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

The place to post Flash-based creative projects.
Forum rules
This forum is for posting and collaborating upon third party Flash work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

AS3 PROTOTYPE (24th december 2015)

Postby Ivan-Aedler » Mon Dec 21, 2015 8:08 pm

Today (22th) I've worked with Phantos and their keys, then the Piranha Plants. They're working in the Proto.
Today (24th) I've worked with Wario. He's okay.
It was complex, because in AS2, I checked for some placements and variables. Now it checks for objects in a special poll of objects.
I want to complete 2 or 3 more creatures tonight (EDIT: Ok did it with Toadsworth!). I want SO BAD to start converting the levels. I THINK it will be far easier and faster because in each level, creatures and objects like blocks are already converted. So if a given problem appears in, it will be a given object that was not working in AS3 yet.

Remeber that I am in a vacation.

chief1045 Wrote:Ah okay, guess i'll stick with the other version. Though now there a problem with jumping, can't seem to do it anymore. no matter what I do with configuring it, the "jump" button does nothing.

In which version? The full AS2 or the AS3 prototype? And where? Which keyboard setting (1,2,3,4)? Could you reproduce it?

naughtyhell Wrote:Hey guys, I was wondering if you could add an option to autoskip scenes with a counter a bit higher than the 2x we currently have (30 seconds every time?). I'd much appreciate it. :D

I can create a new option with 4x, perhaps create even another (6x).
Yes, its possible to make a 30sec interval, but it would annoy the player over time (just imagine Lemmy Koopaling scene, with more of 30 loops? 30x30!). Also, it wont be '30' all the time, but a bit higher, because each loop are inequal. So there would be one or two that could finish in 29 seconds, then a new loop would happen (because it havent reached 30 seconds yet), then it would finish at 33 seconds, for example.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby MPLDAM9919 » Fri Dec 25, 2015 8:00 pm

Happy Holidays Ivan. Sorry if I haven't been posting as much here. I've been very busy as of late. Hope to start up new level layouts soon.
User avatar
MPLDAM9919
 
Joined: Wed Jun 06, 2012 5:23 am

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby T3st » Sat Dec 26, 2015 1:41 pm

hey, i'm unable to go to world 3 with the cannon, is this a bug?

also, props for all the good work, keep it up
T3st
Newly Registered
 
Joined: Sat Dec 26, 2015 1:38 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Ivan-Aedler » Sat Dec 26, 2015 3:41 pm

As3: Yoshi working! Peach can ride him, he can swallow SOME enemies, etc.
But I dont know if the AS3 version is with 'memory leaks'. I ask people to test the game more, walking around and checking scenes. The game MUST NOT get slower! Memory leaks are actually 'easy' to fix once I know the cause.

MPLDAM9919 Wrote:Happy Holidays Ivan. Sorry if I haven't been posting as much here. I've been very busy as of late. Hope to start up new level layouts soon.

Happy Hollidays for you too : ) I am still working in the conversion, but I may return with 'full power' after 5th january 2016.

T3st Wrote:hey, i'm unable to go to world 3 with the cannon, is this a bug?

I really need more information. Like if the princess fell from the airship, then she went to worldmap directly to the computer bunker, and what the Bobomb Buddy and the computer said. Or if all was okay but the cannon just doesnt come up from underground. I also want to know if you played other levels while carrying the bunker key (you got it automatically after falling from the airship). Perhaps the princess died and the key disappeared (this is a bug). But I REALLY NEED the steps in order to reproduce it here! I dont have a Crystal Ball.

T3st Wrote:also, props for all the good work, keep it up

Ty!
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby T3st » Sat Dec 26, 2015 4:39 pm

T3st Wrote:hey, i'm unable to go to world 3 with the cannon, is this a bug?

I really need more information. Like if the princess fell from the airship, then she went to worldmap directly to the computer bunker, and what the Bobomb Buddy and the computer said. Or if all was okay but the cannon just doesnt come up from underground. I also want to know if you played other levels while carrying the bunker key (you got it automatically after falling from the airship). Perhaps the princess died and the key disappeared (this is a bug). But I REALLY NEED the steps in order to reproduce it here! I dont have a Crystal Ball.

in fact, i did get the key, it's just another occurrence of a bug that i encounter quite often

when i interact with some objects (like the flagpole, the toilet seat, or the cannon), i just can't use options 3 and 4, it's quite weird, because it doesn't seem to occur with npc's like daisy
dunno, maybe my computer fucked up in one way or another
T3st
Newly Registered
 
Joined: Sat Dec 26, 2015 1:38 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Mon Dec 28, 2015 4:27 pm

so does any one know unity here?

as some of you know i have been trying for a while to help ivan now convert to AS3 classes
but since my main experience is with C#, most of what i write is C# which we then convert to as3 syntax

i have now build a basic unity prototype as the AS3 Compiler and i arrent on speaking terms, to test my code.

here i have made the following class for the player
Spoiler (click to show/hide):

Code: Select All Code
using UnityEngine;
using System.Collections;
using UnityEngine.UI;// needs to follow UpdateUI

public class Player : MonoBehaviour {
    // Components
    public CharacterController controller;// rigidbody used for handling velocity of peach
    public Animator anim;// this is the AC object we use this to address the variables we need to decide what animation is played
    public CameraConstrains cameraConstrains;
    //public BoxCollider2D box;

    // transforms for collider
    public Transform groundTouch;// for finding distance to ground
    public Transform RightColliderPointer;// for detecting gounded when migrating from box collider to polygon collider
    public Transform LeftColliderPointer;

    // Settings
    public float walkspeed = 1f;// how fast peach walks
    public float runspeed = 1.5f;// how fast peach runs (these are the default values set when adding script, use variables on gameobject to modifiy)
    public float jumpFactor = 0.5f;// how high we want her to jump
    public float gravity = 0.025f;

    // Values
    private Vector3 moveDirection = Vector3.zero;

    // Stats
    public PlayerStatus playerStatus = new PlayerStatus(); // nested class for helping keep amount of variables in check
    private bool isGrounded = true;// are we touching the ground
    private bool isSwimming = false;// to used later in OnTrigger2DEnter()
    /*private bool isMovingRight = true;// are we moving right or just turned right*///reduntent

    // UI Texts
    public Text scoreDisplayed;
    public Text scenesPlayedDisplayed;
    public Text killsDisplayed;
    public Text livesDisplayed;
    // Other

    void UpdateUI()// we might move this to another script
    {
        scoreDisplayed.text = playerStatus.statsScore.ToString();
        scenesPlayedDisplayed.text = playerStatus.statsScenesPlayed.ToString();
        killsDisplayed.text = playerStatus.statsKills.ToString();
        livesDisplayed.text = playerStatus.statsLives.ToString();
    }
    void ACUpdate()// an example on how the animator controller variables used to change state are set
    {
        //anim.SetBool("isGrounded", isGrounded);// essentially we are passing on the value of isGrounded in this class to isGrounded in the AC
        //anim.SetBool("isSwimming", isSwimming);
        //anim.SetFloat("Velocity X", rb.velocity.x);// same as above but variable...
        //anim.SetFloat("Velocity Y", rb.velocity.y);// ect.
        if (Input.GetButton("Continue")) { anim.SetTrigger("Go To Next Scene"); }// we want to continue the scene upon the button press continue
        else { anim.ResetTrigger("Go To Next Scene"); }
    }

    // Use this for initialization
    void Start()
    {
        //rb = GetComponent<Rigidbody2D>();
        //GameObject.FindGameObjectWithTag("GameCore").GetComponent<GameCore>().SetPlayer(this);
        CreatureMain.SetPlayer(this);
        UpdateUI();
    }
   // Update is called once per frame
   void FixedUpdate () {
        CharacterController controller = GetComponent<CharacterController>();

        //moveDirection = Vector3.zero;
        if (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.1f)// if the player presses a horrizontal key we are passing on the input to a function called movex
        {
            moveDirection.x = Input.GetAxis("Horizontal");
            if (Input.GetButton("Run"))// do we run or walk
            {
                moveDirection.x *= runspeed;
            }
            else
            {
                moveDirection.x *= walkspeed;
            }
        }
        else
        {
            moveDirection.x *= 0.1f;
        }
        isGrounded = controller.isGrounded;// we need to use this in ACUpdate also
        if (isGrounded)// things we can only do on the ground
        {
            moveDirection.y = 0;
            if (Input.GetAxis("Jump") > 0.1f)
            {
                moveDirection.y = Input.GetAxis("Jump") * jumpFactor;
            }
        }
        else
        {
            moveDirection.y -= gravity;
        }
       

        controller.Move(moveDirection );
        ACUpdate();
    }

    public void ActivateScene(int SceneID)// makes peach play scene with ID SceneID
    {
        anim.SetTrigger("Scene Trigger");
        anim.SetInteger("Scene Select", SceneID);
        playerStatus.playingScene = true;
    }
   
    public void AddSeemenArms() { Mathf.Clamp(playerStatus.statsSemen[0]++, 0, Settings.dirtyDamsel.maxSemen); }// these should help you keep track of where you add the stuff...
    public void AddSeemenLegs() { Mathf.Clamp(playerStatus.statsSemen[1]++, 0, Settings.dirtyDamsel.maxSemen); }
    public void AddSeemenTorso() { Mathf.Clamp(playerStatus.statsSemen[2]++, 0, Settings.dirtyDamsel.maxSemen); }
    public void AddSeemenHead() { Mathf.Clamp(playerStatus.statsSemen[3]++, 0, Settings.dirtyDamsel.maxSemen); }
    public void CleanSeemenArms() { playerStatus.statsSemen[0] = 0; }
    public void CleanSeemenLegs() { playerStatus.statsSemen[1] = 0; }
    public void CleanSeemenTorso() { playerStatus.statsSemen[2] = 0; }
    public void CleanSeemenHead() { playerStatus.statsSemen[3] = 0; }
    public void Pause() { gameObject.SetActive(false); }// pauses the attached gameobject as it should be seperate from the map
    public void UnPause() { gameObject.SetActive(true); }
}
public enum Clothes
{
    Naked = 0,
    Tiggres = 1,
    IceQueen = 2,
    Turtle = 3,
    // ect
}
public class PlayerStatus
{
   
    public int statsScenesPlayed = 0;
    public int statsKills = 0;
    public int statsLives = 3;
    public int statsScore = 0;
    public int[] statsSemen = { 0, 0, 0, 0 };// semen on head, body, arm, legs
    public Clothes statsTypeOfClothes = Clothes.Naked;// helps us tell the different kinds of clothes apart
    public bool[] statsIsWearingClothes = {false, false, false,false };// is wearing clothes covering legs, stomac, breast, arms

    public bool playingScene = false; // for making creatures play the fiddle
    public PlayerStatus() { }
    public PlayerStatus(int scenesPlayed, int kills, int lives, int score, int[] semen, int TypeOfClothes, bool[] IsWearingClothes)// for loading savegame
    {
        statsScenesPlayed = scenesPlayed;
        statsKills = kills;
        statsLives = lives;
        statsScore = score;
        statsSemen = semen;
        statsTypeOfClothes = (Clothes)TypeOfClothes;
        statsIsWearingClothes = IsWearingClothes;
    }
}

but i can't seem to get rid of the wierd jumping she does (first a small then all subsequent much bigger)
any ideas
User avatar
overlord5
 
Joined: Sat Jan 31, 2015 12:18 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby thi » Mon Dec 28, 2015 11:42 pm

Okay, 2 things:

1) Dude - AWESOME game. Seriously, it's amazing. All the props.

2) I'm fairly sure I'm just missing something simple, but everything indicates that you can carry a key in your butt. I haven't found a way to do this, though. Am I being dumb, or ..?
thi
Newly Registered
 
Joined: Wed Dec 23, 2015 10:32 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby thi » Tue Dec 29, 2015 1:12 am

Adding a third - found a bug in ...I wanna say 3-2? If Birdo is above the ground level, she can drop a pearl that doesn't land on the ground and, thus, is not interact-with-able. I'm new to this forum, so I'm probably not doing this right, but I think I've attached a screenshot showing what I'm talking about.
Attachments
bug.jpg
thi
Newly Registered
 
Joined: Wed Dec 23, 2015 10:32 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Tue Dec 29, 2015 3:49 am

thi Wrote:Okay, 2 things:

1) Dude - AWESOME game. Seriously, it's amazing. All the props.

2) I'm fairly sure I'm just missing something simple, but everything indicates that you can carry a key in your butt. I haven't found a way to do this, though. Am I being dumb, or ..?

how peach picks up the key is decided by her personality (innocent/nympo)
thi Wrote:Adding a third - found a bug in ...I wanna say 3-2? If Birdo is above the ground level, she can drop a pearl that doesn't land on the ground and, thus, is not interact-with-able. I'm new to this forum, so I'm probably not doing this right, but I think I've attached a screenshot showing what I'm talking about.

gotta love them relative coordinates, you might be able to pick it up in the air, but yes it's a bug mainly caused by creatues being able to sleep/die in the air because there are no longer any gravity updates...
User avatar
overlord5
 
Joined: Sat Jan 31, 2015 12:18 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby TimUsher » Tue Dec 29, 2015 9:53 am

Don't know if this has been mentioned before but every time I go to the x-naut base I get the same error in the same location. I take the second elevator and take a right and get an error every time I get close to the enemy. The rest of the base works perfectly well with no known errors.
Attachments
Capture.PNG
TimUsher
 
Joined: Sat Feb 26, 2011 11:32 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby thi » Wed Dec 30, 2015 12:38 am

overlord5 Wrote:how peach picks up the key is decided by her personality (innocent/nympo)


Aha! Thanks for that. :)

Hey, here's a thought I just had - would it be possible to add an option, in addition to "hard-lock at innocent", "hardlock at nympho", and "progression", to have her nympho-factor (or whatever you want to call it) reset on a per-level basis, so she could start off each level with the best of intentions, and then become corrupted over and over again? If you're going for 100% completion and leave it on "she decides", she hits nympho status really fast, and it'd be nice to re-corrupt her over and over again. (Why yes, I *am* a horrible person! :D)
thi
Newly Registered
 
Joined: Wed Dec 23, 2015 10:32 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Ivan-Aedler » Wed Dec 30, 2015 3:14 am

Just to say I am okay. I was just having some illnesses due to the hot temperatures and the fact I am helping my parents.
Prototype updated with more enemies working! SOON, I'll start checking levels! (the 'piston' animation will also change) ;)

I wont be answering PM's until day 1. Sorry, now its holiday time. And I will sleep in another home. But I can still work in the game. Slowly.

T3st Wrote:in fact, i did get the key, it's just another occurrence of a bug that i encounter quite often. When i interact with some objects (like the flagpole, the toilet seat, or the cannon), i just can't use options 3 and 4, it's quite weird, because it doesn't seem to occur with npc's like daisy.

I didnt understand. You are saying that, after interacting with flagpole, toilet seat and cannon, it DEACTIVATES he key? I will check all of those scenes anyway. Options 3 and 4 should work (well it was working before). But it might be a slower game there. The game should be fast enough (15 or more FPS) for the pressed keys to get registered in the game engine.

overlord5 Wrote:so does any one know unity here? as some of you know i have been trying for a while to help ivan now convert to AS3 classes. but since my main experience is with C#, most of what i write is C# which we then convert to as3 syntax

1 - I will talk to you better in 2016 because I am really full of jobs to do, also with the family :/
2 - Just remember I am learning Unity like sipping drips of a medicine. A very slow process, really. Like walking in a very very slow FPS (1fps?), otherwise, I'll end up crazy :/ I am full of tasks to do in the beginning of 2016. We need to get to the new mountain!
3 - Its better to open up a new thread about Unity in LOK. There are many places, like this ;)
viewforum.php?f=35

Then you can put a thread with this title:
UNITY game: exchanging ideas and code - Could someone help?

I can help you once I got a free time again, perhaps its just a logic problem.

Ivan-Aedler Wrote:Ivan, a bug with Peach's bathroom in her castle. I cant go out!

Hey Ivan-Aedler, nice to mee... hey, its me! :lol: Ok, so I've found my 'own bug'. Peach MIGHT BE getting herself locked up after pressing some of the bathroom buttons.
TO BE FIXED.


thi Wrote:Okay, 2 things: 1) Dude - AWESOME game. Seriously, it's amazing. All the props.

Thank you really!

thi Wrote:2) I'm fairly sure I'm just missing something simple, but everything indicates that you can carry a key in your butt. I haven't found a way to do this, though. Am I being dumb, or ..?

Peach needs to be a NYMPH to do this. That is, you need to fuck 10 or more enemies in a given level. But in newer levels, Peach will be 'pure' again, until you fuck 80 or more enemies in the entire game.
For example, if you fuck 20 in a level, 10 in another, 20 in another, 20 in another and 10 in another, Peach will be a nymph for the rest of the game! She will do many daring poses and expressions too ;)

thi Wrote:Adding a third - found a bug in ...I wanna say 3-2? If Birdo is above the ground level, she can drop a pearl that doesn't land on the ground and, thus, is not interact-with-able. I'm new to this forum, so I'm probably not doing this right, but I think I've attached a screenshot showing what I'm talking about.

TO BE FIXED.

TimUsher Wrote:Don't know if this has been mentioned before but every time I go to the x-naut base I get the same error in the same location. I take the second elevator and take a right and get an error every time I get close to the enemy. The rest of the base works perfectly well with no known errors.

The problem is with that X-naut code. Something is making a 'dead while loop'. Its an old bug I will fix better when in AS3, but I want to check it also in AS2.
TO BE FIXED.

thi Wrote:Hey, here's a thought I just had - would it be possible to add an option, in addition to "hard-lock at innocent", "hardlock at nympho", and "progression", to have her nympho-factor (or whatever you want to call it) reset on a per-level basis, so she could start off each level with the best of intentions, and then become corrupted over and over again? If you're going for 100% completion and leave it on "she decides", she hits nympho status really fast, and it'd be nice to re-corrupt her over and over again. (Why yes, I *am* a horrible person! :D)

Something like "Always Innocent in a new Level?" Yes, its possible, but again, this wont make her finish the game in innocent status anymore, once she gets 80 or more laids/fucks.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby thi » Wed Dec 30, 2015 5:14 am

Ivan-Aedler Wrote:Something like "Always Innocent in a new Level?" Yes, its possible, but again, this wont make her finish the game in innocent status anymore, once she gets 80 or more laids/fucks.


Right - I just think it'd be fun to "recorrupt" her in each level - or even each zone, if it came to that. I mean, yeah, it's fun when she's slutty and all, but the journey is sometimes more exciting than the destination, ifyouknowwhati'msayin'. ;)
thi
Newly Registered
 
Joined: Wed Dec 23, 2015 10:32 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby Train1305 » Wed Dec 30, 2015 6:47 pm

Hi Ivan, happy holidays.
User avatar
Train1305
 
Joined: Sun Feb 02, 2014 10:52 am

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby 7oneZ » Thu Dec 31, 2015 9:17 am

Hi. Awesome game, Im in awe. The thing is... you dont have the key scene in the gallery. The key scenes are my favourate ones... although the game needs more group scenes like the toad assembly or whatever it is. I actually like the level design and map but some of the obstacles are ridiculous. The waterfall logs take too long to respawn and too many toads in the castle being indecent. I think there's a way to not be lewd but its really hard, lol.
7oneZ
Newly Registered
 
Joined: Thu Dec 31, 2015 9:11 am

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby MPLDAM9919 » Sat Jan 02, 2016 8:08 am

Happy New Year Ivan. What do you have planned for the PuT project this year?
User avatar
MPLDAM9919
 
Joined: Wed Jun 06, 2012 5:23 am

AS3 UPDATED

Postby Ivan-Aedler » Sun Jan 03, 2016 4:19 am

Happy Holidays and Happy New Year!
(Although I havent any 'pure' holiday, at least we are alive!)

My Current Tasks:
-I got some time to finish up more Koopalings. I finished up WENDY in the last minutes, then I'll start to put LUDWIG (EDIT: DONE!) Wendy can move her mouth (talking to Peach).
I hope I can make her walk and 'embrace Peach' (an attack mode) in the next weeks/months.
-Then I want to add IGGY (a new Koopaling Scene by Blargh) to the current game (AS2) and to AS3.
-Then I'll start adjusting all levels for AS3 version! Once this is done, THE CONVERSION IS COMPLETE AND IT WILL BE IN PAGE 1. THE AS2 VERSION WILL BE VANISHED still be maintained, but as a legacy.
For me, this is one of the largest achievements of my life as a programmer.

I might update the AS2 version those starting days of January. I want to add Iggy, as said above.

thi Wrote:Right - I just think it'd be fun to "recorrupt" her in each level - or even each zone, if it came to that. I mean, yeah, it's fun when she's slutty and all, but the journey is sometimes more exciting than the destination, ifyouknowwhati'msayin'. ;)

So be it! Like I said, I am making it.

Train1305 Wrote:Hi Ivan, happy holidays.

Ty, for you too ;)

7oneZ Wrote:Hi. Awesome game, Im in awe. The thing is... you dont have the key scene in the gallery. The key scenes are my favourate ones... although the game needs more group scenes like the toad assembly or whatever it is. I actually like the level design and map but some of the obstacles are ridiculous. The waterfall logs take too long to respawn and too many toads in the castle being indecent. I think there's a way to not be lewd but its really hard, lol.

Hmm okay, I'll put the key scenes in the gallery (Peach button). You mean the one she uses the door to remove the key and when she puts it in her ass?
Its planned to have more groupal scenes.
I'll diminish the time for the logs to respawn.

MPLDAM9919 Wrote:Happy New Year Ivan. What do you have planned for the PuT project this year?

Happy New Year for you too : ) I hope people will fight less and we have more peace in the world!

Plans are:
- Total conversion to AS3 (its near!)
- Add Iggy scene from Blargh
- Make the rest of World 7 (7-6 and the airship) , then add the new boss (Roy).
- Add many more scenes I have in mind, and some requests, like the rock/cave scene and more enemies in 6-6.
- Start making World 8.
Last edited by Ivan-Aedler on Sun Jan 03, 2016 4:17 pm, edited 1 time in total.
User avatar
Ivan-Aedler
 
Joined: Fri Jun 03, 2011 6:34 am
Location: GMT -3

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Sun Jan 03, 2016 11:58 am

why not keep a link to the as2 version as legacy
User avatar
overlord5
 
Joined: Sat Jan 31, 2015 12:18 pm

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby kissofthehell » Mon Jan 04, 2016 7:46 pm

Looking forward to the finish of the AS3 version. On my old laptop that can run games like Saints Row couldnt run this flash game on even low. I had to use my newer laptop with 2 GT 750m in order to play it.
kissofthehell
 
Joined: Sun Aug 26, 2012 3:19 am

Re: Hentai: Peach's Untold Tale 2.4.11 (Dec 15/15)

Postby overlord5 » Mon Jan 04, 2016 9:32 pm

kissofthehell Wrote:Looking forward to the finish of the AS3 version. On my old laptop that can run games like Saints Row couldnt run this flash game on even low. I had to use my newer laptop with 2 GT 750m in order to play it.

gpu has nothing to do with it, flash is pritty much cpu only
User avatar
overlord5
 
Joined: Sat Jan 31, 2015 12:18 pm

PreviousNext

Return to Flash Projects



Who is online

Users browsing this forum: No registered users