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

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Re: MiM: Peach's Untold Tale 1.8.5 (dec 09/12)

Postby Ivan-Aedler » Sun Dec 09, 2012 1:33 am

NEWER VERSION (still 1.8.5) UPLOADED due to the talking below! No more 'LALEM' errors (so far)
QuizmasterBos Wrote:Are you telling us that the game does indeed need to be cut down? Or are there ways around this problem?

Objective: GET RID of 'Level-after-Level Entire Mangling (LALEM)' BUG (flash limitation).
I have SIX options to try, before splitting (NOW, FIVE!).

Spoiler (click to show/hide):

PLAN #A: Create a giant movie clip (engulfing 'tons of water blocks' to one giant block for example). (DOESNT WORK!)

PLAN #C: Clean up 'ground' layer, where Peach detects collisions, moving all graphics like grass to background layer, using only invisible ground specific rectangles ('Peach, just check HERE, HERE and THERE'). (WORKED!!. In the past, it made the problem WORSE, because I'd have to create new ground areas - new movie clips). BUT I CAN CREATE SHAPE ground objects!

PLAN #B: Convert all movie clips (changing all of them to 'GROUPED SHAPES') in the 'background' layer. Some of them still need to be a movie clip (blocks with code, Peach herself, etc). This is the best way to go. The new Peach castle uses PLAN #B 100% and my tests so far are yielding astoundishing results. The level is low CPU intensive (even on a old Pentium4!).
PLAN #D: Make more frames for each level (inner code) using only 1 keyframe in Scene1.
PLAN #E: Optimize the levels even more, making them smaller.
PLAN #F: Create '_root.level' main movie, which will get every level loaded on demand. This will still make this game run using only 1 SWF.
PLAN #G (It will halt this version): (Radical) - Transform the game to AS3 (may last 1 to 3 months). With AS3, I will have total control of every object and the game can still be played online.

I'm doing PLAN #B right now, only in some levels. Otherwise, I will need an entire week just for that. I prefer to optimize some of them. If the problem returns, I select another level to optimize.

IF THE NUCLEAR BOMB EXPLODES!

Spoiler (click to show/hide):

1) Cry and abandon the game. NEVER!
2) Attempt to create each swf for each world. The player will still access the main game using ONE SWF (the game will take care to load/unload SWF). But the player will need to DOWNLOAD a 'pack of SWF's (no more way to play in the WEB). The game will be like Space Escape (a directory of files or an executable that joins everything in just one file).
3) Attempt to create each swf for each LEVEL. The player will still access the main game using ONE SWF (the game will take care to load/unload SWF). Less resource intensive and quicker for me to update and add levels, but SWF's will be bigger in size because of redundant objects. Same problem as above (no WEB play).
4) Each SWF will have one world, but this will be a 'full game'. Then, the player will need to download another SWF to continue the next world. Players can play in the WEB but it will have each WINDOW for each WORLD.
5) IF I BECOME REAL ANGRY: Image Start reprogramming this game in HTML5 or C++/C# with SVG ability. Then this project will be moved to 'Non-Flash Projects'. This option will be a 'seldom occurrence'.

For any 'bomb' option above, I will halt this version (I WILL NOT destroy it) then I'll be remaking the game (it will have a downloadable test version), until the SWF's (or HTML5/C++/JAVA) recreate 100% the current game we have so far.

QuizmasterBos Wrote:I sure hope there are. I prefer playing this game in one go instead of having to play multiple separate flashfiles.

Me too!

QuizmasterBos Wrote:And is the game that big already? Considering that what the player can see as content isn't all that big, Flash looks like it really could use a higher maximum storage update or something.

I will tell you a possible truth. This may be the largest game in content USING VECTOR SHAPES , in regard to 'everything at once in a given level'. For sure there are more open world games (like Corta's Platformer) but the environment he uses is a really big shape (one object only, or just a couple of objects) as a background.
We're with 14 levels so far, not counting 5 small levels (x-naut, toad house, osama castle, worldmap itself, which is a level, pre castle, which is a small level).

NEWS: PLAN #A: Creating a 'bigger movieclip' which contains inner ones (in order to optimize areas) DOESNT WORK. I'm now delving on PLAN #B.
PLAN #D will be tested soon. This will be an endless night.

UPDATE: testing the game right now. Level 2-4 WORKING! But I've found a bug not related to the level BUG. I'll be fixing it tomorrow. Fixed the bug. But now, the level is slow (high CPU usage) due to high curves count of rocky wall. EDIT: Now the level is fast. Rocky backgrounds was using 400 to 600 curves each. They were summing up 10.000 curves. Optimized to 170 curves each, using the second model from PS.

Now I'll upload a 'newer' 1.8.5 and I'll create the level 2-5 (the entire level will be inside a pyramid). Then, level 2-6 (DAISY palace). It will be like Osama one. As we dont have Daisy yet, Osama will be there again. Then I will create a new Airship level, based on World2 of SMB3, then I'll add Larry with a small scene, then I'll put a new cannon and I will START to make WORLD3 WORLDMAP.

UPDATE: SWF updated this afternoon, day 9. SEVERE optimization to 5 levels. Quality is practically the same. More than 2000 movie clips changed to 'Group technology'. If I return those 2000 movie clips back in the game, the level problem (LALEM) will also return. Now, with those '2000 credit', I just need to use, say, 100 to 200 movie clips in each level (then I'll be able to put 10+ levels in the game). As there is 10.000 or more movie clips to be optimized, I'm confident I can make a 8 world game. Case dismissed.

Spoiler (click to show/hide):

Image

UPDATE: Optimization to X-naut level tonight DONE. I think I have, now, a 'credit' of 2200 movie clips to be put in new levels, before the deadly LALEM.
UPDATE: I started to make a 'interactive button'. Now, we will know better which objects Peach can interact with, because the button will appear automatically if Peach touches it.
Last edited by Ivan-Aedler on Thu Dec 13, 2012 7:12 pm, edited 6 times in total.
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Re: MiM: Peach's Untold Tale 1.8.5 (dec 09/12)

Postby Gizmo1205 » Mon Dec 10, 2012 8:21 am

in X-Naut Base Act 1 after i put the disk in, TEC tells me to go back to the potion lab but when i go there i cant do anything and nothing happens, it there something else i have to do, or is that is for x naut right now?
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Mon Dec 10, 2012 2:02 pm

UPLOADED version 1.8.6.

Gizmo1205 Wrote:in X-Naut Base Act 1 after i put the disk in, TEC tells me to go back to the potion lab but when i go there i cant do anything and nothing happens, it there something else i have to do, or is that is for x naut right now?

Although the level is still incomplete, this lab area should work, but I've discovered a glitch that depends on a given dialog Peach has done before. I'll fix it now. EDIT: DONE!
I'll finish this level when I have her sleeping, bath, and 'going out with spaceship' scenes. Its also planned to have access to more rooms and the upper floor (with windows showing the moon surface) ;)

NEWS: I've got it! Interactive buttons. When Peach touches a given thing (e.g. a mirror, a throne, a toilet, a window) a button will appear. You can PRESS UP KEY (you can still use only your left hand in the keyboard) or CLICK IN THE BUTTON, then Peach will use or express herself regarding that object. No more need to do a 'blind search' of those items.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby DarkHedgehog » Mon Dec 10, 2012 4:34 pm

How far are you thinking about taking this game?
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Mon Dec 10, 2012 4:47 pm

DarkHedgehog Wrote:How far are you thinking about taking this game?

Image
I dont know. But one of my objectives is to make a full 8 world game. Even with little sex scenes added. Thats because I can add those later, or wait for my team to design them in order for me to put in the game.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby DarkHedgehog » Mon Dec 10, 2012 5:03 pm

Ivan-Aedler Wrote:
DarkHedgehog Wrote:How far are you thinking about taking this game?

Image
I dont know. But one of my objectives is to make a full 8 world game. Even with little sex scenes added. Thats because I can add those later, or wait for my team to design them in order for me to put in the game.

8 Worlds :shock: wow... Sounds like a big goal you got there, but if you have a team it will probably not be to hard to reach it.

It do looks good so far.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Mon Dec 10, 2012 5:26 pm

DarkHedgehog Wrote:8 Worlds :shock: wow... Sounds like a big goal you got there, but if you have a team it will probably not be to hard to reach it. It do looks good so far.

Thanks! Some of the current needs my team is helping me with are the outfits, new sex scenes, new enemies and levels using a more compliant objects, so I can put new levels without reaching the Flash limit. A thing that can take most of the time is the scenes, so thats why its low priority right now. I'm right now designing level 2-5.

CAMERA BOUNDARY CODE:

analysing.jpg
analysing.jpg (6.49 KiB) Viewed 8516 times

I'm programming a feature that will not be so much noticeable, but will limit level areas better. The boundaries can be also polygonal-shaped (not only a large rectangle). This will be great for bonus areas, because we must not see what is in the other side of the walls. More info later.

UPDATE: Code working! (but not uploaded yet). This will change dramatically how limits are defined, but again, the player will not notice much.

For curiousity, see it! Peach will only be able to 'see' the white areas.

Spoiler (click to show/hide):

multiple boundaries.jpg
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby AsianP3rsuas10n » Tue Dec 11, 2012 4:28 am

Hey guys! Well I finally finished my letter aniamtion! ^_^
Unfortunately it is crooked which will be fixed later once I have the time again. Sorry it took so long. Still learning the basics. But thanks to Ivan I manage to finish!
It's pretty horrific I know, but I will fix it and add more later. Artwork is not mine. So all credit for the art goes to whoever made this. NO FLA until me is finished :D
Warning...FUTA if you look close enough ;)

Click to Play
(Javascript Required)

Letter_Scene 1.swf [ 1.58 MiB | Viewed 8444 times ]

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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Tue Dec 11, 2012 4:46 am

AsianP3rsuas10n Wrote:Hey guys! Well I finally finished my letter aniamtion! ^_^
Unfortunately it is crooked which will be fixed later once I have the time again. Sorry it took so long. Still learning the basics. But thanks to Ivan I manage to finish!
It's pretty horrific I know, but I will fix it and add more later. Artwork is not mine. So all credit for the art goes to whoever made this. NO FLA until me is finished :D
Warning...FUTA if you look close enough ;)

Well done! Of course we can improve those graphics ;) The SWF is more than 1mb due to the 'Female boo' picture. It should be less than 10kb ;)
With some sound effets, it will be neat!
Last edited by Ivan-Aedler on Tue Dec 11, 2012 5:34 am, edited 3 times in total.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Darthan » Tue Dec 11, 2012 5:07 am

Nice Asian, the only thing I think would really make it look better, which I assume is going to happen anyway, is to use an original image. I'm not saying there is anything wrong with the one you used, it just looks kinda out of place. Once again, good job man.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby AsianP3rsuas10n » Tue Dec 11, 2012 5:22 am

Yea it is a bit big. But this is just a test run. So the letter will be filled woth many different things of your liking Ivan.



Thanks Darthan no worries all art work will be original when it is implemented into the game. This is merely just to see how my animations went thats all! But thanks for the feedback I appreciate it.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Tue Dec 11, 2012 5:31 am

AsianP3rsuas10n Wrote:Yea it is a bit big. But this is just a test run. So the letter will be filled woth many different things of your liking Ivan.

Thank you! For sure I will ;)

AsianP3rsuas10n Wrote:Thanks Darthan no worries all art work will be original when it is implemented into the game. This is merely just to see how my animations went thats all! But thanks for the feedback I appreciate it.

We have currently 100% of original art in the game (considering Lok community and artists who made art for MIM). If I have currently, say, 1200 images, the Asian one is just 1 (0.008%) that is non original, which will be remade from scratch anyway :twisted:

INFO: I'll be 'out' until the night of day 12th or the noon of 13th.

INFO: I may have found a woman (28 years old) who can make Peach voices (her voice MAY be almost like her). I'll make some tests using wave technicques, and if not successful, I may require another woman contributor for this. Anyway, I'm trying to find free voices from CC sites which is almost like Peach. Nice phrases to be in the game: 'Oh, dont!' , 'I dont like thiiiiis', 'Lemme freeee', 'Not in my ass!' , 'Oh..right', 'No way!', 'I love you!' (to be said in some exciting scenes and when she finds Mario while still a virgin), 'I need to hide myself', 'You're....eating me'.

I'm also getting ready to change sex scenes (mostly the first ones) to be a bit restraining in the beginning by Peach. So she will be avoiding the handjob, looking at the opposite direction or using her hands to 'stop' the creature. But she will end up doing the action. She may argue (I should not do that but... Its working!). Also, I will try to use the new 'camera focus' feature on her head/intimate parts/legs/goomba face, for example.

INFO: I may change the 'morton koopa is invading' screen soon, to three other scenes: 1) Train scene, where Mario and Peach will have a small talk and maybe a kiss in the center of the table. 2) Mario kissing Peach in her bed, then going away 3) Toads cumming on her while asleep. I will retain the 'goomba swarm walk' for a 'Peach ambush' scene (there will be goombas running from the left and right, then stopping near her). It will appear when she reaches some places (like a underground lair), then the player press space to return to the game, with goombas fucking her.

INFO: YES! Its possible to use PLAN #C (more info above, in the post I talked about the plans). I will create ground groups instead of movie clips (like I am doing with other objects!) It will relieve more processor power, while changing objects to the background layer! So instead of Peach detecting some BACKGROUND objects in the ground layer, she will check only for defined invisible ground collisions. This will NOT increase movie clip usage (that can lead to LALEM problem). Curiousity: I've had this eureka while preparing the bed to sleep after drinking 3 cups of water while listening to 'A Little Less Conversation'. (thanks God it wasnt during a meeting with my grandma, whose anniversary is today, 12/12/12) :P

And my brother (his name is...Mario) will be here soon (my other brother is named Ma****, but not Mario this time). One is enough :mrgreen:

About the game. I will edit all levels to adapt the new collisions soon (but not now). Also, this change will let me optimize ceiling collision in the future (it will be easier). Ceiling areas will also use shape groups.

INFO: About those 'LALEM' problems. I've found NO info in the internet about 'movie clip limit in flash' so far.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Toyloli » Wed Dec 12, 2012 9:29 am

I would happily donate my voice to this project. I warn that while I can sound italian, english and australian (my native) I cannot however do american very well. Unless it's what you call 'country'.
Is it only peach who your needing voices for? Cause I can put an audition up on soundcloud.
(I have experience and good recording software as I have worked previously on pony abridges series. Oddly as either Applejack or Rarity).
Please also notify stuff like bitrate, mono or stereo, etc.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby QuizmasterBos » Wed Dec 12, 2012 5:11 pm

Ivan-Aedler Wrote:INFO: I may have found a woman (28 years old) who can make Peach voices (her voice MAY be almost like her). I'll make some tests using wave technicques, and if not successful, I may require another woman contributor for this. Anyway, I'm trying to find free voices from CC sites which is almost like Peach. Nice phrases to be in the game: 'Oh, dont!' , 'I dont like thiiiiis', 'Lemme freeee', 'Not in my ass!' , 'Oh..right', 'No way!', 'I love you!' (to be said in some exciting scenes and when she finds Mario while still a virgin), 'I need to hide myself', 'You're....eating me'.

How much of the text will end up being voiced? Will it be a couple of random lines or actual text for sex scenes (like the scenes with Toadsworth for instance).

And how did you manage to find someone willing to voice Peach in a sexually charged game?

Toyloli Wrote:I would happily donate my voice to this project. I warn that while I can sound italian, english and australian (my native) I cannot however do american very well. Unless it's what you call 'country'.
Is it only peach who your needing voices for? Cause I can put an audition up on soundcloud.
(I have experience and good recording software as I have worked previously on pony abridges series. Oddly as either Applejack or Rarity).
Please also notify stuff like bitrate, mono or stereo, etc.

I believe Ivan will be very open to your audition. So you can, if you want, already record a couple of simple lines (think: Nooo!; Ooh~!; Aaah!; Mmmm!) I don't think those "grunts" can sound much different in different accents.

By the way, I'm sensing that a new poll will be up because of this.
Ivan-Aedler Wrote:INFO: I may change the 'morton koopa is invading' screen soon, to three other scenes: 1) Train scene, where Mario and Peach will have a small talk and maybe a kiss in the center of the table. 2) Mario kissing Peach in her bed, then going away 3) Toads cumming on her while asleep. I will retain the 'goomba swarm walk' for a 'Peach ambush' scene (there will be goombas running from the left and right, then stopping near her). It will appear when she reaches some places (like a underground lair), then the player press space to return to the game, with goombas fucking her.

So we finally get to see the new intro?! Sweet!

Ivan-Aedler Wrote:And my brother (his name is...Mario) will be here soon (my other brother is named Ma****, but not Mario this time). One is enough :mrgreen:
Are you telling your brothers you're making this game or does no one of your family know about it (a bit personal, you don't need to answer if you don't want to)?

Ivan-Aedler Wrote:INFO: About those 'LALEM' problems. I've found NO info in the internet about 'movie clip limit in flash' so far.

You mean... the problem lies somewhere else?
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby S.T.A.L.K.E.R » Wed Dec 12, 2012 6:02 pm

Toyloli Wrote:(I have experience and good recording software as I have worked previously on pony abridges series. Oddly as either Applejack or Rarity).

Is there a link to this series? I would like to see it.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Thu Dec 13, 2012 3:54 am

I'm still far from my lab (150+ miles). Gosh, I cant work in the game until today 4pm (lok time), when I return home.
Then I'll have time to keep in touch with the forum everyday, like I always did, with new updates soon.

Toyloli Wrote:I would happily donate my voice to this project. I warn that while I can sound italian, english and australian (my native) I cannot however do american very well. Unless it's what you call 'country'.

Toyloli, I will appreciate it ;) Dont worry about the sounding. I dont make distinctions like 'no, you MUST sound american'. I plan making just a couple of sounds, but really, if your voice resembles Peach in a cute way, we can even make a sound version of all dialogs Peach make (those messageboxes). But only if its really interesting to do. I'm planning to use just small phrases for Peach to say in some situations. You can also give ideas of some sounds you would like to see hear in the game.

PS: I've remembered more text that can be used as sound in the game: 'My clothes!' 'My bra', 'Oh I'm naked', 'Oh I'm START naked!'. 'Toadsworth!', 'Toadette, noo' (in the slap butt scene).

Toyloli Wrote:Is it only peach who your needing voices for? Cause I can put an audition up on soundcloud.

Yes, the most important character ;) But if you can make Birdo voices (soon), or Daisy/Rosalina too (later), I can code that too, no problem! Thats because I may add Daisy or Rosalina (in 2013). As Quiz has mentioned, Daisy should be more 'convinced', 'direct in the matter' to make sex, and Rosalina, .... ... .... (sorry I forgot) :? There will be Pauline, and, finally, Krystal. All is female. I dont plan having many females because of the increased complexity.

Toyloli Wrote:(I have experience and good recording software as I have worked previously on pony abridges series. Oddly as either Applejack or Rarity).

Wow, really nice ;) I worked before with a sound producer, and he used synthesizers to change pitch and timbre as needed.
Do you have some examples to show me? Can you try to replicate some of the sounds of this post I've uploaded months ago? (RAR file of Peach sounds)
download/file.php?id=6174
This file above was from this post I did:
viewtopic.php?f=34&t=2265&p=141128&hilit=peach+voice#p141128

Toyloli Wrote:Please also notify stuff like bitrate, mono or stereo, etc.

32kbps mono (WMA) or 64kbps mono (MP3) is enough, really. As we're making a flash game, sounds must not be large, because we will end up with more than 100mb game. Although ...erhm....I dont care of the size. If people want sound quality, I can raise this requirement.

Image
QuizmasterBos Wrote:How much of the text will end up being voiced? Will it be a couple of random lines or actual text for sex scenes (like the scenes with Toadsworth for instance).

As I've said above, its would be interesting to have small phrases or 'grunts' that can be used when Peach is doing some actions. Variations of (ooh, ahhh, uuuh) is really a must, and will give more realism. Giving , say, 100+ small sounds to Peach will make me work with a 'random/context-wise' usage, that is, I will make Peach act like she's always saying new words/sounds, due to the context. It will be hard to notice she's actually repeating the same sound. Also, I can use some entonations for a given scene.

Its possible to program (I'm ready to do that, if needed) a messagebox with the actual voice when Peach is in a dialog, but this will require brainstorming, and its will be of a less priority. Remember its possible to have 100 or even 200 messageboxes in the future, so I will only do this if the great person who will be making the voices have time to do all of them when needed. I dont care of the amount of work I may have, its just a matter of time organization.

Sometimes I say to myself:

Spoiler (click to show/hide):

Image

QuizmasterBos Wrote:And how did you manage to find someone willing to voice Peach in a sexually charged game?

She's my friend, and, of course, she's more than 25, in a way I could show MIM PUT. I said 'please see this...erhm..'. She saw the game and she likes it! She said: 'wow Ivan, this is a more female oriented game than a male oriented, on my view. I enjoy it!' Then we met about the possibility to add Peach voices.
QuizmasterBos Wrote:Are you telling your brothers you're making this game or does no one of your family know about it (a bit personal, you don't need to answer if you don't want to)?

My family doesnt know about this. if so, my dad would say 'Hey, why are you losing time with this game? Nothing is better than real girls!'. My mom would say: 'You're a pervert! God will punish you!', and Mario would say 'I hate it, I prefer surf' :P

QuizmasterBos Wrote:You mean... the problem lies somewhere else?

Maybe. I've tried to deactivate all timer code (like the chronometer) which can affect inter-level transitions and 'flash not being able to unload the last level from memory'. To no avail. The only solution I did was to diminish total objects in the whole game. Like deleting level 1-3 altogether. Then the game returned to work correctly. Keeping that level, deleting 2-3 instead, the game also returned to normal. Again, I think this may be the only game so far that has reached this 'hidden' limit.
I really want to find the real culprit. Maybe the total objects (say, 102930123 movie clips) will make the unloading process lasts more. So I would have to control that, saying to flash 'hey! I will give you more time for you to unload it all correctly'. But I did not found a practical example of this. Maybe if I make a 'master object' called 'level1-1' then put the whole level objects on them. Then call 'level1-2' and put another huge amount of objects inside it. That way, I can force Flash to Total unload this huge level object, because I can use 'onUnload' function in the master object. The problem? I will have to use more than 1 week of intense code conversion. And it will be just a test. It may not even work.
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Darthan » Thu Dec 13, 2012 4:09 am

Ivan-Aedler Wrote:Maybe. I've tried to deactivate all timer code (like the chronometer) which can affect inter-level transitions and 'flash not being able to unload the last level from memory'. To no avail. The only action I did was to diminish total objects in the whole game. Like deleting level 1-3 altogether. Then the game started to work correctly. Keeping that level, deleting 2-3 instead, the game also returned to normal. Again, I think this may be the only game so far that has reached this 'hidden' limit.
I really want to find the real culprit. Maybe the total objects (say, 102930123 movie clips) will make the unloading process lasts more. So I would have to control that, saying to flash 'hey! I will give you more time for you to unload it all correctly'. But I did not found a practical example of this. Maybe if I make a 'master object' called 'level1-1' then put the whole level on them. Then call 'level1-2' and put all objects inside it. That way, I can say to flash 'FORCE total unload of this huge level object'. The problem? I will have to use more than 1 week of intense code conversion. And it will be just a test. It may not even work.

Did you check Blargh's thread yet? He posted something that he thinks might help the problem of flash not unloading the last level correctly.
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Joined: Fri Feb 17, 2012 8:23 am

Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Ivan-Aedler » Thu Dec 13, 2012 4:10 am

Darthan Wrote:Did you check Blargh's thread yet? He posted something that he thinks might help the problem of flash not unloading the last level correctly.

No because I logged in just now. I'll check it, thanks! ;)
EDIT: Ok. I've seen it! I will test the 'pre frame for each level (PreFEL)' solution tomorrow. I can also try a two preframes (an auxiliar force). If it works, I will revert some movie clip changes, and the game will have less than 8mb again. But the 'grouping optimization' is an expected action I was doing in this actual game development stage, with or without LALEM problem.
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Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
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Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby Toyloli » Thu Dec 13, 2012 5:06 am

This is here mostly for my reference but it's a sound script of words, please look over and criticize.
(ps; I have my own game project that I have started and I will likely be using some of these myself.

"Oh, OH. Oh my, My Dress! Oh no, now it's torn!
Now it's a Mess! Now I'm all sticky. It's in my Hair! It's on my bum!
Oh my Posterior. Oh my Ass! I need this now. I really need You now!
Oh god, what a big thing! I can't believe this, It's like a fish, so hot, nooooo, I'm, I'm, Aaaaahhhh
Stop! please, oh please, stop! There are just so many! mmmmpha. um, mmph, mmmmmmm that was filling!
I'm naked, here little goomba, here little koopa, eep a blooper, stupid blooper, how much cum did I swallow?
Such a lot, my Belly is full. Hot sticky salty meat, put it in me, put it in my pussy, no, Noo,
Don't put it in there, That's my Pooper! Blooper in my pooper! It's so Dirty!
I think Shy guys are bigger. No wonder they're shy. This one needs special service. Oh, so so good. So big, it's stretching me!
Aaaaah, fill me, fill me up, aaaaaaH! That was fun, what no sex? Maybe next time. Eiyouch!
Hey that hurt! Ow! Owww! My hair! My clothes! There's cum everywhere. I need a bath.
This is so embarrassing! Oh dear. Thank goodness, now I'm clean! I needed that.
Ooh, my breasts! They're bigger! What kind of mushroom is that. Milk is cumming out! Oh now they're smaller.
Thank goodness for clothes. Must have relief. mmm, mmmmmm, mmmmmmmmm, yes, yes, yees! Woo hooo!
I feel better. That's a relief! What? WHAT!? Am I out of lines? Oh dear....."

Later today I will record this and upload it to soundcloud. This dialog will be uploaded across multiple files of about those sizes above, Which hopefully means you'll be able to download it quickly then cut it up however you like.
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Toyloli
 
Joined: Fri Oct 19, 2012 10:53 am
Location: Six feet down, three feet to the left and 12 feet up.

Re: MiM: Peach's Untold Tale 1.8.6 (dec 10/12)

Postby AsianP3rsuas10n » Thu Dec 13, 2012 5:25 am

Hahahah "Your a pervert! God will punish you!" XD
oh man that made me LoL

So you are deciding to add other characters NOW? ;)
What made you change your mind?

How ironic that your brother's name is Mario hahaha. Is he Missing??????
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AsianP3rsuas10n
 
Joined: Tue May 22, 2012 10:23 pm
Location: Somewhere in the MIM PUT section...

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