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

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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Fri Feb 01, 2013 8:31 am

Vines: Ok, progressing:

Click to Play
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piranha plant vine tentacles.swf [ 141.56 KiB | Viewed 3435 times ]


Toyloli Wrote:Yeah, I tried that. But during the tween it's like it doesn't actually see which point I moved or where to, it just sees the final shape.
I didn't make it do this; I moved the points in the middle of the line from side to side. It chose to interpret them like this.

See this!

shape tween tip.jpg

If you need more freedom with those points (e.g. create new points), then you have to aid Flash, creating shape hints (it's like a GUIDE layer). More below:
Spoiler (click to show/hide):

In complex shape tweening, create intermediate shapes and tween them instead of just defining a starting and ending shape.
Make sure that shape hints are logical. For example, if you’re using three shape hints for a triangle, they must be in the same order on the original triangle and on the triangle to be tweened. The order cannot be abc in the first keyframe and acb in the second.
Shape hints work best if you place them in counterclockwise order beginning at the top-left corner of the shape.

Use shape hints
Select the first keyframe in a shape-tweened sequence.
Select Modify > Shape > Add Shape Hint. The beginning shape hint appears as a red circle with the letter a somewhere on the shape.
Move the shape hint to a point to mark.
Select the last keyframe in the tweening sequence. The ending shape hint appears somewhere on the shape as a green circle with the letter a.
Move the shape hint to the point in the ending shape that should correspond to the first point you marked.
To view how the shape hints change the shape tweening, play the animation again. To fine-tune the tweening, move the shape hints.
Repeat this process to add additional shape hints. New hints appear with the letters that follow (b, c, and so on).
Last edited by Ivan-Aedler on Fri Feb 01, 2013 5:44 pm, edited 3 times in total.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby coolness32 » Fri Feb 01, 2013 9:27 am

The vines are coming along great Ivan!
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby QuizmasterBos » Fri Feb 01, 2013 5:16 pm

Okay, looks like I'm lagging behind again.

So everyone's been so busy looking at the tentacles that they didn't notice that in that pic that Ivan made where each Koopaling is depicted for each world, that Iggy is there twice instead of Iggy and Lemmy?

Those vines look like they come from another game. Their animation also looks totally different. I think it could look better if we have a more solid color. Play around with it a little more.

Ivan-Aedler Wrote:
Dragon_Fury Wrote:When they manage to ensnare this rare find, they drag her down deep within the bowels womb of the land and implant their seed within in order to propegate their species. The seed within will drive its host to strike out upon the land in search of a new home for her growing offspring, unaware of her own actions....Just a thought :D

Great one indeed! Saved it here. And our Peach can be pregnant (feature that can be triggered on/off). So lets see!

Saved? Isn't this more of an imaginative thing? That's how it feels to me anyway. Or are you thinking of referencing it somewhere?
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Fri Feb 01, 2013 5:31 pm

QuizmasterBos Wrote:So everyone's been so busy looking at the tentacles that they didn't notice that in that pic that Ivan made where each Koopaling is depicted for each world, that Iggy is there twice instead of Iggy and Lemmy?

Whops, an error with his head. I'll fix it 3 hours from now.

QuizmasterBos Wrote:Those vines look like they come from another game. Their animation also looks totally different. I think it could look better if we have a more solid color. Play around with it a little more.

Incredible enough, it is 100% MIM PUT. But I think the problem is those soft black edges. I may remove it.

QuizmasterBos Wrote:Saved? Isn't this more of an imaginative thing? That's how it feels to me anyway. Or are you thinking of referencing it somewhere?

I like the 'giant piranha in the dungeon/pit of trials' idea.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby AnotherArrow » Fri Feb 01, 2013 5:36 pm

You guys could make animating those vines easier using Shape Hints in flash.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Toyloli » Fri Feb 01, 2013 6:03 pm

AnotherArrow Wrote:You guys could make animating those vines easier using Shape Hints in flash.


aaah... This explains somewhat. I wonder why it isn't default ..... :roll:
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Fri Feb 01, 2013 11:41 pm

Game Updated:

1)World3 is now accessible. You can program the computer in the bunker to go to World2 or World3 (in the future, all worlds). Of course, you will have to finish world2 first. You can also use the pipe in world3 to return. No levels yet.
2) Tail attack completed (like fireballs, veggies and pow blocks, it will kill enemies). For shyguys, bobombs, goomba, koopas and pokeys so far. It uses RUN KEY, so if you are using raccoon/leaf power, you have to keep run key pressed to avoid using tail attack while running (just like Mario Bros 3).
3) Larry is now in airship1 (alive animation, but not sex scenes yet) and Morton in airship2.
4) Black screen filter is added to people who plays in full screen in widescreen monitors. So you can now play maximized (if you have a good computer like a Core i7) without artifacts
5) BUG FIX: links in the title menu (gallery, achievements, credits, etc) were not working
6) BUG FIX: bobomb messages, like 'press do-over key ...explosion' while still making sex. This message should appear only after the scene.
7) BUG FIX: Game Over was broken.
8) (easter egg involving bobomb buddies)

DISCLAIMER:
I want to make the 'hurt peach' algorithm better.
How? I explain. I am talking with Quiz about making the game work like this:

New hit system Peach.jpg
New hit system Peach.jpg (28.96 KiB) Viewed 3236 times

1. Peach is with Dressed Powerup. On each HARM:
. Peach loses ALL external outfits at once (bra, dress), staying with her lingerie, with NO powerup.
. If Peach is touched again, she will be stark naked.

2. Peach is with Dressed Powerup WITh mushroom ring. On each HARM:
. Peach loses her mushroom ring.
. Peach loses ALL external outfits at once (bra, dress), staying with her lingerie, retaining Dress Powerup.
. If Peach is touched again, she will be stark naked.

3. Peach is with an advanced powerup (LEAF, fire peach, frog)....with mushroom ring. On each HARM:
. Peach loses her mushroom ring.
. Peach loses ALL external outfits at once (bra, dress), staying with her lingerie, reverting back to 'Dress' Powerup.
. If Peach is touched again, she will be stark naked.

Why? Because, right now, the game is really easy (while dressed), as the full dressed peach needs to lose up to 8 clothing parts to be naked and vulnerable.
Also, we will have custom clothing part active (ON/OFF), so we can, say, have Peach get dressed using only an 'outer part', like a bra, or only the top.
And we will be able to deactivate stockings for example, so Peach will be always without it, dressed or not.

As for every other action (like enemies fucking her and taking ONE clothing part, or Phanto/Angry sun taking one part) they will remain the same as before.
Last edited by Ivan-Aedler on Sat Feb 02, 2013 3:57 pm, edited 10 times in total.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby QuizmasterBos » Sat Feb 02, 2013 1:22 am

Ivan-Aedler Wrote:As for every other action (like enemies fucking her and taking ONE clothing part, or Phanto/Angry sun taking one part) will remain the same.

What Ivan means, is that this is still debatable. But right now, we are discussing the new hit algorithm.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Dragon_Fury » Sat Feb 02, 2013 4:24 am

Ivan, the tentacles are coming along nicely! ;)
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Re: MiM: Peach's Untold Tale 1.8.14 (feb 2/13)

Postby Ivan-Aedler » Sat Feb 02, 2013 5:24 pm

Today I'll be including an inner toad house to the village area.
There will be three or four inner areas like below.
I used a 2d trick to emulate a 3d dome, in a way you can see how it looks if you 'look up', while being inside, at the same time you see it as outside (so, two tricks in one).

So its a decent/convincing view for most people (sorry, 3d perfeccionists).
And dont try to spoil it because for sure Pablo Picasso did more trickery like that (even worse ones) but art is art. (anyway, for sure, if you have a better idea, I'll accept it)

toad house inner.png
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Biles » Sat Feb 02, 2013 6:36 pm

Ivan-Aedler Wrote:Vines: Ok, progressing:

piranha plant vine tentacles.swf



It's been ages, but I am still trying to keep track of this project and am still working on Peach's anatomy. Though upon trying to improve a bit more on that, I found out that in correcting various parts, I made her structures borked beyond recognition hehe, so I'm having to fix the subsequent cascading anatomical calamities. I wonder if whether or not you'll want to consider chopping off Peach's feet so they can move independently from one another instead of being glued to her legs all the time.

As for this plant thing, I haven't read all of the posts, but that example would be definitely a good time to use IKbones even though you object to it.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Sat Feb 02, 2013 6:45 pm

Biles Wrote:It's been ages, but I am still trying to keep track of this project and am still working on Peach's anatomy. Though upon trying to improve a bit more on that, I found out that in correcting various parts, I made her structures borked beyond recognition hehe

I'm really eager to see it ;) But please retain the same registration point positions, and if possible, the same dimensions as the older, otherwise I will have to change each part in each animation (more than 30.000 changes!!) :o Remember the 'toad inverted/tilted hands syndrome'? Imagine this happening in all body parts in all scenes! So thats why I always improve/create new parts like HANDS, using the former hand as a base, without touching the registration points! You can test it there, doing a SWAP of an older body part with a new one. They must be in the same convincing position (to avoid detached head, long neck, midget legs, tilted chest...)

Biles Wrote:I wonder if whether or not you'll want to consider chopping off Peach's feet so they can move independently from one another instead of being glued to her legs all the time.

Possible, but I'll need help here.
1. Left foot and Right foot (currently) will have to be cutted (so they will be 'left leg, right leg' now). Registration points and dimensions must be retained like the older one, so when you SWAP a former 'right foot' with 'LEG', it will be in the same place, just missing the foot, then I can include it. The remaining part will have to be rounded (to be compatible with bend movements) and called the new 'left foot, right foot'. But, in order not to increase complexity even further, we can have just 'LEG', like THIGH (for front and back parts). Only the left foot/right foot will need to be different. And another trick to help me in that area is to create foot objects with a registration point placed like they're still the former glued leg! So I can duplicate the old leg+foot layer, then swap the upper layer with LEG and the lower layer with LEFT/RIGHT foot and see them correctly positioned. So its just a matter to rotate each foot in certain poses.

2. I'll have to re-edit all 40 peach poses (well, 25, because the rest are mirrors of the first) , and more than 100 different animations/sex scenes. If each one has, say, 30 keyframes, then I'll have to substitute the old 'LEFT FOOT' with LEG, then the old 'RIGHT FOOT' with LEG again (30x100 = 3000 changes x 2 = 6000 changes). Then I'll have to include Left Foot and Right foot in new layers (+6000 adds).
But not impossible. Peach body will be more precise and complete, however the time needed would be negligible (I may end up taking an entire month only swapping parts and aligning scenes).

I still prefer the 'glued' foot/leg because even like this I can do interesting tricks that will make the player not so aware of it. They want to see a nice sexual scene, peach expressions, embarassing moments anyway... But I can also create 2 more 'glued foot/leg' poses/parts, like 'foot left+leg bent up', 'foot+leg right bentup', then 'foot+leg straight', 'foot+leg right straight' (normal foot when parallel to the floor).

Lastly (another resort) is to create the foot object INSIDE the leg object (so we are recreating the current glued part), but that foot inside can rotate, using code).

Biles Wrote:As for this plant thing, I haven't read all of the posts, but that example would be definitely a good time to use IKbones even though you object to it.

The problem is that we must not use body parts in vines.. I use shape morph because I can curve an already straight vine without much hassle. I can even morph 4, 5, 6 curves in a straight vine and let it 'turn' them even in an extreme curve without breaking the vine.
Creating , say, 4 parts for a vine will make it bend in IK bone, yes, but they will be like a marionette (pinoccio), that is, you will see they dont form a curve, but rather a tilted angle of each part.
It MIGHT work, simulating a curve if using, say, 10 parts (the more, the better).

not curvy.png
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Biles » Sat Feb 02, 2013 8:14 pm

Ivan-Aedler Wrote:
Biles Wrote:It's been ages, but I am still trying to keep track of this project and am still working on Peach's anatomy. Though upon trying to improve a bit more on that, I found out that in correcting various parts, I made her structures borked beyond recognition hehe

I'm really eager to see it ;) But please retain the same registration point positions, and if possible, the same dimensions as the older, otherwise I will have to change each part in each animation (more than 30.000 changes!!) :o

Heh 30k's alot. I'll see what I can do, but for the most part, the major changes has been on her head so far. I probably wouldn't have to worry so much about the limbs, except the idea to chop off her feet from her legs.

The problem is that we must not use body parts in vines.. I use shape morph because I can curve an already straight vine without much hassle. I can even morph 4, 5, 6 curves in a straight vine and let it 'turn' them even in an extreme curve without breaking the vine.
Creating , say, 4 parts for a vine will make it bend in IK bone, yes, but they will be like a marionette (pinoccio), that is, you will see they dont form a curve, but rather a tilted angle of each part.
But it MIGHT work, simulating a curve if using, say, 10 parts (the more, the better).

Yeah, but that's why you all the tentacle vines in their individual IKbone layers. And all is left is rearranging those tentacle IK bone layers correlating to Peach's body parts.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Sat Feb 02, 2013 8:27 pm

Biles Wrote:Yeah, but that's why you all the tentacle vines in their individual IKbone layers. And all is left is rearranging those tentacle IK bone layers correlating to Peach's body parts.

Oh I see. Then its easier to animate depending on where they are touching her ;)
But remember that stretching is not possible.
Last edited by Ivan-Aedler on Sat Feb 02, 2013 10:55 pm, edited 1 time in total.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Biles » Sat Feb 02, 2013 8:44 pm

Ivan-Aedler Wrote:
Biles Wrote:Yeah, but that's why you all the tentacle vines in their individual IKbone layers. And all is left is rearranging those tentacle IK bone layers correlating to Peach's body parts.

Oh I see. Then its easier to animate depending on where they are touching her ;)
But remember that stretching is not possible.

Stretching is probably not possible that's true, but in overall animation, it's knowing the best to use certain animation techniques in various combination to get the results you want.
Need some basic Flash character animations? Then stop by at:
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Toyloli » Sun Feb 03, 2013 4:46 am

Ivan-Aedler Wrote:
Biles Wrote:Yeah, but that's why you all the tentacle vines in their individual IKbone layers. And all is left is rearranging those tentacle IK bone layers correlating to Peach's body parts.

Oh I see. Then its easier to animate depending on where they are touching her ;)
But remember that stretching is not possible.


Could it be possible to do exactly this, combine say, three shape tweened parts with ikbones so that you can make the tentacles move like a puppet but also have then wiggle and wobble and have fondly bits? Or would that be pushing it ?
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Sun Feb 03, 2013 4:53 am

Level 3-1 nearing completion! Then I will t.......
Toyloli Wrote:Could it be possible to do exactly this, combine say, three shape tweened parts with ikbones so that you can make the tentacles move like a puppet but also have then wiggle and wobble and have fondly bits? Or would that be pushing it ?

Oh, hi! ;) No, not possible. The best you can do is to create bones for NON stretching parts , then create new layers without IK (normal layers) to be stretched. I use to do this in, say, Peach body. In some animations, she is animated using bones, but her breasts are outside it. In other words, she is animated without breasts, then those are added separately, because I need to stretch them.
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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby GoRepeat » Sun Feb 03, 2013 5:15 am

Biles Wrote:
Ivan-Aedler Wrote:
Biles Wrote:Yeah, but that's why you all the tentacle vines in their individual IKbone layers. And all is left is rearranging those tentacle IK bone layers correlating to Peach's body parts.

Oh I see. Then its easier to animate depending on where they are touching her ;)
But remember that stretching is not possible.

Stretching is probably not possible that's true, but in overall animation, it's knowing the best to use certain animation techniques in various combination to get the results you want.



Actually you can stretch and create internal ik bones in a single shape... to stretch you just have to enable the x/y translation on the bone tool:

Click to Play
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Untitled-1.swf [ 17.6 KiB | Viewed 2814 times ]



Remember the bone tool is just a built in way to do the shape tweening you are doing manually point by point

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Re: MiM: Peach's Untold Tale 1.8.14 (jan 29/13)

Postby Ivan-Aedler » Sun Feb 03, 2013 5:36 am

Gorepete Wrote:Actually you can stretch and create internal ik bones in a single shape... to stretch you just have to enable the x/y translation on the bone tool

This is still new to me, thank you!
I may have to use export for AS2 a lot, though.
And I may use simple shapes for it (I've been using the advantages of the complexity of MCs inside MCs).
I'll make some experiments ;)
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