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

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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby Shardoom » Tue Aug 09, 2016 5:57 am

Sorry Ivan but that fullscreen button didn't do anything. (Didn't work at all actually)
The problem isn't *when* the game goes fullscreen, it's that you've set it to go fullscreen in 4:3 mode, without adding black borders to the edges. (letterbox style)
So anyone with a widescreen monitor (which are likely the majority these days) are going to have the top and bottom of their screens cropped. This area unfortunately also holds a lot of the important game information lol
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby BinaryHedgehog » Tue Aug 09, 2016 4:18 pm

Ant1989 Wrote:Guys, I think it best to stop making homages and fan games, this is a legal minefield. Another Metroid 2 Remake, a fangame made by DoctorM64 has just received a DMCA just after being reliased. Thanks God I got my copy, but He would avoid these issues if he had not used a Metroid Title and just the general idea. By the way, if you like the genre, google for it, it is best game I ever played.

I think we can argue parody on this, so it could be safe, in theory.
Pervy, perv, perv!
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby Ivan-Aedler » Wed Aug 10, 2016 2:21 am

So I am making worldmap 8. Here is what we have so far... (thanks MPLDAM for the idea!)

worldmap8.jpg
worldmap8.jpg (66.07 KiB) Viewed 2040 times

I will replace that palace miniature for 'Bowser Castle' minuature, a new asset.
I may create more levels (those 'hand snap' ones in SMB3) between those IN PROGRESS Levels.
I may even create other areas (small worldmap warps) with corridors and pipes, in order to search for more levels or bonuses but I cant promise this until all normal levels are made.
The first level to be made is Bowser Castle!

Ant1989 Wrote:Guys, I think it best to stop making homages and fan games, this is a legal minefield. Another Metroid 2 Remake, a fangame made by DoctorM64 has just received a D*MCA just after being released. Thanks God I got my copy, but He would avoid these issues if he had not used a Metroid Title and just the general idea. By the way, if you like the genre, google for it, it is best game I ever played.

Wow, I've heard about Metroid 2. It was a really good news (This metroid release), after more than 8 years developing! But I am so sad about the DMCA.
Just think with me. The corporations make games where millions of fans end loving it. Tons of people buy their titles and then the owners got very rich. Then they turn all of them into slaves all of a sudden when someone use their creativity to create something the corporations havent done anymore? And for free? Its a shame, at least!
In some forums, people are saying: 'Metroid is hardly one of their more valuable franchises. Fan enthusiasm is desperately needed to revive it, and Nintendo corporate decided shooting themselves in the foot was the best option', and 'Shutting down fan works is just attacking your most dedicated customers, it's bad for PR and will have a bad effect on sales.' People are saying that: 'Sincerely, the best option for Nintendo now, it's buy AM2R. It's a 10/10 game, it's finished, they don't need waste money for make a Remake for Metroid 2 because AM2R it's the better posible remake can ever exist.'

I am not worried about parodies (adult or non adult) because we have many other games in the world which are parodies (some of them well made). Newsgrounds is a place where you can find tons of them.
Its not bad to be creative and do what the corporations didnt. The problem is when the developers start selling those games without permission, or copying entire assets (a full copy and paste), which is ugly. If you're a fan, you can make a parody (with your own art from scratch). Why copying everything?

Shardoom Wrote:Sorry Ivan but that fullscreen button didn't do anything. (Didn't work at all actually)

I am sorry about this problem you're having. I am actually hating Flash.
Well I've used many hours of research and I've put those buttons (which really worked around here).
But in certain browsers, it doesnt work, this is a limitation with the browser.

Shardoom Wrote:The problem isn't *when* the game goes fullscreen, it's that you've set it to go fullscreen in 4:3 mode, without adding black borders to the edges. (letterbox style). So anyone with a widescreen monitor (which are likely the majority these days) are going to have the top and bottom of their screens cropped. This area unfortunately also holds a lot of the important game information lol

I use this code in the game:
Code: Select All Code
if (St.stage.displayState == StageDisplayState.FULL_SCREEN_INTERACTIVE) {
     St.stage.scaleMode=StageScaleMode.SHOW_ALL;
}else {
   St.stage.scaleMode=StageScaleMode.NO_BORDER;
}

This works in fullscreen in a widescreen monitors because it does create the black borders (SHOW_ALL creates it)
But only if you press the button, or control+F (again, in Flash Player standalone).
I tried to make this work in chrome, but it seems it isnt working in some installments.

The only problem with this code is that when you double click in the window (to maximize it), this wont add the black borders.
There is no workarounds so far (that I know of).
Last edited by Ivan-Aedler on Wed Aug 10, 2016 4:49 am, edited 1 time in total.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby MPLDAM9919 » Wed Aug 10, 2016 3:20 am

Ivan-Aedler Wrote:So I am making worldmap 8. Here is what we have so far... (thanks MPLDAM for the idea!)

worldmap8.jpg

I will replace that palace miniature for 'Bowser Castle' minuature, a new asset.
I may create more levels (those 'hand snap' ones in SMB3) between those IN PROGRESS Levels.
I may even create other areas (small worldmap warps) with corridors and pipes, in order to search for more levels or bonuses but I cant promise this until all normal levels are made.
The first level to be made is Bowser Castle!

The map looks great! Though I suggest you change the castle graphic for this world. Maybe make it gray or something.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby random_user » Wed Aug 10, 2016 3:23 am

Ivan-Aedler Wrote:I use this code in the game:
Code: Select All Code
if (St.stage.displayState == StageDisplayState.FULL_SCREEN_INTERACTIVE) {
     St.stage.scaleMode=StageScaleMode.SHOW_ALL;
}else {
   St.stage.scaleMode=StageScaleMode.NO_BORDER;
}

This works in fullscreen in a widescreen monitors because it does create the black borders (SHOW_ALL creates it)
But only if you press the button, or control+F (again, in Flash Player standalone).
I tried to make this work in chrome, but it seems it isnt working in some installments.

The only problem with this code is that when you double click in the window (to maximize it), this wont add the black borders.
There is no workarounds so far (that I know of).


Since there is no better solution for now, could you upload two versions of the game? one with StageScaleMode.SHOW_ALL as default for chrome users? that would be awesome.

Thanks in advance.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby Ivan-Aedler » Wed Aug 10, 2016 3:33 am

MPLDAM9919 Wrote:The map looks great! Though I suggest you change the castle graphic for this world. Maybe make it gray or something.

As always, it looks like you dont read all my text hehe.
Lets go there again...."I will replace that palace miniature for 'Bowser Castle' miniature, a new asset."

random_user Wrote:Since there is no better solution for now, could you upload two versions of the game? one with StageScaleMode.SHOW_ALL as default for chrome users? that would be awesome. Thanks in advance.

Hmm better! I'll create a button to force it SHOW_ALL when not in fullscreen. (WORKING on it NOW)
EDIT: DONE! Please test it again. You need to go to the OPTIONS SCREEN and activate 'FORCE 16:9 MAXIMIZED' button.
Last edited by Ivan-Aedler on Wed Aug 10, 2016 4:03 am, edited 1 time in total.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby MPLDAM9919 » Wed Aug 10, 2016 3:48 am

Ivan-Aedler Wrote:
MPLDAM9919 Wrote:The map looks great! Though I suggest you change the castle graphic for this world. Maybe make it gray or something.

As always, it looks like you dont read all my text hehe.
Lets go there again...."I will replace that palace miniature for 'Bowser Castle' miniature, a new asset."


o_0 .....Oops. I didn't see that part. Sorry Ivan. Do you want me to start 8-2's layout soon?
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby Ivan-Aedler » Wed Aug 10, 2016 4:06 am

Game Updated!
- NEW: Worldmap 8! To reach it, just beat the Koopaling of World 7 and activate the bunker. You can wander around there, but no levels yet. There are also new objects: the 'golden lockers' (like SMB3). In order to trespass them, you will need to unlock then by going into certain levels and leave them with a given key in the future. That miniature palace there will be Bowser Castle (I am still making the new miniature). First level will be Bowser Castle, so people can play inside it and see Mario locked in a cell. For now, Mario is outside, so you can end the game normally.
- NEW: 'Full Screen' buttons in the loader screen and in the options screen ('ENGINE' header). Also, 'Force 16:9 maximized' for those who use a browser like chrome, but want to go 'full screen' (which is actually a maximized mode).

MPLDAM9919 Wrote:o_0 .....Oops. I didn't see that part. Sorry Ivan. Do you want me to start 8-2's layout soon?

You can ;) Just be aware of the sketches in the email, just to try to keep the idea (it will be an underground level with 'giant yellow trunks' that can crush the princess).
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby Screwbucket » Wed Aug 10, 2016 4:45 am

I went into the Shyguy village after getting my hands on the Shyguy outfit in game...was really hoping something different would happen if I was wearing it! XD

Also, is there a guide for this game floating around? Porn game guides...not exactly the most common thing in the world. XD

Love the game, keep it up, man!
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby Screwbucket » Wed Aug 10, 2016 5:05 am

Oh! Something just occurred to me!

Instead of releasing the pure .swf file, would it be possible to release some sort of application version of it? Stand alone, launches within its own window? Off the top of my head, the porn game Simbro does something like that, I believe.

Also, this is just a loose idea as I have no idea how your code is structured, but I thought of two potential safeguard to prevent animation related bugs. I say potential because while I have encountered something related to these, I'm not sure if it's on my end or not.

1: During animations that involve moving between screens (ie: entering a pipe/door, leaving a pipe/door), make it so that you cannot bring up the menu until the animation has completed.

2: Again, I'm not sure how this one might apply as I don't know how you transition from a normal state to a sex animation state and back again, but I hope this could still lend some use. When you enter a sex animation, keep track of where the player was standing. Next, add an "Abort Animation" button in the enter menu (where the emergency return to world map button is) which skips to the very end of the animation and ends it. If there's no script that might lead the stage to fade to white and end anyway, return the player to the last point they were standing before the animation began. To prevent abuse and people just spamming this to "speed run" through animations, you can set it so that the animation that you just aborted does not count towards the gallery or counter (in the event that said animation adds a value to a counter which adds additional scenes to that enemy). If your character is STILL stuck after doing that, not being in the middle of an animation should ensure that you can use the emergency jump off a cliff button, lose a life, and return to your last checkpoint. For me, there have been two instances where an animation caused problems, both in world 3. The football Kupa and the guy in the clouds fishing with dildos. While what I'm proposing might not fix instances where these bugs can occur directly, it would give players a means of aborting broken animations without having to restart the level or, worst case scenario, reload the game.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby random_user » Wed Aug 10, 2016 5:07 am

Ivan-Aedler Wrote:EDIT: DONE! Please test it again. You need to go to the OPTIONS SCREEN and activate 'FORCE 16:9 MAXIMIZED' button.


Tested and working with black bars, awesome, now it can be played in fullscreen again =), keep up the good work.

EDIT: Actually, the menu is perfect, but the ingame overlay (score, stats, etc) is still cropped, maybe these are in another screen?
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 7/16)

Postby Shardoom » Wed Aug 10, 2016 7:56 am

random_user Wrote:
Ivan-Aedler Wrote:EDIT: DONE! Please test it again. You need to go to the OPTIONS SCREEN and activate 'FORCE 16:9 MAXIMIZED' button.


Tested and working with black bars, awesome, now it can be played in fullscreen again =), keep up the good work.

EDIT: Actually, the menu is perfect, but the ingame overlay (score, stats, etc) is still cropped, maybe these are in another screen?


I can confirm this unfortunately, it's nearly there. just needs that setting to apply in game as well as the menu's.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby DAT LUIGI FAN » Wed Aug 10, 2016 2:32 pm

Hello. Can I have Peach's and Toadella's Sprites? I'd like to use them in MUGEN Engine.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby sirR0BIN » Wed Aug 10, 2016 6:20 pm

cannon seems broken, will only set for world 2, even with cheats activated
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby Ivan-Aedler » Thu Aug 11, 2016 1:45 am

Screwbucket Wrote:I went into the Shyguy village after getting my hands on the Shyguy outfit in game...was really hoping something different would happen if I was wearing it! XD

Perhaps I can think about this to put more love in this level. But if you play as a Shygirl, shyguys will come faster towards you, with hearts!

Screwbucket Wrote:Also, is there a guide for this game floating around? Porn game guides...not exactly the most common thing in the world. XD

Not that I've heard of, but yes, it could be useful to have a walkthrough. Although its better to finish the game first (otherwise the person who made the walkthrough will have to update it when world 8 is completed).

Screwbucket Wrote:Love the game, keep it up, man!

I will do my best, thanks!

Screwbucket Wrote:Oh! Something just occurred to me! Instead of releasing the pure .swf file, would it be possible to release some sort of application version of it? Stand alone, launches within its own window? Off the top of my head, the porn game Simbro does something like that, I believe.

Well, I used to launch an exe version (you can check in page 1) but its a bit outdated (3.16 if I remember). I can keep making those for you guys to play.

Screwbucket Wrote:Also, this is just a loose idea as I have no idea how your code is structured, but I thought of two potential safeguard to prevent animation related bugs. I say potential because while I have encountered something related to these, I'm not sure if it's on my end or not. 1: During animations that involve moving between screens (ie: entering a pipe/door, leaving a pipe/door), make it so that you cannot bring up the menu until the animation has completed.

This is easy to make. I just havent put that flag because of the priorities and the fact no one (even myself) havent noticed any bug so far. I'll check that.

Screwbucket Wrote:2: Again, I'm not sure how this one might apply as I don't know how you transition from a normal state to a sex animation state and back again, but I hope this could still lend some use. When you enter a sex animation, keep track of where the player was standing. Next, add an "Abort Animation" button in the enter menu (where the emergency return to world map button is) which skips to the very end of the animation and ends it. If there's no script that might lead the stage to fade to white and end anyway, return the player to the last point they were standing before the animation began. To prevent abuse and people just spamming this to "speed run" through animations, you can set it so that the animation that you just aborted does not count towards the gallery or counter (in the event that said animation adds a value to a counter which adds additional scenes to that enemy). If your character is STILL stuck after doing that, not being in the middle of an animation should ensure that you can use the emergency jump off a cliff button, lose a life, and return to your last checkpoint. For me, there have been two instances where an animation caused problems, both in world 3. The football Kupa and the guy in the clouds fishing with dildos. While what I'm proposing might not fix instances where these bugs can occur directly, it would give players a means of aborting broken animations without having to restart the level or, worst case scenario, reload the game.

Hmmmmmm you're right! Well, in Flash, each 'class instance' has its own 'scope' in regard to execution, so when an animation crashes (due to unkonwn causes), if only that scene requires do go until the end to unlock Peach, it wont get to the end due to the crash. The game still works but the princess would never be free. This really annoyed people (AND ME!), so I already thought about that short circuit, like in this snippet:
Code: Select All Code
 
 if (Player.withCreature) {//if she died during an active enemy scene, put it in GotoAndStop(1), like in Zess T and all NON-SCENE MAIN creatures.
     //TODO: In As3, I still need to reinforce the 'init()' function which will make movement=true again, etc.
      withCreature.gotoAndStop(1);
  }
  withCreature=null; //free it.


I just need to figure out a way to activate this with the 'Abort Current Scene' button idea you told. But I may still not work with some scenes. Thats because there are creatures where I need to set other variables. Although I kind of created 'identical behavior' to flags like notice, alive and sex, there are 'alien scenes' which requires more than 'going to the first frame'. I'll be putting the 'already unlock the current scene' when clicking 'Exit (or Press CTRL), then checking if it works well with buggy scenes like Lakitu (the cloud one)

Thanks for the ideas!

random_user Wrote:Tested and working with black bars, awesome, now it can be played in fullscreen again =), keep up the good work. EDIT: Actually, the menu is perfect, but the ingame overlay (score, stats, etc) is still cropped, maybe these are in another screen?

EDIT: FIXED!

DAT LUIGI FAN Wrote:Hello. Can I have Peach's and Toadella's Sprites? I'd like to use them in MUGEN Engine.

I will PM you tomorrow.

sirR0BIN Wrote:cannon seems broken, will only set for world 2, even with cheats activated

Could you please tell me what you did? Did you saved the game then loaded it later? I will be burning my brains off until finding that annoying bug!
Last edited by Ivan-Aedler on Thu Aug 11, 2016 4:29 am, edited 1 time in total.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby random_user » Thu Aug 11, 2016 2:15 am

Ivan-Aedler Wrote:
random_user Wrote:Tested and working with black bars, awesome, now it can be played in fullscreen again =), keep up the good work. EDIT: Actually, the menu is perfect, but the ingame overlay (score, stats, etc) is still cropped, maybe these are in another screen?

No, they all use the same screen. Have you tried to just go to the pause screen, the leave it again to 'refresh' it? I'll check that either way.


Ok, after retesting, here is what I think its happening: when you enter in-game you are forcing the StageScaleMode.NO_BORDER again, at least this is what happening to me, so when I press ctrl (menu) the menu is also cropped gain, then I go to settings > click on the fullscreen fix. Everything is ok in the menu, but as soon as I close the ctrl (menu) it goes back to StageScaleMode.NO_BORDER again.

PS: Also the fullscreen interface menu button in settings is actually working, but it never saves the state to ON (when closing the game it goes back of off), maybe when going back to game you re-checks the cache settings and since it was not set to ON it goes back to OFF? Could also be the case. Even if this is not the case, I think that being able to save this is also a better behavior, since everything else in the settings is saved.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby Ivan-Aedler » Thu Aug 11, 2016 2:53 am

random_user Wrote:Ok, after retesting, here is what I think its happening: when you enter in-game you are forcing the StageScaleMode.NO_BORDER again, at least this is what happening to me, so when I press ctrl (menu) the menu is also cropped gain, then I go to settings > click on the fullscreen fix. Everything is ok in the menu, but as soon as I close the ctrl (menu) it goes back to StageScaleMode.NO_BORDER again. PS: Also the fullscreen interface menu button in settings is actually working, but it never saves the state to ON (when closing the game it goes back of off), maybe when going back to game you re-checks the cache settings and since it was not set to ON it goes back to OFF? Could also be the case. Even if this is not the case, I think that being able to save this is also a better behavior, since everything else in the settings is saved.

Okay, GRANTED! I am fixing it and the game will be updated in the next hour with the fix and with the possibility to save it!
EDIT: DONE!
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby Screwbucket » Thu Aug 11, 2016 3:00 am

I'm noticing that the longer I play the game, the slower it gets. This would suggest a memory leak, so I'm curious how you (or flash) handles junk collection and processing. Like...when you finish with a resource or object, how does the program clear out its reference and prevent game slowdown?

I ask because I've noticed that, sometimes, enemies seem to persist after leaving the room they cummed to death in (hehe...what a way to go...). For example, sometimes, when I enter pots, enemies from the room "above" me fall through the floor and into the pot room I'm in or even beyond the pot's walls and into oblivion. It made me curious as to how long they were being kept around in the game's memory.

Something that could go a long way towards optimization for slower computer's is the addition of an option that automatically removes the bodies of enemies (perhaps with the caveat that ts only applies to non-essential/boss/named NPC's) from the field after you leave the room instead of (I hope) after the level has been completed. While somewhat minor, some enemies (like the ShyGuys, Flurries, and Goombas) can spawn into a room in large numbers and while a few bodies might not make that big of an impact, a few dozen in several rooms could. Of course, this is pure speculation as I'm not sure how much of the game's resources are spent rendering NPC's, let alone dead ones. Couldn't hurt to test and find out.


On another note, I have no idea why, but my computer (that, while many years old at this point is built for gaming. I'm running an NVIDIA GeForce 970 for god sakes!) always seems to chug on flashplayer games for whatever reason and I have to frequently lower the quality down to medium. I have no idea why. So maybe my issues with an apparent memory leak is actually being caused by my tower? But...yeah.
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 10/16)

Postby Ivan-Aedler » Thu Aug 11, 2016 4:58 am

Screwbucket Wrote:I'm noticing that the longer I play the game, the slower it gets. This would suggest a memory leak, so I'm curious how you (or flash) handles junk collection and processing. Like...when you finish with a resource or object, how does the program clear out its reference and prevent game slowdown?

I use listeners. There are levels with more than 500 listeners (you can use PAGE DOWN key to check for those numbers - debug mode).
A leak in Flash is generally related to those listeners. They cant grow, like 800, or worse, during a huge gameplay.
I treated those when I converted the game to AS3 back in March, but I am noticing certain screens might be causing the problem again, like going in and out of pause screen.
EDIT: FIXED (at least the listener counters are not increasing over and over when going to pause/gallery). Have to test more.

Screwbucket Wrote:I ask because I've noticed that, sometimes, enemies seem to persist after leaving the room they cummed to death in (hehe...what a way to go...). For example, sometimes, when I enter pots, enemies from the room "above" me fall through the floor and into the pot room I'm in or even beyond the pot's walls and into oblivion. It made me curious as to how long they were being kept around in the game's memory.

This is not related to leaking, but the gravity glitch. The gravity is not 100% yet until I find the real culprit (perhaps a new camera code). When they fall and go to the void, they are destroyed. You can also check for 'enemies in the level' using debug mode (the variable name is 'Creature Poll'). During long periods in a level, you can notice they tend to go to 0 (they dont grow undefinitely).

Screwbucket Wrote:Something that could go a long way towards optimization for slower computer's is the addition of an option that automatically removes the bodies of enemies (perhaps with the caveat that ts only applies to non-essential/boss/named NPC's) from the field after you leave the room instead of (I hope) after the level has been completed. While somewhat minor, some enemies (like the ShyGuys, Flurries, and Goombas) can spawn into a room in large numbers and while a few bodies might not make that big of an impact, a few dozen in several rooms could. Of course, this is pure speculation as I'm not sure how much of the game's resources are spent rendering NPC's, let alone dead ones. Couldn't hurt to test and find out.

Yeah, I am aware of the bodies. When they 'die', bodies get recycled when they surpass 30 (so it wont go to 31, 32, etc). I dont know 30 is a large number, because when they die, a reeeeeeeeally low footprint function keeps playing (who checks gravity and do-over scenes).

Screwbucket Wrote:On another note, I have no idea why, but my computer (that, while many years old at this point is built for gaming. I'm running an NVIDIA GeForce 970 for god sakes!) always seems to chug on flashplayer games for whatever reason and I have to frequently lower the quality down to medium. I have no idea why. So maybe my issues with an apparent memory leak is actually being caused by my tower? But...yeah.

Flash is not optimized for GPU due to the fact vectors cant be 'rendered' directly in GPU. Only by using triangles that 'approximates' a vector. Flash didnt do it yet. So even in a Core i7, levels like 1-1 is a pain in some areas (even with a small amount of enemies in the screen). It was worse in AS2 version, but I optimized them in a way to spare CPU. In the near future, I want to use 'SIGNALS' (better than default listener in Flash), which is a plugin for AS3 which deals better with many things happening in large levels (not only regarding creatures).
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Re: Hentai: Peach's Untold Tale 3.18 (Aug 11/16)

Postby DAT LUIGI FAN » Thu Aug 11, 2016 8:14 am

Thanks Ivan. Keep up the good work.
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