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

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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 4:08 am

Optimization: chains. Old and new version:

chain.jpg
chain.jpg (32.01 KiB) Viewed 2846 times

Surprise!! We now have a genuine Peach 'font'! (for now, only some letters were made, but all is now pure vectors)

princess peach font-3.fla
(240.8 KiB) Downloaded 99 times
Click to Play
(Javascript Required)

princess peach font-3.swf [ 3.58 KiB | Viewed 2887 times ]


gravifan89 Wrote:Question~! Are there any plans currently about meeting any of the other characters from the Mario series (i.e. Luigi, Daisy, Mallow, ETC)?

Yes!! (maybe not Mallow). But accept my appologies of these are taking so long to be made.

gravifan89 Wrote: I've not gotten past the first water level yet due mostly to the fact that my computer lags like hell, so if you can meet any of them, I don't know that yet.

Try to:

1. Press '-' to increase zoom. More zoom = less lag.
2. Press '+' to change quality
3. Use GOOGLE CHROME or the standalone FLASH PLAYER (projector version) to play the game.
4. If nothing helps, well, buy a new computer or upgrade it ;) Sorry about that, but Flash is a resource hog in regard to vectors graphics.

gravifan89 Wrote: Also, I'd love to meet Mallow and Geno from "Legend of the Seven Stars," as they're some of my favorite characters.

Geno is already done but not in the game yet. Mallow, I dont know, but later later later in the development, yes its possible.
Last edited by Ivan-Aedler on Mon Jan 28, 2013 8:46 am, edited 3 times in total.
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Re: MiM: Peach's Untold Tale 1.8.13+ (jan 27/13

Postby coolness32 » Mon Jan 28, 2013 6:27 am

Ivan-Aedler Wrote:No problem, really!


I did a very basic sketch, I will upload it tomorrow, do you want me to PM it to you? or would you rather it be posted in the topic? It's just an idea of what I have in mind, and of course I'll tell you where I'm going with it and maybe I'll have a more fleshed out version soon.

A couple more things from pages past...
"You say, is it boring to wait scenes and screens you have to click over and over, and the time it takes for peach to walk in the worldmap after loading a game?"


I think an option could be to not have the world map show up, or a seperate version of the game that does not have it. I know the world map is a part of this game, and honestly I really like it. If you want to cater to the people who think it's boring you can take it out as an option or have another game that just doesn't have it at all, but I say, if they don't want a world map, go play Blarg's version!

Ivan-Aedler Wrote:"But.....hmmmm....err.... hmmm how the scene with Peach...should be? Anything but...VORE"


(this is about the giant pink glowing dragon that someone made)

For huge enemies like this it could always be just the creature is using Peach's sexy body as visual aid for self satisfaction! Virgin Peach would just watch embarrasingly while whore Peach would touch the member!
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Re: MiM: Peach's Untold Tale 1.8.13+ (jan 27/13

Postby Ivan-Aedler » Mon Jan 28, 2013 6:33 am

coolness32 Wrote:I did a very basic sketch, I will upload it tomorrow, do you want me to PM it to you?

Yes, if you can! You can post here in the forum.

coolness32 Wrote:I think an option could be to not have the world map show up, or a seperate version of the game that does not have it. I know the world map is a part of this game, and honestly I really like it. If you want to cater to the people who think it's boring you can take it out as an option or have another game that just doesn't have it at all, but I say, if they don't want a world map, go play Blarg's version!

Well, once you use the worldmap to go to, say, level 1-5, and you finish it, it becomes AVAILABLE in the LOAD MENU! ;) Now that we have quick SAVE/LOAD buttons in the worldmap, its only a matter to click LOAD then the level. This is not GOING back to the last save, but a quick access to levels that you played already and you want to search for other things.
As you pinpointed this out, I may improve that screen.First, I will call this screen LOAD and GO, because its not only related to 'get back to the last save'. And I will make a way to activate levels that you need to go next, instead to show only already played levels. So it will a quick path

coolness32 Wrote:For huge enemies like this it could always be just the creature is using Peach's sexy body as visual aid for self satisfaction! Virgin Peach would just watch embarrasingly while whore Peach would touch the member!

It could be ;)
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Darthan » Mon Jan 28, 2013 6:58 am

You can access the bunker and give the bobomb buddy the key and gain access to world 2 without ever having finished world 1. I actually did this right after leaving the castle for the first time.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 8:28 am

Darthan Wrote:You can access the bunker and give the bobomb buddy the key and gain access to world 2 without ever having finished world 1. I actually did this right after leaving the castle for the first time.

Got it! Well, Peach was with all keys because she stole all of them. No more! In a few minutes, a newer update.
EDIT: FIXED.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby sorajed » Mon Jan 28, 2013 3:39 pm

the goomba given't the key in level 2
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 3:47 pm

sorajed Wrote:the goomba given't the key in level 2

What did you do? Did you use fireballs / POW blocks on him?
I will code a 'drop key' when I reach home. That is, when goomba is fucked/killed, Peach will no more get the key automatically. She will have to go where the goomba was used and press RUN key to stick the key.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby sorajed » Mon Jan 28, 2013 4:08 pm

ok.
good luck to the next ;)
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby gravifan89 » Mon Jan 28, 2013 4:40 pm

In response to the recommended use of Google Chrome, FUCK GOOGLE~! I hate google, and I don't use it at all. I use Yahoo. And it's more than likely my computer, as it's a laptop I got when I was 18, and I'm 23 now. It was a year old when I got it.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby QuizmasterBos » Mon Jan 28, 2013 5:36 pm

gravifan89 Wrote:In response to the recommended use of Google Chrome, FUCK GOOGLE~! I hate google, and I don't use it at all. I use Yahoo. And it's more than likely my computer, as it's a laptop I got when I was 18, and I'm 23 now. It was a year old when I got it.

Dude, calm down. I understand the fact that you don't like google, but no need to swear. But Google Chrome is indeed faster, my laptop is about 2 years old, but it sucks and even then the game plays better in chrome. If you don't like using that, you could:
- Try other browsers (like Opera);
- Get the swf and turn it into an exe via a converter;
- Get a better computer;
- Just deal with it.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 5:40 pm

QuizmasterBos Wrote:Dude, calm down. I understand the fact that you don't like google, but no need to swear. But Google Chrome is indeed faster, my laptop is about 2 years old, but it sucks and even then the game plays better in chrome.

Chrome is faster in regard to Flash rendering. Hands down.

:idea: I was thinking about an option (yes, not a DEFAULT feature) to let the game faster not moving the camera. How? Simple.
Peach walks in the stage with a fixed camera. When she touches the shown screen limit (left or right) the camera moves at once, showing new area and centering on her (like SMB2).
The centering action is to avoid the player activating camera left and right endlessly if he's spawn in the leftmost/rightmost area of the screen.

The problem of this new feature? It will require tons of testing. But its possible.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby AnotherArrow » Mon Jan 28, 2013 6:20 pm

Ivan,
Have you been using the "Cache as Bitmap" feature to optimize some symbols? Bitmap Caching There are some other articles there you may want to look at before adding the new option you talked about.

Also, try adding the following symbol I've created to your game (putting it in a corner that can be toggled on and off). This may help testers see if there is a performance hit and where it is happening...

Click to Play
(Javascript Required)

FPS Template.swf [ 1.27 KiB | Viewed 2691 times ]



You'll also need to create
FPS.as
Code: Select All Code
package  {
   import flash.display.MovieClip;
   import flash.events.Event;
   
   public class FPS extends MovieClip {
      private var startDate:Date;
      private var prevDate:Date;
      private var endDate:Date;
      
      private var framecount;
      
      public function FPS() {
         // constructor
         startDate = new Date();
         prevDate = new Date();
         endDate = new Date();
         framecount = 0;
         
         this.addEventListener(Event.ENTER_FRAME, OnEnterFrame);
      }
      
      private function OnEnterFrame(e:Event):void{
         fps2_text.text = ((new Date).getTime() - prevDate.getTime()) + " MsPF";
         if(framecount == 0){
            startDate = new Date();
            framecount++;
         } else {
            endDate = new Date();
            if((endDate.getTime() - startDate.getTime()) >= 1000){
               fps_text.text = framecount + " FPS";
               //trace(framecount);
               framecount = 0;
            } else{
               framecount ++;
            }
         }
         prevDate = new Date();
      }
   }
}
Attachments
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 6:28 pm

AnotherArrow Wrote:Ivan, Have you been using the "Cache as Bitmap" feature to optimize some symbols?

Yes I use this in some objects, like the rocky background in underground area of 1-2. But I dunno if this function works with zoom in/out. That is, if its not possible to 'reapply' the cache as bitmap dinamically, to preserve current zoom quality, we will get pixelated bitmaps when we zoom in. Thats because the game has 4 zoom modes.

AnotherArrow Wrote:Also, try adding the following symbol I've created to your game (putting it in a corner that can be toggled on and off). This may help testers see if there is a performance hit and where it is happening...

I already use one (FPS in the HUD). Just go to the options menu and activate it.
However, due to AS2 limitation, people use to code using TIMERS, so its not accurate.
If your code is AS2 (so, compatible with mine) with a better accurate timers (or a different function thats better), then I can import it ;)

AnotherArrow Wrote:You'll also need to create
FPS.as
.....
this.addEventListener(Event.ENTER_FRAME, OnEnterFrame);

Hey, please STOP!
The game engine is not AS3 :/
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby AnotherArrow » Mon Jan 28, 2013 6:57 pm

LoL... for some reason i thought you had already converted it to as3. My bad.

I already use one (FPS in the HUD). Just go to the options menu and activate it.
However, due to AS2 limitation, people use to code using TIMERS, so its not accurate.

LoL... I was wondering if one was already in there. Guess I'm just blind and didn't see your FPS option already there.
And yea... AS2 FPS calculations are completely off. That or the game really is bouncing between 10 and 30 fps on my computer... :shock:

Yes I use this in some objects, like the rocky background in underground area of 1-2. But I dunno if this function works with zoom in/out. That is, if its not possible to 'reapply' the cache as bitmap dinamically, to preserve current zoom quality, we will get pixelated bitmaps when we zoom in. Thats because the game has 4 zoom modes.

Once a symbol is marked for "Cache as Bitmap", it will create itself only once, unless you scale it, rotate it, or animate within it... then it will update and recreate the bitmap, (moving the symbol does not cause it to recreate the bitmap). This is why "Cache as Bitmap" is not ideal for characters as they are constantly changing, but for buildings, walls, the ground, it would be ideal to set them to "cache as bitmap" since they don't change...
Therefore, It should not get pixelated when you zoom in because the moment you zoom in, you are basically scaling the symbol up, thus forcing it to recreate itself at a new scale. At least that's my understanding of how that feature works. Could be wrong. Well, if you have the time, give it a try!


Edit:
I converted my code to AS2, see if this symbol (or the code on it) will work for you...
Click to Play
(Javascript Required)

FPS Template for AS2.swf [ 1003 Bytes | Viewed 2660 times ]

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FPS Template for AS2.fla
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 7:35 pm

AnotherArrow Wrote:Therefore, It should not get pixelated when you zoom in because the moment you zoom in, you are basically scaling the symbol up, thus forcing it to recreate itself at a new scale. At least that's my understanding of how that feature works. Could be wrong. Well, if you have the time, give it a try!

Well, when the camera zooms in, It doesnt change the scale of any object. Actually, its the camera that scales itself. So I dont know if it will work but I will give it a try ;)

AnotherArrow Wrote:I converted my code to AS2, see if this symbol (or the code on it) will work for you...

Thanks!! I will apply your function and let's test it! As I'm seeing it now, using date functions could be more precise.

sorajed Wrote:The goomba given't the key in level 2

Fixed it (page 1), please see it.
Last edited by Ivan-Aedler on Mon Jan 28, 2013 9:07 pm, edited 3 times in total.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Wanderer » Mon Jan 28, 2013 8:04 pm

Hell yes! No more black screens! :D I don't know what you did but the game works like a charm ^^

Now that I have access to all levels, I checked the second world toroughly. I discovered a few weird things (unless they have to be like this. If yes then I'm sorry for troubling you unnecessarily...)

1. Pokeys (I think they are called like that) don't do anything if they touch Peach. When they see her, just an exclamation mark (!) appears above their heads and they chase Peach but that is all.

2. At the end of each level there is a flag pole. Peach treats those flag poles as a part of background, she doesn't slide down on them like in world 1.

3. In a piramid level (I don't remember the number of the level, sorry) there are two doors to unlock. I have two issues with the room with the second door.
-part of the floor is different than the rest and you can pick infinite POWs from it.
-you can't unlock the doors, in fact there is no key to do that. The only way is to pick up the racoon tail and fly over them.

That's all I can think of at this moment. Sorry if I all I do is complain... :c
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby gravifan89 » Mon Jan 28, 2013 8:12 pm

I was mostly joking. In all seriousness, I hate Google, even to the point that I'm not fond of YouTube (which Google owns), but the swearing was an inside joke referencing the South Park movie. I'm working on getting another computer, and in the meantime I'm playing the game on my fiance's laptop, which is much newer. It runs pretty good (still have an issue where it moves too much, or keeps moving after I stop pressing the buttons), but I can't play often. Plus, whenever there's an update, I start over.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby rfunkx21 » Mon Jan 28, 2013 8:44 pm

I'm confused on how to get the key from the goomba in level 2. I tried to fuck the goomba but i didn't recieve a key. and sometimes there's a bug where i cannot move at all.
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Ivan-Aedler » Mon Jan 28, 2013 9:15 pm

rfunkx21 Wrote:I'm confused on how to get the key from the goomba in level 2. I tried to fuck the goomba but i didn't recieve a key. and sometimes there's a bug where i cannot move at all.

Updated in a few 10 minutes, sorry about that. Just refresh the page (page 1). You can load your saved game.

Wanderer Wrote:Hell yes! No more black screens! :D I don't know what you did but the game works like a charm ^^

We hope no more black screens!

Wanderer Wrote:1. Pokeys (I think they are called like that) don't do anything if they touch Peach.

Function not developed yet, sorry.

Wanderer Wrote:2. At the end of each level there is a flag pole. Peach treats those flag poles as a part of background, she doesn't slide down on them like in world 1.

I will check!

Wanderer Wrote:3. In a piramid level (I don't remember the number of the level, sorry) there are two doors to unlock. I have two issues with the room with the second door.
-part of the floor is different than the rest and you can pick infinite POWs from it.
-you can't unlock the doors, in fact there is no key to do that. The only way is to pick up the racoon tail and fly over them.

Hmmm I have to check those.

Wanderer Wrote:That's all I can think of at this moment. Sorry if I all I do is complain... :c

No problem, really, its a way for me to trace the bugs then fix them ;) Thanks!
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Re: MiM: Peach's Untold Tale 1.8.13 (jan 27/13)

Postby Wanderer » Mon Jan 28, 2013 9:44 pm

Oh right, I just encountered new bug.

I was happily playing the game from the beginning (again ^^) and in level 1-2 after I pick up the key and return to the two Toads at the end to give 'em that key, Peach can't get into the castle. I pressed space, hoping it would help, but Peach jumped, stopped in mid-air and I think she mixed her world with Dragon Ball one, because she started floating like Goku.

Image

Ivan-Aedler Wrote:
Wanderer Wrote:1. Pokeys (I think they are called like that) don't do anything if they touch Peach.

Function not developed yet, sorry.


Then sorry for troubling you. In the gallery are all the scenes from the game, right? Or is there something in the game that isn't in the gallery?

P.S. I hope I uploaded the image correctly this time...
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