Ok, I'm now adding x-naut outfit (by Luftmallow) to Peach (Done!) (CS5 FILE) Here is our Peach so far, 4 full poses with all clothes and hands (FLA file included, for those who can contribute, adding animations or clothes for each body part, or even to create a comic). Its just her 4 main poses (side, forward, frontside, backside).
Spoiler (click to show/hide):
You cant generate a SWF because it will throw errors (there are code inside clothing). But you can create a new pose, using each body part separately. You can duplicate, say, 'PeachMovingWalking', naming it 'Peach Falling', and then go inside it and change each part. You can also create a new clothing (entering each body part and copying/pasting the last two frames - just after 'x-naut' label, and naming as a new name, like 'NEW CLOTHING', then adding the shape. If you want to create these, remember you have to do this in all body parts and hands. Please dont move library files, otherwise, other users cannot update their Peaches without generating duplicates (me included). Let it as is.
AsianP3rsuas10n Wrote::o
>_> hmm...now i dont know what to vote for
We can use 'Legend of Princess Peach' to our Cute Peach character that I'll create, no problem
I would like to retain 'Princess' in the titles.
BUSY DAY:Today was a busy day around here. After making those 6 characters from scratch, and remaking Luigi mansion objects, I've had to priorize things at work and at home. But, today, at least I've put the new pause menu screen from Soloid and the x-naut outfit (I didnt upload them yet). As for the pause menu, no moving checkerboard yet. I dont think its reeeeeeally necessary anyway, so far.
Ability to change clothes in each powerup, but the effect (like flying) depends on powerup, not the costume:Remember that , in this game, you can change clothes according to new powerups, but the effect (e.g. being able to fly) is only activated when you take LEAF/RACCOON. If Peach is dressed as a raccoon because she takes Dress powerup, she will not be able to fly. BUT I may change that function. In the future, the player can change outfits only when he beats a given level / world that requires that outfit in particular, like x-naut level. So, after beating World 9, the player will be able to use x-naut outfit when selecting powerups, playing with her dressed like that. This is good because it will force you to beat a given world first (but the player will be able to change clothes he gathers in each world, inside Peach castle. More in the next item). Anyway, you will find plenty of powerups in the levels, so you will be able to play with new costumes. Remember you can see sex scenes in the gallery in an outfit you want (temporarily).
Clothes available in her castle -> she can use them regardless of actual powerup -> she will not change actual powerup!Aside of this, I plan creating a way to change clothes the way the user wants , when Peach is in her castle. Peach will be able to change clothes when she collects them in definitive (E.g; World 1 => raccoon, World 2 => HammerBros, World 9 => x-naut). This clothing will be available in her castle. Then the player will be able to see her changing clothes (at least its a plan to do that), a simple animation of her removing the dress, for example, and putting another costume (can be inside a screen too, to avoid making different animations of sling bikinis and etc). Then she starts a given level/world with this clothing. (NO POWERUP is changed). If she is harmed or loses a life, of course she will lose clothing parts and, eventually, all of them.
LEVEL 2-3:I've brainstormed more about the next features (remember the list I update most is here
viewtopic.php?f=7&t=2265&p=185916#p185916). I would like to continue making the level 2-3 and detaching Peach castle from level 1-1, creating a level 0 for this castle. Then I want to make a new castle level for world 2 (so it will have just 4 levels so far) in order to start making world3, full of underwater levels! This will make me increase priority for Pokey scenes, Daisy character, and Big Bertha scenes (vore scenes). Non linear development (that is, going to World2, make some levels, then World3, then back to World2, then World4), works better for me, letting the development faster, without getting bored with same mechanics.
'GRAND' BUG of 'mixing levels':However, I have a fear. I've got some strange problems with the game engine lately (those 'partial levels overlapping old levels' glitch) when finishing a given level (this happened twice. One of them, before entering inside the castle (level 1-8), and the other, when taking the coin to go out of X-naut level). Those are problems UNRELATED to coding bugs. So, I'll be cautious. If, someday, this problem returns and becomes permanent, when we have , say, 2, 3, 4 more levels, I will have to analyse the entire game, and if necessary, I'll port it entirelly in AS3, or I will split the game (each swf, a different world). A thing I really dont want to do.