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

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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sat Jan 05, 2013 10:40 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I still haven't even sent you the updated version of my previous level.

:?

I updated it and now I'm busy working on Sunny Day for you. It's done just a little over half-way.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Will he magically fuck Peach?

Maybe! He will do more foreplay, in a more 'angry/rape' state.

How does a sun do foreplay?!
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sat Jan 05, 2013 10:49 pm

QuizmasterBos Wrote:I updated it and now I'm busy working on Sunny Day for you. It's done just a little over half-way.

Thanks, I'll activate all engines to make it asap ;)

Image
QuizmasterBos Wrote:How does a sun do foreplay?!

1. Burning Peach clothes (its a foreplay to him). I'll make in a way a random piece will be burnt.
2. blowing a 'red hot air' on Peach, increasing her horny bar and making her boobies go up/down (nipples too)
3. Two white gloves (his hands) will appear playing with Peach boobs.
4. Two white gloves (his hands) will appear playing with Peach pussy (teasing).
5. Two white gloves (his hands) will appear fingering Peach asshole.
6. Tanning her (changing her character into a 'tanned' one). This character is like invisibility. The player wont be able to choose this (only if he/she beats the game in the future).
7. QUIZ ideas
8. ASIAN ideas
9. Ideas from a kind lurker
10. Any Eureka I can have If I talk with someone in any place in any minute.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Surskit » Sun Jan 06, 2013 4:25 am

Instead of the sun sprouting arms he could simply exhaust peach from the extreme heat. Doing so will trigger a scene with an enemy of the area which is different from the same enemies walking around.

Also, tan lines. So much yes. Though she'd have to be wearing a bikini or something otherwise it's a farmers tan /booo
Disclaimer: Should I ever choose to give criticism on anything, give it an hour- I will undoubtedly change the message several times before then.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 4:35 am

Surskit Wrote:Instead of the sun sprouting arms he could simply exhaust peach from the extreme heat. Doing so will trigger a scene with an enemy of the area which is different from the same enemies walking around.

Which enemy? Sand goombas are expected to appear in world2 soon, as well as Cobrats. S.Goombas will be almost like normal goombas, but...some scenes can be...spicy...a bit different.

Surskit Wrote:Also, tan lines. So much yes. Though she'd have to be wearing a bikini or something otherwise it's a farmers tan /booo

Of course if the sun heats her, it will be in a magical way. She will be tanned like she was used a bikini just before. Or I can make the sun put bikini on her before heating her ;)
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby MPLDAM9919 » Sun Jan 06, 2013 7:36 am

The sun could make Peach thirsty. She would have to go to a cataus for water. You know thoose fuzzy ones and not the spiky ones. She would have to suck it for water of course like she's giving a blowjob.


Either that or the suns rays make Peach hot and horny and she takes off her dress she starts masterbating.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Biles » Sun Jan 06, 2013 8:19 am

Meow! m^•.•^m
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby CaptainFalcon9000 » Sun Jan 06, 2013 10:09 am

i like where the poll is going, the game does need more peach action like sex scenes and poses, you guys sometimes lose too much time focusing in rather meaningless stuff such as enemies appareances and that phantoon thingy, remember this is supposed to be a hentai game, if i knew anything about flash or drawing i would help you guys out, but anyway keep the good job!
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Toyloli » Sun Jan 06, 2013 10:22 am

Okay, so I was having a couple of random thoughts regarding the gameplay, design, etc.

The first thought I had was while looking at the sourcecode for the project. Some of your objects like the ground which you have put in as separate objects tiled repeatedly over a large space would be much better uploaded into the game as a jpg or gif, then you draw a single ground object and tile the image inside it like a pattern. This goes especially for the ground as it's not animated.

Secondly I was thinking. At current having the canon launch you to a physically different area is kinda defeatest to the idea of having peach's castle as a hub.

I was thinking - how about positioning the different 'worlds' around the castle making it a physical hub. The castle itself (the new one your designing) would be at the center with the worlds with the scenarios and the paths arranged clockwise around it.
None of the paths should connect up to each other (unless it becomes a plot point) and the cannon will get repurposed. Put it inside the castle and use the cannon and it will send you to the next uncompleted level. (You could even have toadsworth or a toad manning it who takes advantage of peach each time she uses it, and coming up with more and more obscure reasons for him to shoot her out of it, and smack or masturbate or do her ass).

So what about the keys? Each key would open a door in the castle that lets you freely go back to previously finished worlds.

That way the castle would be more like a proper hub and you could return to it at any point for plot elements or to buy powerups or collect powerups from the toad house (the ones in the chests).
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sun Jan 06, 2013 2:22 pm

So I was thinking, exposure to the hot sun gives you a sunstroke, right?
The symptoms reported are mostly useless for this game, but what about dizziness? Maybe it will be more difficult to dodge enemies as the screen moves around or something like that. (Something like the famous Yoshi's Island level: Touch Fuzzy! Get Dizzy!)
Enemies can blend in with the background more, making them more difficult to spot.

And speaking of enemies, you wanted a new Goomba? How about the Gritty Goomba?
http://www.mariowiki.com/Gritty_Goomba

Toyloli Wrote:
Secondly I was thinking. At current having the canon launch you to a physically different area is kinda defeatest to the idea of having peach's castle as a hub.

I was thinking - how about positioning the different 'worlds' around the castle making it a physical hub. The castle itself (the new one your designing) would be at the center with the worlds with the scenarios and the paths arranged clockwise around it.
None of the paths should connect up to each other (unless it becomes a plot point) and the cannon will get repurposed. Put it inside the castle and use the cannon and it will send you to the next uncompleted level. (You could even have toadsworth or a toad manning it who takes advantage of peach each time she uses it, and coming up with more and more obscure reasons for him to shoot her out of it, and smack or masturbate or do her ass).

So what about the keys? Each key would open a door in the castle that lets you freely go back to previously finished worlds.

That way the castle would be more like a proper hub and you could return to it at any point for plot elements or to buy powerups or collect powerups from the toad house (the ones in the chests).

You are right, so I took your idea, but made a few small changes to it.
Look at this picture:
New World setup.png

This picture shows a big oval which is Peach's Castle, the market and maybe some other areas. All separately placed there with areas in between. So Peach's castle pretty much acts like a HUB as well, just not as linear as the other Worlds.

The beige lines coming from their are the paths to the other worlds. You can see all of them have a yellow line except World 1. That's because world 1 is the only unlocked world right now. Beating it gives you the key to open the lock (the yellow lines covering the roads) to World 2. Beating that gives you the ability to unlock World 3 and so forth until world 8.

This also makes travelling between worlds easier. No need for going all the way back to the Castle, then all the way back to the area you just came from anymore.
This means Toadsworth's role in the game should be limited to playboy only though. And we can't use the cannons either.

Unless, of course, the end of the path contains the next cannon!
New World setup 2.png

That sounds a lot better, actually. How does that sound, Ivan? Toyloli?
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 4:00 pm

CaptainFalcon9000 Wrote:i like where the poll is going, the game does need more peach action like sex scenes and poses, you guys sometimes lose too much time focusing in rather meaningless stuff such as enemies appareances and that phantoon thingy, remember this is supposed to be a hentai game, if i knew anything about flash or drawing i would help you guys out, but anyway keep the good job!

But I will still make levels and fix bugs as a the second priority. We cant say 'we are losing too much time'. Actually, we're still improving the mechanics while putting new assets in a way it will be easier for me to work on them in the future, and this gives the game more quality. As for enemies, the more I have designed and programmed, the better, because it will be a lot easier to just animate them in the scenes. And I dont know how much time I will be in the 'creative/designing' era. I may end up just making scenes so I still want to pay attention to new levels, but increasing the priority of new scenes.

Biles Wrote:Meow! m^•.•^m

And then the man comes back! How are you? (I feel I will have too much work now) :P
Dont forget to give me that Birdo dick ;) I may use them for other enemies and friends ;) Why not animating it in a way it's flabby? then it will get hard.
BTW, I was programming Birdo those days. But I've not made any scene because I was too busy with some outrageous bugs (lile LALEM - level after level mangling), levels, and new enemies.
But, before finding new bugs or anything, please see the last posts, because Quiz already found some, and I've fixed it but not uploaded it yet.

MPLDAM9919 Wrote:The sun could make Peach thirsty. She would have to go to a cataus for water. You know thoose fuzzy ones and not the spiky ones. She would have to suck it for water of course like she's giving a blowjob.

Nice idea about a cactus. As Quiz said, she could be dizzy, and only drinking water could cure her. Then enemies could be, say, 70% transparent, and her walk style, a dizzy one.

MPLDAM9919 Wrote:Either that or the suns rays make Peach hot and horny and she takes off her dress she starts masterbating.

I prefer making those scenes in that list I've shown before.
1. Burning Peach clothes (its a foreplay to him). I'll make in a way a random piece will be burnt.
2. blowing a 'red hot air' on Peach, increasing her horny bar and making her boobies go up/down (nipples too)
3. Two white gloves (his hands) will appear playing with Peach boobs.
etc.

Toyloli Wrote:Okay, so I was having a couple of random thoughts regarding the gameplay, design, etc.
The first thought I had was while looking at the sourcecode for the project. Some of your objects like the ground which you have put in as separate objects tiled repeatedly over a large space would be much better uploaded into the game as a jpg or gif, then you draw a single ground object and tile the image inside it like a pattern. This goes especially for the ground as it's not animated.

Its planned to have some objects in bitmap mode, but I really dont want (yet) to have more bitmap objects in the ground and other areas because it loses quality. Anyway, I use a really optimized vector graphics for these areas anyway. For example, each ground tile uses less than 100 curves, and the following tiles (Mostly those under the main ground tile) are just green rectangles with 4 curves each. So you have a nice vector graphics with highest quality possible and the level is still fast and low CPU intenstive. But yes, we can have a much more beautiful ground, using bitmap, but I will need a high res version for each tile (like 1000x600, just an example) then I'll rescale it down. That way, when you zoom in, you will see more quality, not pixelated things.

Toyloli Wrote:Secondly I was thinking. At current having the canon launch you to a physically different area is kinda defeatest to the idea of having peach's castle as a hub. I was thinking - how about positioning the different 'worlds' around the castle making it a physical hub. The castle itself (the new one your designing) would be at the center with the worlds with the scenarios and the paths arranged clockwise around it.

I will respond both to you and Quiz.
As you all know, I dont care if I have unexpected work to do, in order to make the game better. Its a way for me to learn how to deal with inner changes. Other developers might say 'ah no, sorry, my game is already designed as is, I dont want to use my precious time to change everything', but in fact, its a really idea to make her castle a totally detached from world1.

BUT. I would like to use the cannons.
So the only way around is to make the worlds DISCONNECTED from Peach castle, except world1.
So world1 will have paths. The others, not. A way to make Peach go from, say, world 6, to peach castle (instead of worldmap1), is to use a cannon or a pipe.
In the future, I want to make a scene where Peach descends from the sky then 'slips down' in the target area, in case she uses the canon.

So the world1 layout could be like this (that cannon that appear in the palace would be removed).

path to peach castle.jpg

And 'peach castle area' HUB can be like this below:

peach castle world and markets.jpg
peach castle world and markets.jpg (45.23 KiB) Viewed 2147 times

(ignore that large pipe and other adornments. It will have different backgrounds).
(also, dont try to make a new vector image of peach castle before noticing me. Thats because Soloid is making a new Peach castle, which has a beige color and a bit of different styles, like SMRPG).

Peach castle IS in mushroom kingdom, so the world1 should be next to her castle.
And its a way to make Peach and her castle 'more detached' of the other levels, like its a county, or a campus.

There will be no further problems - like Peach not being able to go to her castle ROOF in level 1-1 anymore, as this level will be more distant from her castle. Thats because the new Peach Castle design will allow Peach to go to the roof without her having to 'walk outside the castle'.

So we could have the same world1, but world1 can be LARGER (wider). So peach walks left (in pic 1) and the player is still in the world1. Then a new area appears (pic 2). Its like going to a campus area. Thats because I think its useless to make Peach 'go from world1 to world0', with fade in/out transitions, a "NEW" world0 area and such. Its more work to do and Peach still remains in Mushroom Kingdom anyway.

For about the keys. Creating a new corridor with 8 or more doors isn't wise right now. But creating just one cannon inside Peach castle (in a undeground area) - EDIT - or outside (like in a bunker) is interesting. So Peach will have to use the cannon to go to world 2 to 8. But how to activate that cannon? Which action will make it go to other worlds? We can think about coordinates of the next world.
So Peach, after leaving the current palace (e.g. Osama palace), after beating the airship, she brings coordinate information to Toadsworth, which will program the canon to go for that new world. So, when Peach go to the cannon, a menu appears: "which world?" (2,3,4,5...) with the numbers of worlds Peach already beaten.

I can use the 'undeground song' of SMB1 (level1-2) in that cannon area.
To return to Peach castle, Peach will have to use a pipe that exists in every world. That pipe would bring her back to the 'world1', next to Peach Castle and the path to world1 levels. So its easier for Peach to walk to desired areas.
Last edited by Ivan-Aedler on Sun Jan 06, 2013 6:18 pm, edited 3 times in total.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sun Jan 06, 2013 4:31 pm

Ivan-Aedler Wrote:
Biles Wrote:Meow! m^•.•^m

And then the man comes back! How are you? (I feel I will have too much work now) :P

I don't think Biles is a man anymore...

Ivan-Aedler Wrote:
MPLDAM9919 Wrote:The sun could make Peach thirsty. She would have to go to a cataus for water. You know thoose fuzzy ones and not the spiky ones. She would have to suck it for water of course like she's giving a blowjob.

Nice idea about a cactus. As Quiz said, she could be dizzy, and only drinking water could cure her. Then enemies could be, say, 70% transparent, and her walk style, a dizzy one.

You could make a small pool of water appear next to the mid-point, that will cure Peach of her dizziness. This way a player can do the second half of Sunny Day not dizzy, so you don't have to lose a life to do that.

Ivan-Aedler Wrote:
MPLDAM9919 Wrote:Either that or the suns rays make Peach hot and horny and she takes off her dress she starts masterbating.

I prefer making those scenes in that list I've shown before.
1. Burning Peach clothes (its a foreplay to him). I'll make in a way a random piece will be burnt.
2. blowing a 'red hot air' on Peach, increasing her horny bar and making her boobies go up/down (nipples too)
3. Two white gloves (his hands) will appear playing with Peach boobs.
etc.

As Surskit said, hands on the Angry Sun is just weird. He's a freaking sun. There doesn't need to be a ton of scenes involving him (there is only one sun), so I like 1 and 2, in fact, you can stack the effects and add the dizziness to it.

Ivan-Aedler Wrote:
Toyloli Wrote:Secondly I was thinking. At current having the canon launch you to a physically different area is kinda defeatest to the idea of having peach's castle as a hub. I was thinking - how about positioning the different 'worlds' around the castle making it a physical hub. The castle itself (the new one your designing) would be at the center with the worlds with the scenarios and the paths arranged clockwise around it.

I will respond both to you and Quiz.
As you all know, I dont care if I have unexpected work to do, in order to make the game better. Its a way for me to learn how to deal with inner changes. Other developers might say 'ah no, sorry, my game is already designed as is, I dont want to use my precious time to change everything', but in fact, its a really idea to make her castle a totally detached from world1.

And that is why you are so much better :P

Ivan-Aedler Wrote:BUT. I would like to use the cannons.
So the only way around is to make the worlds DISCONNECTED from Peach castle, except world1.
So world1 will have paths. The others, not. A way to make Peach go from, say, world 6, to peach castle (instead of worldmap1), is to use a cannon or a pipe.
In the future, I want to make a scene where Peach descends from the sky then 'slips down' in the target area, in case she uses the canon.

The cannon that is currently situated at the end of a world could be exchanged for a pipe that leads back to either World 1 or level 1 of that world. This is to save you the trouble of needlessly walking all the way back.

Ivan-Aedler Wrote:So the new 'world1 layout could be like this.

And 'peach castle area' HUB can be like this.

(ignore the pipes and other adornments. It will have different backgrounds).
(also, dont try to make a new vector image of peach castle before noticing me. Thats because Soloid is making a new Peach castle, which has a beige color and a bit of different styles, like SMRPG).

Peach castle IS in mushroom kingdom, so the world1 should be next to her castle.
And its a way to make Peach and her castle 'more detached' of the other levels, like its a county, or a campus.
There will be no problem - like Peach not going to Peach castle in level 1-1 anymore, because that level will be more distant from her castle, as the new Peach Castle design will allow Peach to go to the roof without her having to 'walk outside the castle'.

But wait! There is another idea , using the images above. We could have the same world1, but world1 can be LARGER (wider). So peach walks left (in pic 1) and the player is still in the world1. Then a new area appears (pic 2). Its like going to a campus area. Thats because I think its useless to make Peach 'go from world1 to world0', with fade in/out transitions, a "NEW" world0 area and such. Its more work to do and Peach still remains in Mushroom Kingdom anyway.

I am not really understanding this very well. You wish to detach Peach's castle from World 1 (that's what I want too), I get that.

But what about the second idea then?

Ivan-Aedler Wrote:For about the keys. Creating a new corridor with 8 or more doors isn't wise right now. But creating just one cannon INSIDE Peach castle (in a undeground area) is interesting. So Peach will have to use the cannon to go to world 2 to 8. But how to activate that cannon? Which action will make it go to other worlds? We can think about coordinates of the next world.
So Peach, after leaving the current palace (e.g. Osama palace), after beating the airship, she brings coordinate information to Toadsworth, which will program the canon to go for that new world. So, when Peach go to the cannon, a menu appears: "which world?" (2,3,4,5...) with the numbers of worlds Peach already beaten.

The reason for the corridors is to have an explanation for the key Osama gives to Peach. But instead of a cannon, it will be a door.

Now you can create a cannon, but then keys would be useless! So why don't we come up with something that allows both the key and the cannon to be there?

Ivan-Aedler Wrote:I can use the 'undeground song' of SMB1 (level1-2) in that cannon area.
To return to Peach castle, Peach will have to use a pipe that exists in every world. That pipe would bring her back to the 'world1', next to Peach Castle and the path to world1 levels. So its easier for Peach to walk to desired areas.

We can do that! Just give it a different color, say: Blue. And you can put the word: HUB on it, or RETURN, or something to signify returning to the HUB Area.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 4:41 pm

Quiz, please read above again. I've made tons of changes in the last 5 minutes. You sometimes answers me 20 minutes later, and while being 'offline', I dont know if you're online or not. :lol:
I will answer you now, anyway.

QuizmasterBos Wrote:You could make a small pool of water appear next to the mid-point, that will cure Peach of her dizziness. This way a player can do the second half of Sunny Day not dizzy, so you don't have to lose a life to do that.

Ok.

QuizmasterBos Wrote:As Surskit said, hands on the Angry Sun is just weird. He's a freaking sun. There doesn't need to be a ton of scenes involving him (there is only one sun), so I like 1 and 2, in fact, you can stack the effects and add the dizziness to it.

Ok! Let's make those scenes in other enemy.

QuizmasterBos Wrote:And that is why you are so much better :P

Please, less, less :geek:

QuizmasterBos Wrote:The cannon that is currently situated at the end of a world could be exchanged for a pipe that leads back to either World 1 or level 1 of that world. This is to save you the trouble of needlessly walking all the way back.

Read the modified post above. I've talked about using a one-way pipe that brings Peach back to world1, but Peach will need to use the cannon again to world2, 3, 4...8. Its better that way (but you can have better ideas). I want to create more animations of her in the cannon, like being stuck and Toadsworth helping her out, etc. Thats why cannons are interesting for a 'one way' go. ;)

QuizmasterBos Wrote:I am not really understanding this very well. You wish to detach Peach's castle from World 1 (that's what I want too), I get that.

Yes, but World1 is ALSO mushroom kingdom, like her castle. So I still prefer to let her castle in world1, but in another area (like a campus). As I've modified the post above, it doesnt have a lot of sense of making 'world0' (in the code view), with transitions and such, in order to make peach appear in world1 when she walks right. Why not using the same world1?

QuizmasterBos Wrote:The reason for the corridors is to have an explanation for the key Osama gives to Peach. But instead of a cannon, it will be a door.

But again, why not using a cannon in each of these doors? Or better, just one door with a cannon, but activating a new world only when Toadsworth has the coordinates?

QuizmasterBos Wrote:Now you can create a cannon, but then keys would be useless! So why don't we come up with something that allows both the key and the cannon to be there?

Its easy to change keys to coordinate maps. But I'm open for more discussions, of course. We can have more doors too. I'm just trying to avoid a long corridor with 8 doors in Peach Castle.

QuizmasterBos Wrote:We can do that! Just give it a different color, say: Blue. And you can put the word: HUB on it, or RETURN, or something to signify returning to the HUB Area.

I may put like 'Mushroom Kingdom'. Its a way to let us remember more of that nice word ;)
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sun Jan 06, 2013 5:08 pm

Ivan-Aedler Wrote:Quiz, please read above again. I've made tons of changes in the last 5 minutes. You sometimes answers me 20 minutes later, and while being 'offline', I dont know if you're online or not. :lol:
I will answer you now, anyway.

I think Renara recently made some changes to the board. I don't have my online status hidden, so when I'm online it should say that. But it is not.

Renara also removed the 'most active topic' bit on a person's profile. I liked that feature.


Ivan-Aedler Wrote:
QuizmasterBos Wrote:The cannon that is currently situated at the end of a world could be exchanged for a pipe that leads back to either World 1 or level 1 of that world. This is to save you the trouble of needlessly walking all the way back.

Read the modified post above. I've talked about using a one-way pipe that brings Peach back to world1, but Peach will need to use the cannon again to world2, 3, 4...8. Its better that way (but you can have better ideas). I want to create more animations of her in the cannon, like being stuck and Toadsworth helping her out, etc. Thats why cannons are interesting for a 'one way' go. ;)

You can use cannons for a one-way trip, but you can also use pipes. Why not make a pipe appear at level 1 of World 1 that connects it next to Osama's Castle? So once you've beaten the Airship and receive the key, you don't need to walk all the way back to level 1 and beyond. It just saves you the trouble. That's what I meant, Ivan.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I am not really understanding this very well. You wish to detach Peach's castle from World 1 (that's what I want too), I get that.

Yes, but World1 is ALSO mushroom kingdom, like her castle. So I still prefer to let her castle in world1, but in another area (like a campus). As I've modified the post above, it doesnt have a lot of sense of making 'world0' (in the code view), with transitions and such, in order to make peach appear in world1 when she walks right. Why not using the same world1?

So? World 1 can still be the Mushroom Kingdom in both ways. The Mushroom Kingdom is huge. So, just take a small part of that and call it Princess Peach's Castle and make it entirely detached from World 1. And we don't want to make World 1 more complex than it needs to be.
So the HUB are should have:
The Castle
The Market
Roads or cannons to the other worlds

And World 1:
Levels 1-7
A pipe or cannon to lead back to either the HUB or Level 1

Ivan-Aedler Wrote:
QuizmasterBos Wrote:The reason for the corridors is to have an explanation for the key Osama gives to Peach. But instead of a cannon, it will be a door.

But again, why not using a cannon in each of these doors? Or better, just one door with a cannon, but activating a new world only when Toadsworth has the coordinates?

It doesn't make sense for the cannons to be located inside of Peach's Castle. And why did Toadsworth have the coordinates again?

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Now you can create a cannon, but then keys would be useless! So why don't we come up with something that allows both the key and the cannon to be there?

Its easy to change keys to coordinate maps. But I'm open for more discussions, of course. We can have more doors too. I'm just trying to avoid a long corridor with 8 doors in Peach Castle.

I am trying to avoid that as well. All cannons should be just as easy to reach, so put them outside of the castle.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:We can do that! Just give it a different color, say: Blue. And you can put the word: HUB on it, or RETURN, or something to signify returning to the HUB Area.

I may put like 'Mushroom Kingdom'. Its a way to let us remember more of that nice word ;)

But World 1 will be called Mushroom Kingdom, right?

Since the Mushroom Kingdom's national symbol is the mushroom, why not stick that on the pipe?
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 6:09 pm

QuizmasterBos Wrote:I think Renara recently made some changes to the board. I don't have my online status hidden, so when I'm online it should say that. But it is not. Renara also removed the 'most active topic' bit on a person's profile. I liked that feature.

Hmmm really? Please go to your control panel, then the tab 'board settings', and uncheck 'Hide my online status:'
I dont use online status because I really like to write posts as being 'onipresent'. Thats because I really access the forum often, and I if become online all the time, more people will set off conversations and I may not have time for that. You know, I code things. I still prefer PM for that.

QuizmasterBos Wrote:You can use cannons for a one-way trip, but you can also use pipes. Why not make a pipe appear at level 1 of World 1 that connects it next to Osama's Castle? So once you've beaten the Airship and receive the key, you don't need to walk all the way back to level 1 and beyond. It just saves you the trouble. That's what I meant, Ivan.

Easy. Why not putting Peach in her 'castle P hole' after beating airship and after the falling scene (with Osama and any other princess/king) in those palaces?

QuizmasterBos Wrote:So? World 1 can still be the Mushroom Kingdom in both ways. The Mushroom Kingdom is huge. So, just take a small part of that and call it Princess Peach's Castle and make it entirely detached from World 1. And we don't want to make World 1 more complex than it needs to be.
So the HUB are should have:
-The Castle
-The Market
-Roads or cannons to the other worlds
And World 1:
-Levels 1-7
-A pipe or cannon to lead back to either the HUB or Level 1

I still prefer that way:
World 1:
(CAMPUS AREA)
-Peach Castle
-The Market
-Roads or cannons to the other worlds

(LEVEL AREA)
-Levels 1-7

As the world1 will be larger, Peach can go to the 'second part of the world1' (as the picture above shows, 'castle campus area').
This will save me the trouble of reprogramming a ton of things.
And really, if we have 'world0' and 'world1', will it be a lot different that having the configuratinon above? Thats because:
1. I still prefer Peach getting the cannons for other worlds (because they're far away anyway). She can do that in her castle or in a bunker in the campus area (more below).
2. The Market will be easily accessible because, after beating worlds, Peach will be in her campus area anyway. So its just a matter to walk a bit in the campus area.

QuizmasterBos Wrote:It doesn't make sense for the cannons to be located inside of Peach's Castle.

So lets put the cannon in a 'bunker' area in her campus. E.Gadd made those. BY THE WAY! E.Gadd workshop is also near there!

QuizmasterBos Wrote:And why did Toadsworth have the coordinates again?

-In the case cannons are better inside Peach castle (the 'lounge of pipes', which would be named 'cannon room'), Toadsworth needs to know the coordinates in order to program the computer to aim the cannon.
-In the case cannons are better in the bunker, in Peach Castle Campus (worldmap1), E.Gadd could be the man to ask those coordinates.
Well, the plan is to make each king/princess of the last palace/level INDICATE or to GIVE something to Peach to activate the cannon for the next world.

QuizmasterBos Wrote:I am trying to avoid that as well. All cannons should be just as easy to reach, so put them outside of the castle.

Idea above.

QuizmasterBos Wrote:But World 1 will be called Mushroom Kingdom, right?

Yes. And Peach Campus being also on World1 will be also mushroom kingdom.

QuizmasterBos Wrote:Since the Mushroom Kingdom's national symbol is the mushroom, why not stick that on the pipe?

It could be!
Last edited by Ivan-Aedler on Sun Jan 06, 2013 6:31 pm, edited 2 times in total.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sun Jan 06, 2013 6:29 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I think Renara recently made some changes to the board. I don't have my online status hidden, so when I'm online it should say that. But it is not. Renara also removed the 'most active topic' bit on a person's profile. I liked that feature.

Hmmm really? Please go to your control panel, then the tab 'board settings', and check 'Allow users to send you private messages'.
I dont use online status because I really like to write posts as being 'onipresent'. Thats because I really access the forum often, and I if become online all the time, more people will set off conversations and I may not have time for that. You know, I code things. I still prefer PM for that.

What does that have to do with my online status? You can send me PMs right? And so can others.

What I meant isn't important anyway.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:You can use cannons for a one-way trip, but you can also use pipes. Why not make a pipe appear at level 1 of World 1 that connects it next to Osama's Castle? So once you've beaten the Airship and receive the key, you don't need to walk all the way back to level 1 and beyond. It just saves you the trouble. That's what I meant, Ivan.

Easy. Why not putting Peach in her 'castle P hole' after beating airship and after the falling scene (with Osama and any other princess/king) in those palaces?

You mean she gets transported automatically to the Castle after receiving the key? That could work.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:So? World 1 can still be the Mushroom Kingdom in both ways. The Mushroom Kingdom is huge. So, just take a small part of that and call it Princess Peach's Castle and make it entirely detached from World 1. And we don't want to make World 1 more complex than it needs to be.
So the HUB are should have:
-The Castle
-The Market
-Roads or cannons to the other worlds
And World 1:
-Levels 1-7
-A pipe or cannon to lead back to either the HUB or Level 1

I still prefer that way:
World 1:
-The Market
-Roads or cannons to the other worlds
-Levels 1-7
-A pipe or cannon to lead back to either the HUB or Level 1

As the world1 will be larger, Peach can go to the 'second part of the world1' (as the picture above shows, 'castle campus area').
This will save me the trouble of reprogramming a ton of things.
And really, if we have 'world0' and 'world1', will it be a lot different that having the configuratinon above? Thats because:
1. I still prefer Peach getting the cannons for other worlds (because they're far away anyway). She can do that in her castle or in a bunker in the campus area (more below).
2. The Market will be easily accessible because, after beating worlds, Peach will be in her campus area anyway. So its just a matter to walk a bit in the campus area.

Would you be willing to make a quick sketch of what you mean?

Ivan-Aedler Wrote:
QuizmasterBos Wrote:It doesn't make sense for the cannons to be located inside of Peach's Castle.

So lets put the cannon in a 'bunker' area in her campus. E.Gadd made those. BY THE WAY! E.Gadd workshop is also near there!

Yes, we still need to place him.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:And why did Toadsworth have the coordinates again?

-In the case cannons are better inside Peach castle (the 'lounge of pipes', which would be named 'cannon room'), Toadsworth needs to know the coordinates in order to program the computer to aim the cannon.
-In the case cannons are better in the bunker, in Peach Castle Campus (worldmap1), E.Gadd could be the man to ask those coordinates.
Well, the plan is to make each king/princess of the last palace/level to INDICATE or to GIVE something to Peach to activate the cannon for the next world.

But as I said, why need something that activates the cannon? Isn't it better to get something that allows you to GET to the cannon?
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 6:33 pm

QuizmasterBos Wrote:What does that have to do with my online status? You can send me PMs right? And so can others.

Corrected above. "Hide my online status".

QuizmasterBos Wrote:You mean she gets transported automatically to the Castle after receiving the key? That could work.

Not inside her castle but in the 'P hole'. She can enter the castle or just walks to the bunker.

QuizmasterBos Wrote:Would you be willing to make a quick sketch of what you mean?

I did in a former post. See those two pictures I've sent? Ok. The 'campus pic' is the LEFT area of Mushroom Kingdom. The 'level pic' is the RIGHT area.
All is worldmap 1. Its all in world1 because Peach Castle IS in world1. Peach will be able to go to any 'far' world using the cannons inside her castle or in the bunker. Problem solved.

QuizmasterBos Wrote:Yes, we still need to place him.

I've put 'bunker' in my todo list.

QuizmasterBos Wrote:But as I said, why need something that activates the cannon? Isn't it better to get something that allows you to GET to the cannon?

So, it will need seven doors (2,3,4,5,6,7,8), in the bunker area. And I may remove the meeting with Toadsworth to receive the key from Peach, because she will be able to go to the bunker by herself. E.Gadd (or any other friend) could be in the entrance of the corridors. The bunker will be next to E.Gadd lab anyway.

(I will not put General White because you will say I'm putting more TTYD friends). But he's a bobomb anyway. Its compatible with the bobomb roles (to explode, to giver orders, and to let cannons and large bombs function).
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sun Jan 06, 2013 7:04 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:What does that have to do with my online status? You can send me PMs right? And so can others.

Corrected above. "Hide my online status".

Yeah, but that is the weird thing: It's already turned off. So it should still show that I am on-line. But I noticed that no one has this anymore.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Would you be willing to make a quick sketch of what you mean?

I did in a former post. See those two pictures I've sent? Ok. The 'campus pic' is the LEFT area of Mushroom Kingdom. The 'level pic' is the RIGHT area.
All is worldmap 1. Its all in world1 because Peach Castle IS in world1. Peach will be able to go to any 'far' world using the cannons inside her castle or in the bunker. Problem solved.

Not until I say it! I know Peach's castle is located in the Mushroom Kingdom, which you've made World 1. That's fine. Princess Peach's castle is situated in World 1. That's true. But the MK is HUGE. So there shouldn't be any issue just setting the Peach's castle aside while still keeping it in the same land. Look at this pic I made:
MiM PUT Worldmap.png

The colors each represent a world (they were picked randomly). As you can see, World 1 is part of the Mushroom Kingdomm, but the Castle is still separate.
Is it really a problem this way?

Ivan-Aedler Wrote:
QuizmasterBos Wrote:But as I said, why need something that activates the cannon? Isn't it better to get something that allows you to GET to the cannon?

So, it will need seven doors (2,3,4,5,6,7,8), in the bunker area. And I may remove the meeting with Toadsworth to receive the key from Peach, because she will be able to go to the bunker by herself. E.Gadd (or any other friend) could be in the entrance of the corridors. The bunker will be next to E.Gadd lab anyway.
(I will not put General White because you will say I'm putting more TTYD friends). But he's a bobomb anyway. Its compatible with the bobomb roles (to explode, to giver orders, and to let cannons and large bombs function).

If it's about cannons, we can have a Bob-Omb represent the cannons, no problem. It fits their role.
They open the cannons Mario uses in SM64. And there aren't enough SM64 bits in this game yet.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 7:21 pm

QuizmasterBos Wrote:Yeah, but that is the weird thing: It's already turned off. So it should still show that I am on-line. But I noticed that no one has this anymore.

When you log in, the message 'hide online status for this session' or something like that also appears in.
But anyway... its a thing we should not care about. But just try to wait, say, 3 minutes, after seeing my post, because its almost 95% certain I will modify it because some ideas only come later, or a better explanation. Then new ideas appear. When I'm adding those, you already read it and you're answering it, so if you wait a bit, refreshing the page just before you answer, you will get the latest version of the post.

QuizmasterBos Wrote:Not until I say it! I know Peach's castle is located in the Mushroom Kingdom, which you've made World 1. That's fine. Princess Peach's castle is situated in World 1. That's true. But the MK is HUGE. So there shouldn't be any issue just setting the Peach's castle aside while still keeping it in the same land. Look at this pic I made

But THAT is also the idea I have ;) You can 'walk' between these two blue circles easily, like both are World1, but, IN THE GAME, they will be in different areas. The 'campus area', and 'level area'.

QuizmasterBos Wrote:As you can see, World 1 is part of the Mushroom Kingdomm, but the Castle is still separate. Is it really a problem this way?

Again, you're talking about red walls while Im talking about walls which are red ;) Of course there isnt any problem, I already thought of this (campus area and level area).

QuizmasterBos Wrote:If it's about cannons, we can have a Bob-Omb represent the cannons, no problem. It fits their role. They open the cannons Mario uses in SM64. And there aren't enough SM64 bits in this game yet.

It should be. I'll use the cannon I already did (from 'new super mario bros'). Then, next tasks (not in order):
1. Improve Boos and put boo scenes in the game
2. Create a 'world0' (actually, a side area of World1). It will be the Campus Area with peach castle on it. Walking in the right path will go to World1. In world1, walking to the left will go back to Campus Area. After finishing worlds, Peach will go right to the Campus Area. Problem solved.
3. Design general white (it will be like 10 minutes, its really easy to design) then design a bunker
4. Make level 2.6 using what you already did, and putting angry sun without any scene yet.
5. Update to 1.8.10 with some bug fixes and the new phanto code
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Sun Jan 06, 2013 7:43 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Not until I say it! I know Peach's castle is located in the Mushroom Kingdom, which you've made World 1. That's fine. Princess Peach's castle is situated in World 1. That's true. But the MK is HUGE. So there shouldn't be any issue just setting the Peach's castle aside while still keeping it in the same land. Look at this pic I made

But THAT is also the idea I have ;) You can 'walk' between these two blue circles easily, like both are World1, but, IN THE GAME, they will be in different areas. The 'campus area', and 'level area'.

Wait. So you are telling me that the two areas aren't located on the same SCREEN, but instead are connected via a road that makes the screen fade-out and appear on the World 1 map area, correct?

Ivan-Aedler Wrote:
QuizmasterBos Wrote:If it's about cannons, we can have a Bob-Omb represent the cannons, no problem. It fits their role. They open the cannons Mario uses in SM64. And there aren't enough SM64 bits in this game yet.

It should be. I'll use the cannon I already did (from 'new super mario bros'). Then, next tasks (not in the order):
1. Improve Boos and put boo scenes in the game
2. Create a 'world0' (actually, a side area of World1). It will be the Campus Area with peach castle on it. Walking in the right path will go to World1. In world1, walking to the left will go back to Campus Area. After finishing worlds, Peach will go right to the Campus Area. Problem solved.
3. Design general white (it will be like 10 minutes, its really easy to design) then design a bunker

Woah, woah! Stop it right there, Ivan.

You promised me something. And you are breaking it! Why General White? That doesn't even make SENSE! Instead pick the pink Bob-ombs from SM64. NO TTYD!

You're almost ruining my 500th post celebration! Just look under my avatar!
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Sun Jan 06, 2013 7:50 pm

First, a small joke :P
The most participative men in the forum so far. Please come in!

Spoiler (click to show/hide):

forum december.jpg
forum december.jpg (85.03 KiB) Viewed 2052 times
forum january.jpg
forum january.jpg (85.53 KiB) Viewed 2052 times

But really. Everyone counts. I'm only showing that me and Quiz are in a deep brainstorming. Everyone wins with that. ;)
QuizmasterBos Wrote:Wait. So you are telling me that the two areas aren't located on the same SCREEN, but instead are connected via a road that makes the screen fade-out and appear on the World 1 map area, correct?

Thats it! Its more expected to happen (and we can even have more side areas in the future, like Peach basketball area, Peach school, Peach theatre)... Of course I'm just giving examples.

QuizmasterBos Wrote:Woah, woah! Stop it right there, Ivan. You promised me something. And you are breaking it! Why General White? That doesn't even make SENSE! Instead pick the pink Bob-ombs from SM64. NO TTYD!

You said before it was no problem of using a bob-omb.
QuizmasterBos wrote: If it's about cannons, we can have a Bob-Omb represent the cannons, no problem. It fits their role
But yes, it could be a pink bob-omb. Please calm down! :P Or Bob-omb Buddy (designed by Asian). Its a 'bombette' but its the same as SM64, without the hair anyway. I prefer to use that design because its better than the one in SM64 page. It only requires shadowing.

bombette.jpg
bombette.jpg (4.72 KiB) Viewed 2040 times

QuizmasterBos Wrote:You're almost ruining my 500th post celebration! Just look under my avatar!

Heheheheh, calm down ;) Congratulations of your 500th post!! You deserve a picture. Hmm I may make the bulky bobombs to commemorate and... (IVAN!!!) Ok, no bulky bobombs!
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