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Re: A MiM hack (Game updated April 28, 2011)

Postby Super_Sonic_Maniac » Fri Apr 29, 2011 8:06 am

Awesome additional edits recently, and it's sweet to see you adding in extra scenes!

I do have one idea, but feel free to ignore it if you don't like it. I was thinking it might be cool to have like some sort of speed adjustment mechanism for the goomba sex scenes. Like you could press 2 buttons to either speed up the loop or slow it down. Maybe use like the comma and period keys since they have the arrows above them?

I don't know if anyone else thinks that's a good idea, but maybe just something to consider, yeah?
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Re: A MiM hack (Game updated April 28, 2011)

Postby 肉まんマン » Fri Apr 29, 2011 8:11 am

Zeus Kabob Wrote:Are you going to put 5 in-between 1 and 2 and 6 in-between 2 and 3? because I am looking at them thinking that that would be pretty cool.


Yeah, I also think it would make more sense since 5 and 6 are like upgraded versions of 1 and 2. :)

I`m glad you started the real work, good job!
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Re: A MiM hack (Game updated April 28, 2011)

Postby phosphos » Fri Apr 29, 2011 9:14 am

I'd just like to casually recommend a button to toggle cum because it really detracts from certain scenes when you cannot see her face. Also, consider adding the voices already in here to more of the scenes.

Great job guys, it's really looking good already.
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Re: A MiM hack (Game updated April 18, 2011)

Postby Digfree » Fri Apr 29, 2011 9:55 pm

Blargh Wrote:
Keep up the epic job MiM staff!
Your the best!

Thanks! It's a staff of one right now, but I guess I'll have to start thinking about recruiting if all of the ideas that you and others are bringing up are ever going to be done.


Hey, this seems to be the only thing on here that been steadily worked on for a while (no offense to other peoples work on the site) anyways, I am willing to pitch in to help! I can make enemies, and design levels fairly easily.
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Re: A MiM hack (Game updated April 28, 2011)

Postby SapphicKatherine » Sat Apr 30, 2011 3:45 am

I know it seems a little petty, but could you please fix the blinking in the "Meanwhile..." screen? It's a little creepy when her entire face disappears. There's also a weird gray thing covering her breast, what is that exactly?

Incredible work so far. It's been fun to watch the game progress like it has. I'm always a little giddy when a new version goes up!
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Re: A MiM hack (Game updated April 28, 2011)

Postby Blargh » Sun May 01, 2011 4:44 am

Zeus Kabob Wrote:Are you going to put 5 in-between 1 and 2 and 6 in-between 2 and 3? because I am looking at them thinking that that would be pretty cool.

肉まんマン Wrote:Yeah, I also think it would make more sense since 5 and 6 are like upgraded versions of 1 and 2. :)

I`m glad you started the real work, good job!

They're not in order yet. Once all 10 scenes are done, I'll set them into a proper escalating order.

Allsop2604 Wrote:The two new goomba scenes are looking really good. Don't get me wrong, I love all the new characters- but this is the kind of content upgrade I've been waiting for! I'm liking the HUD you're working on, quite a gameplay improvement. I originally thought you may go for a World of Warcraft type mini-menu at the bottom of the screen (/partial suggestion :P).

As always, thanks for all the hard work~!

You're right, this is the kind of content upgrade I really should have been focusing on. I just keep letting myself get distracted because I'm not a good animator (though I am examining Playshapes' tricks and trying to learn from how he does things), and I fear I'll get caught up in something long and drawn out again. As for the HUD, while I can put it at the bottom of the screen, there are times when it gets pulled upward by particularly high jumps and then it blocks the scene when you come down on a Goomba from above. At the top left it's out of the way of everything no matter how high or fast you go.

Oriandu Wrote:Aside from fixing the HUD since it stops working in the second level, I'd say all you really need to do to get this feeling more cohesive is to find a version of the Toadtown theme from Mario RPG that loops properly, find a way to keep spoot stains on the characters and to make it so when you're playing as a character with skin tight clothing, such as ZS Samus, you find a way have a tear appear over her crotch after she gets fucked. It's a little strange for her suit to suddenly fix itself.

Also, I know it's not easy considering the size of the goombas... but try to fit in a doggy style animation. Could also use some tit bouncing added to the fucking animations, but I know you're doing what you can, so yea, uh, more power to you and shit.

Dammit, I thought I copied over that programming. :roll: Well, back to fixing things. Well, there's already a theme for the game, although I guess it would easily work as the theme for the extended ending/added level that was proposed a while back. I think I understand now how to get the cum to "stay" on her, and a torn crotch could come from the same technique. For doggy-style, isn't that what the last threshold is, technically? Anyway, there will be a true doggy-style scene, and I will work on the originals sometime shortly after I've got the other four scenes done.

Digfree Wrote:
Blargh Wrote:
Keep up the epic job MiM staff!
Your the best!

Thanks! It's a staff of one right now, but I guess I'll have to start thinking about recruiting if all of the ideas that you and others are bringing up are ever going to be done.


Hey, this seems to be the only thing on here that been steadily worked on for a while (no offense to other peoples work on the site) anyways, I am willing to pitch in to help! I can make enemies, and design levels fairly easily.

Well, okay. Thanks for the help! :D Really, though, how do you wanna do this? Official team, or just submit stuff when you're ready with it? >_> I prefer the second, myself, since I tend to jump around on what I choose to work on, and it's less pressure than the expectations of a team (hell, I don't even know what to expect, really). <_<
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Re: A MiM hack (Game updated April 28, 2011)

Postby Oriandu » Sun May 01, 2011 4:52 am

Nah, the last threshold is technically reverse cowboy. :P
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Re: A MiM hack (Game updated April 28, 2011)

Postby LuftMallow » Sun May 01, 2011 5:47 am

If there's going to be a team, communication will be essential. Everyone working on their own ideas without sharing them around will result in several disjointed versions, confusing everyone else. One person should compile them all for the releases.The others should be ready to tell that person what exactly and where they made the changes while providing them. This will keep ideas from being overwritten. If there's a conflict of interest, the compiler makes it known and has the final say. They're the one who has to do the most. That's most of the basics off the top of my head, I don't want to see this get ruined because no one knows how to work together.

Also, the eyes on the Peach waking up scene glitch out. Sometimes her face disappears or the pupils cycle through all them. Her back tit also looks to be corrupted with messed up colors.
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Re: A MiM hack (Game updated April 28, 2011)

Postby mando » Mon May 02, 2011 2:05 am

I don't know if you are still looking for more suggestions but I came up with an idea that would fit well if you were planning on making an underground section. You could have the green pipe with a Piranha Plant coming out of it. Once Peach bangs it she can go down the tube and access the underground area.
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Re: A MiM hack (Game updated April 28, 2011)

Postby Blargh » Mon May 02, 2011 6:19 am

Oriandu Wrote:Nah, the last threshold is technically reverse cowboy. :P

You win this round. >_> :lol:

LuftMallow Wrote:If there's going to be a team, communication will be essential. Everyone working on their own ideas without sharing them around will result in several disjointed versions, confusing everyone else. One person should compile them all for the releases.The others should be ready to tell that person what exactly and where they made the changes while providing them. This will keep ideas from being overwritten. If there's a conflict of interest, the compiler makes it known and has the final say. They're the one who has to do the most. That's most of the basics off the top of my head, I don't want to see this get ruined because no one knows how to work together.

Also, the eyes on the Peach waking up scene glitch out. Sometimes her face disappears or the pupils cycle through all them. Her back tit also looks to be corrupted with messed up colors.

I wish flash would stop breaking stuff that I don't touch. -_- The face thing is just because I didn't preset the variables for the eyes and mouth, but the whole rest of the character is a graphic so her boob shouldn't have been affected by anything short of direct intervention. -_- So they'll be fixed shortly.

I didn't (and still don't) really want to make a team, but I know that I will need help eventually (for example, I'm not good at drawing, so enemies beyond the koopa and para troopers are hit or miss if I do them myself). Ideally I'd like to just get submissions and integrate them in (and make a credits page for everything). As you point out, that may cause issues with people working on a project and getting pre-empted by someone doing the same thing, but I really prefer the idea of individual contributors dropping off stuff they created and want to get worked in. As long as they mention what they're going to work on beforehand, I can easily keep track of who's doing what and make decisions early on about what can be integrated and what can't. It also solves the unfortunate problem of dead projects holding up the main project.

A real official team reminds me too much of work (the need to coordinate schedules, task delegation, deadlines/reminders, departments[animation, enemies, backgrounds, programming, etc.]), and I already get enough of that at work.

Final decision: As long as I have a choice in the matter I'd rather keep this whole thing informal, so if I get less contributions because of it or I have to do most of the work myself anyway then so be it. I'll credit anyone and everyone who provides something for the game (even if I have to modify it to make it fit), but I won't make an official team after all.

Sorry, Dig, if I jumped the gun on your answer. <_<
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Re: A MiM hack (Game updated April 28, 2011)

Postby luint » Mon May 02, 2011 6:28 am

Such a great job you doing with this game and all the ideas you give to us is amazing kept it up!!!:D:D but when you gonna upload an advance on the preject or some screenshots to see how is gonna be the aspect of the game???

PS: You are the best!!!! :P
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Re: A MiM hack (Game updated April 28, 2011)

Postby Mech Boy Of Doom » Mon May 02, 2011 9:30 am

Been following this for a while, and This is probably the only time I'll ever say this, because I find t useless to repeat the obvious, but the amount of work you've done to this game is astonishing!

I have noted, however, that the flame wheels move a tad too fast, but that's just personal preferance.
You don't need to know me. I'm just some random gamer that no-one remembers when I leave. I'm just here because I can.
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Re: A MiM hack (Game updated April 28, 2011)

Postby louisanderson » Mon May 02, 2011 11:28 am

You have made a fantastic work. Thanks for this good work.



mario games
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Re: A MiM hack (Game updated April 28, 2011)

Postby kroni33 » Mon May 02, 2011 12:06 pm

you always say that you are not good at drawing then why dont you just get drawing from other users ask them that if they have time they could help you that would probably help you a lot i saw it while metroid was the biggest thing here they all worked n scenes and other things to help so why not?
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Re: A MiM hack (Game updated April 28, 2011)

Postby Digfree » Mon May 02, 2011 9:00 pm

lol going into finals this week, we'll talk about it later blarge, but prob option 2
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Re: A MiM hack (Game updated April 28, 2011)

Postby Thaedael » Wed May 04, 2011 7:59 pm

Hey blaargh,
I approved a bunch of posts starting from 2 pages ago, nothing big except some technical issues/praise/and suggestions however I thought I would bring this to your attention.
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Re: A MiM hack (Game updated April 28, 2011)

Postby SexyFoxTime » Wed May 04, 2011 9:24 pm

How did you become a forum moderator DX, urgh iv'e been trying to get that position for..eh month or two!, i'll keep trying
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Re: A MiM hack (Game updated April 28, 2011)

Postby Blargh » Thu May 05, 2011 3:43 am

Thaedael Wrote:Hey blaargh,
I approved a bunch of posts starting from 2 pages ago, nothing big except some technical issues/praise/and suggestions however I thought I would bring this to your attention.

Thanks for the notice! :D I think the two questions I need to answer are yes and no respectively. >_>
<_<
Okay, that's hell yes to futa and not so much to pregnancy. For those who don't like futa, I should be able to figure out a way to turn it into a strap-on. Unfortunately for the preggo fans, I'd do it if I could but right now that requires some art that I don't have readily available (only one rounded belly with around 30 different skin pigments should be enough ;) ).

Super_Sonic_Maniac Wrote:Awesome additional edits recently, and it's sweet to see you adding in extra scenes!

I do have one idea, but feel free to ignore it if you don't like it. I was thinking it might be cool to have like some sort of speed adjustment mechanism for the goomba sex scenes. Like you could press 2 buttons to either speed up the loop or slow it down. Maybe use like the comma and period keys since they have the arrows above them?

I don't know if anyone else thinks that's a good idea, but maybe just something to consider, yeah?

If I ever get around to figuring out how to do that with actionscript, I'll put it in.

luint Wrote:Such a great job you doing with this game and all the ideas you give to us is amazing kept it up!!!:D:D but when you gonna upload an advance on the preject or some screenshots to see how is gonna be the aspect of the game???

PS: You are the best!!!! :P

Well, the project's as advanced as I've got it. I try for updates every week or so (the next one's going to be on the 'or so' end of the timeline), so I can't screenshot what isn't done yet (sorry, I don't believe in time travel either :geek: ).

Mech Boy Of Doom Wrote:Been following this for a while, and This is probably the only time I'll ever say this, because I find t useless to repeat the obvious, but the amount of work you've done to this game is astonishing!

I have noted, however, that the flame wheels move a tad too fast, but that's just personal preferance.

I'll agree (that it's just personal preference :D ). I find the wheels to move too slow, especially when I'm stuck waiting for it to come around so that I can get my timing on the jumps right. That first one, I'll give you, is hell on anyone who hits the poison mushroom and has no lives left, and then you get burned.

kroni33 Wrote:you always say that you are not good at drawing then why dont you just get drawing from other users ask them that if they have time they could help you that would probably help you a lot i saw it while metroid was the biggest thing here they all worked n scenes and other things to help so why not?

Because despite how I reply to people here, I'm very anti-social. I don't usually reply on other threads (I can count those on one hand), and I become embarrassed asking for help because I fear insulting people. I go over most of my replies three or more times thinking to myself how it would sound so that I don't accidentally insult someone (or worse, bore them). And then I'll read the reply again after posting it and edit it almost immediately if I think I said the wrong thing after all or I got some kind of information wrong. You might not think its such a big deal, but I had a really hard time just asking Mr. D for permission to use his pokemon. :oops:

That also cuts into why I'd rather take option 2 for the teamwork plan. I'd prefer to make the game a content dump (like with all of the costumes) so that other people can showcase their work, rather than get to know a few people better in order to work together directly on the project. Which is the complete opposite of my RL work where I'm required to interact with strangers and get to know them better in order to foster better teamwork, and where I'm apparently rather good at it. :roll:

Digfree Wrote:lol going into finals this week, we'll talk about it later blarge, but prob option 2

Cool, I like those odds. :lol:
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Re: A MiM hack (Game updated April 28, 2011)

Postby Shadowclone0 » Wed May 11, 2011 8:19 am

Hi Blargh,
I was curious if you could upload the .fla file for CS4. It's all I have, and I love your work. Well, I actually joined here because I love at least 5 people's work. Yours is definitely in the top 3, because you used all of those Playshapes models from artists on this forum! I ran your swf file and just couldn't believe all the work you have already accomplished. I love Mario is Missing!

I don't want to change anything of yours in the .swf, but I did want to make a few new levels. After I made them, I was going to use your playable characters to run through the levels. If you can upload a CS4 version, I could try my hand at the level building. I will only be online until this Saturday though, and then only very occasionally during the summer. I could use the decompiler, but I hear that it takes out some good code sometimes.

I hope you can maybe help me this week...

:)
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Re: A MiM hack (Game updated April 28, 2011)

Postby LuftMallow » Thu May 12, 2011 10:23 pm

I wonder if something big is being added. It's been some time since the last update, and my guess is a HUD improvement considering the coding needing a lot of time for testing. I have no other ideas though if it isn't.
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