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