
-----
If you were tracking the ivanaedler's MiM project, did you understood what I meant by work and final MCs?

No, no, it's fine. They're looking good!

I haven't been tracking AE, no. My time these days doesn't allow me much more than replying to my own thread. I've been able to check in occasionally, but I haven't been able to follow. -_-

humbird0 Wrote:I don't think updating the graphics would cause any problems unless there is collision detection based directly on the existing graphics.
If it is a problem, you can convert the existing graphics into single-colored shapes, make them invisible, and use them for the collision while displaying the new graphics.
It's usually a good idea to use separate movieClips for hit-detection anyway. Just make sure they are inside of the blocks so you don't have to worry about their position if the move the block around.

Basically, I just replaced the graphic inside the block object with Biles' new one and resized the blocks to the same width/height as the old graphic, so I didn't have to do any modifications for hitTests; merely a few re-alignments for appearances. I did change the brightness to a re-color because the black outline was faded and made the whole block look more washed-out.

ivanaedler Wrote:Humingbird is right! I've had problems in the past using doughnuts because, as we know, its common to use a 'shape-enabled' collision (hittest -> true), so its a POINT that decides if , being touched or not, will let the entire character fall. So, if the shape has a tiny line (like blocks joined together, but a bit aside by a line), the character will fall through it! And if the shape has a hole (like the image below), gravity acceleration can trespass this area due to the speed of the gravity, which increases a lot. So, creating a invisible square or rectangle in a different layer of the shape destroys these glitches altogether, making the shape solid. My doughnuts, for example, are like this now.

I've done this in a few places, most notably the rails in the Ghost House, where I just put a line along the top thick enough to stand on that won't stop just moving straight to the right, as well as fixing my earliest conundrum with the area above the stairs after leaving Peach's bedroom similarly (although I don't believe the piece is invisible, merely camouflaged).

ivanaedler Wrote:WOW! Very nice, Blargh, really! This brought me happiness as I were one of the fans that awaited for toad scenes! ;) I'll check this still tonight! When you have time, please see the updated blocks from BIles, but dont rush yet, I'm checking with Biles a possible error in top-left area (a small line trespasses the border), nothing critical.

I realized I forgot to add eye and mouth code to the scene, so I'll be fixing that along with returning him to Peach's castle.

ivanaedler Wrote:Remember you can put Nibbles in some water areas in the ground, in order to 'eat' Peach's butt and let her aside of the area. This animation would be a caveat ;) A different way to appreciate Peach going up and surprised!

BE MY GUEST! Just say it when you start working in this area, and I will up it to you. ;) I did this level for you too! And for everyone who starts working on Mario style games!

Hmm but remember Peach actually has a front-side facing (perspective) head already. So Paper Mario shouldnt be displaced. I will do experiments, though, so you can see what I have done and you can decide to use ir or not. The only reason I defend this is that Paper Mario style will bring a less creepy and 'serious' aspect to Mario, who will appear more friendly and younger.

But you can see if its interesting, Blargh ;) When you start using this level, you can use a camera I already did. You will receive a ton of new shapes and images I did. But that can wait, as you have priorities. I'll be available to teach you this area. And I will see how to control the camera _x and _y independent of Peach, so we can , say, make Peach activate a button to see the camera (with 'REC' text on it) in a given area, with some caveats like Sir Grodus/X-nauts fucking a captive toadette, for example.
See you!

If I can think of a place for Nibbles I'll use him, but I don't have any early ideas about where or how. If he's not going to be in a sex scene, one option may be to block access to something (the sub maybe, or perhaps another Toad) until Peach has the correct power-up to get past him. >_>

After looking through some pictures, Paper Mario has more perspective than I thought. Makes sense, I guess, since a bunch of stuff from MiM was already based on it. And I do like the idea of replacing rapist-Mario from the SMB1 ending with something more heroic. :P

Like I said before, I'm still a ways off from implementing the X-nauts, and I think machamp623's question was more about stuff you said you were going to be implementing already (the invisibility and Tec-xx). I won't be able to answer such questions until I'm ready to start adding the area in MiM DO.
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Re: MiM (hacked) - Updated October 12, 2012

Postby Biles » Sun Oct 21, 2012 5:55 pm

Blargh Wrote:I haven't been tracking AE, no. My time these days doesn't allow me much more than replying to my own thread. I've been able to check in occasionally, but I haven't been able to follow. -_-


I see. Well in the flash file that has the latest blocks and bricks design, you'll find to sets, one is the work version, the other is the final version. The work blocks have shapes all grouped together, but the final ones have all the elements literally flattened out. The final bricks are to be used in the game.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

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Re: MiM (hacked) - Updated October 12, 2012

Postby Blargh » Mon Oct 22, 2012 5:24 am

The latest CS4 FLA is here: http://www.mediafire.com/?gb4268c4p806ct4.

Biles Wrote:I see. Well in the flash file that has the latest blocks and bricks design, you'll find to sets, one is the work version, the other is the final version. The work blocks have shapes all grouped together, but the final ones have all the elements literally flattened out. The final bricks are to be used in the game.

Ah, okay. That'll be quite helpful. :)
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Re: MiM (hacked) - Updated October 25, 2012

Postby Blargh » Thu Oct 25, 2012 6:29 pm

Now in the game (but not the FLA):
- The first Toad will now move to his favorite place in the castle area after being rescued.
* If Peach is in a bad position, you might get stuck not being able to advance with the buttons in the scene. Pressing space will also advance the scene now.
- Toad has also been added to the Gallery under Other Scenes.

Just a small update this week.
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Re: MiM (hacked) - Updated October 25, 2012

Postby Ivan-Aedler » Fri Oct 26, 2012 1:13 am

Blargh Wrote:Now in the game (but not the FLA):
- The first Toad will now move to his favorite place in the castle area after being rescued.
* If Peach is in a bad position, you might get stuck not being able to advance with the buttons in the scene. Pressing space will also advance the scene now.
- Toad has also been added to the Gallery under Other Scenes.
Just a small update this week.

Neat, Blargh ;) But why is she getting stuck? Is she on top / foreground of the button?

I hope we can have this list below in 2013. I'm developing enemies with AsianP3rsuas10n, and I can send to you. I have almost all of these in the list. Just ask, great Blargh! (Drybone is being developed yet).

Spoiler (click to show/hide):

Image
Last edited by Ivan-Aedler on Fri Oct 26, 2012 4:20 pm, edited 6 times in total.
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Re: MiM (hacked) - Updated October 25, 2012

Postby AsianP3rsuas10n » Fri Oct 26, 2012 1:45 am

ivanaedler Wrote:
I hope we can have this list below in 2013. I'm developing enemies with Asian,


Oh thats me!
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Re: MiM (hacked) - Updated October 25, 2012

Postby Blargh » Sat Oct 27, 2012 3:21 am

ivanaedler Wrote:Neat, Blargh ;) But why is she getting stuck? Is she on top / foreground of the button?

I hope we can have this list below in 2013. I'm developing enemies with AsianP3rsuas10n, and I can send to you. I have almost all of these in the list. Just ask, great Blargh! (Drybone is being developed yet).

She was getting stuck because the click-to-zoom on the Peach model was on a higher layer than the Toad NPC's buttons, so if you were on top of toad and activated the scene, invisible Peach will be sitting over the buttons, preventing you from being able to click on them.

Wow, that is an impressive list....You can't tell, but I'm crying a little right now thinking about all of the animations I'd need to do. I think I'd still be happy about the situation, however. ^_^

AsianP3rsuas10n Wrote:Oh thats me!

Ha hah! Namedropping! :lol:
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Re: MiM (hacked) - Updated October 25, 2012

Postby Lucky777 » Sat Oct 27, 2012 3:28 am

Oh hey, I haven't looked in on this for a while.
The new "08" spot Koopa scene is fucking awesome.
I might even play through with some of the approximately 90 million character-models sometime, but I'll probably just stick to dark-skinned naked Peach as usual.
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Re: MiM (hacked) - Updated October 25, 2012

Postby AsianP3rsuas10n » Sat Oct 27, 2012 4:06 am

Hehe
Anyways nice to meet you Blargh. I think this is the first time I've spoken to you.

I've recently finished 2 things that Ivan will probably show you anyways (He polished them up so most of the credit goes to him)
So yea thats just a heads up.

You're doing a fantastic job btw. I like your version as well.
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Re: MiM (hacked) - Updated October 25, 2012

Postby Blargh » Sun Oct 28, 2012 3:06 am

Lucky777 Wrote:Oh hey, I haven't looked in on this for a while.
The new "08" spot Koopa scene is fucking awesome.
I might even play through with some of the approximately 90 million character-models sometime, but I'll probably just stick to dark-skinned naked Peach as usual.

Yep, she's always a favorite. ^_^ And soon-ish, she will be a favorite of the Boo's, too.

AsianP3rsuas10n Wrote:Hehe
Anyways nice to meet you Blargh. I think this is the first time I've spoken to you.

I've recently finished 2 things that Ivan will probably show you anyways (He polished them up so most of the credit goes to him)
So yea thats just a heads up.

You're doing a fantastic job btw. I like your version as well.

Hello, welcome, thank you. :D

Ivan sends me PMs regularly, so I've seen some things, yes. Good things. :lol:
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Re: MiM (hacked) - Updated October 25, 2012

Postby Ivan-Aedler » Sun Oct 28, 2012 4:10 am

Blargh Wrote:Ivan sends me PMs regularly, so I've seen some things, yes. Good things. :lol:

And there is much more ;). I just dont want to overwhelm you :/ And I don't know about our schedule for the end of this year. 2012 is coming to an end. I hope the Maya Calendar will let us developing in 2013 :mrgreen:

I'm now developing 'boundary reposition' algorithm (click to enlarge).

Spoiler (click to show/hide):

boundary repos.png

It bypasses the camera lock (maxLeft, maxRight, maxTop, maxBottom) only during warp (Peach warps when she finishes the castle level and go to the 'W' hole). Then the boundary and Peach object get repositioned. Camera follows her. Peach then appears in a new world without having to use another SCENE1 frame ;) Please, Blargh, if you someday uses worldmap, dont hesitate to ask me. You know I'll be always available to help you, when I'm here coding the games.
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Re: MiM (hacked) - Updated October 25, 2012

Postby Kantirocks » Sun Oct 28, 2012 8:07 pm

How far does this version go so far?
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Re: MiM (hacked) - Updated October 25, 2012

Postby Blargh » Mon Oct 29, 2012 5:19 pm

ivanaedler Wrote:
Blargh Wrote:Ivan sends me PMs regularly, so I've seen some things, yes. Good things. :lol:

And there is much more ;). I just dont want to overwhelm you :/ And I don't know about our schedule for the end of this year. 2012 is coming to an end. I hope the Maya Calendar will let us developing in 2013 :mrgreen:

I'm now developing 'boundary reposition' algorithm (click to enlarge).

It bypasses the camera lock (maxLeft, maxRight, maxTop, maxBottom) only during warp (Peach warps when she finishes the castle level and go to the 'W' hole). Then the boundary and Peach object get repositioned. Camera follows her. Peach then appears in a new world without having to use another SCENE1 frame ;) Please, Blargh, if you someday uses worldmap, dont hesitate to ask me. You know I'll be always available to help you, when I'm here coding the games.

My schedule to the end of the year is probably going to be a lot of Boo scenes (different scenes for whether Peach is facing them or not facing them, extra scenes for Lady Bow who I just found out was a unique character).

I just resize the boundary for each area. I tried a dynamic resize before, but I found it was just easier and sometimes more accurate to make a copy in the new area and resize it to the area's dimensions since the camera is already set up to be restricted to the boundaries anyway.

Kantirocks Wrote:How far does this version go so far?

Mushroom Kingdom, Morton's Castle, underwater/underground combo, and Ghost House have been added so far.

The next projected area to be developed (after the Boos are finished) will be deep underwater and then the sub (sub enemies will likely be done before deep underwater enemies).

On another note, once the Boos start coming in, the Koopa Troopas are going to be evicted once again and sent underground where they will remain for the rest of the game, I promise. The ones in Morton's Castle are still going to be in place until another enemy type (Dry Bones most likely) can replace them.
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Re: MiM (hacked) - Updated October 25, 2012

Postby AsianP3rsuas10n » Mon Oct 29, 2012 5:27 pm

What I think would be difficult would be making scenes for both boo and lady bow due to the fact they have incorporeal bodies. Not only that but they're like floating circles hahahah. Of course there could be oral scenes but I cant seem to think of any intercourse scenes. What have you planned out for them as of now?
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Re: MiM (hacked) - Updated October 25, 2012

Postby Ivan-Aedler » Mon Oct 29, 2012 8:32 pm

Blargh Wrote:I just resize the boundary for each area. I tried a dynamic resize before, but I found it was just easier and sometimes more accurate to make a copy in the new area and resize it to the area's dimensions since the camera is already set up to be restricted to the boundaries anyway.

Yes, this I understand. But I'm using those worldmaps in the same frame (scene1). The plan is to make all the 9 worlds, and just one boundary. Then I just code this:
Spoiler (click to show/hide):

Code: Select All Code
//if Peach is in World2
_global.FLAGS.cameraFreedom=true; //can be _root.cameraFreedom.
//set a timer to return the camera to NOT freedom state after 200ms
_root.cameraFreedomTimeout=setTimeout(function(){_global.FLAGS.cameraFreedom=false;},500);

_root.boundary._x=_root.b2._x; //world2 repos.
_root.boundary._y=_root.b2._y;
_root.Peach._x= _root.level_h._x; //peach will go to one of the level holes (1, 2, 3...)
_root.Peach._y=_root.level_h_y;

//else if Peach is in World3...
_global.FLAGS.cameraFreedom=true; //can be _root.cameraFreedom.
//set a timer to return the camera to NOT freedom state after 200ms
_root.cameraFreedomTimeout=setTimeout(function(){_global.FLAGS.cameraFreedom=false;},500);

_root.boundary._x=_root.b3._x; //world3 repos.
_root.boundary._y=_root.b3._y;
_root.Peach._x= _root.level_h._x; //peach will go to one of the level holes (1, 2, 3...)
_root.Peach._y=_root.level_h_y;


But, before doing that, I release the camera, so it WONT be fixed to the boundary while Peach is tranferred.
Spoiler (click to show/hide):

Code: Select All Code
    //CODE INSIDE CAMERA FRAME
    if (!_global.FLAGS.cameraFreedom)  //you can create just '_root.cameraFreedom'. Doesnt need to be _global.
     {
      maxLeft = _root.boundary._x + (_width / 2);   //reset, because boundary may have been changed in worldmap
      maxRight = _root.boundary._width + _root.boundary._x - (_width / 2);

      if (_x < maxLeft)
      {
         _x = maxLeft;
      }
      else if (_x > maxRight)
      {
         _x = maxRight;
      }
      if (_y < maxTop)
      {
         _y = maxTop;
      }
      else if (_y > maxBottom)
      {
         _y = maxBottom;
      }
   }

Blargh Wrote:On another note, once the Boos start coming in, the Koopa Troopas are going to be evicted once again and sent underground where they will remain for the rest of the game, I promise. The ones in Morton's Castle are still going to be in place until another enemy type (Dry Bones most likely) can replace them.

Asian is almost complething the drybones(I think). I'm eager to improve them (like I did with Bub-ulbs ;) )

Spoiler (click to show/hide):

Click to Play
(Javascript Required)

!!TODO - friend Bub-ulber.swf [ 5.06 KiB | Viewed 2344 times ]

Last edited by Ivan-Aedler on Mon Oct 29, 2012 8:46 pm, edited 2 times in total.
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Re: MiM (hacked) - Updated October 25, 2012

Postby AsianP3rsuas10n » Mon Oct 29, 2012 8:40 pm

When do you need those DryBones due by? Computer access is very low this week due to the hurricane so it will be a bit before I finish. For now I can only use my phone to write replies and what not.

I'll try my best to get on the computer as much as possible to make it but no promises. Due to the fact that I am an amateur at Flash it takes me a bit to get down some complicated drawings so it will take a bit (Not like a month but a full day or 2 of working) It would be faster but I lost alot of work on drybones because I shut down my computer like an idiot and forgot to save. Again, I will try my best but I'll have to wait til after this hurricane to get on a computer again. (Staying away from most technology because I'm paranoid :shock: )
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Re: MiM (hacked) - Updated October 25, 2012

Postby coolness32 » Mon Oct 29, 2012 8:41 pm

I'm excited for Boo scenes! Not because I have a ghost fetish or anything but because they have been in the gallery with "On Progress". That Boo is such a tease!

I definitely like the idea of different scenes depending on which way Peach is facing or even in which area of Peach the enemy is. I think it would only work with flying or swimming enemies, Boo, Cheep-cheep and the squid so far. If the enemy is around Peach's upper half then her mouth, arms and breasts can be used. Whereas if they are around the bottom half Sex, anal and even feet would be used.
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Re: MiM (hacked) - Updated October 25, 2012

Postby Ivan-Aedler » Mon Oct 29, 2012 8:45 pm

AsianP3rsuas10n Wrote:When do you need those DryBones due by? Computer access is very low this week due to the hurricane so it will be a bit before I finish. For now I can only use my phone to write replies and what not.

As soon as possible (I'll be adding them really soon) but please take it easy. Lets get this hurricane destroyed first (now, a tropical storm).
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