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Re: A MiM hack (Game updated November 4, 2011)

Postby MadBobOmber » Mon Nov 14, 2011 3:55 pm

There are so many great ideas amongst everyone here. But Blargh probably has a lot to do in his daily routine, so he could probably use help, and if we want to see new levels, new enemies, etc., he might need people who could provide him with art assests, enemies, level props, even help with the programming. One man can't do it alone, so if you guys want to see new content, let's help him out!
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Re: A MiM hack (Game updated November 4, 2011)

Postby Giratina » Mon Nov 14, 2011 6:56 pm

I had an idea: the creation of a gang bang scene with the koopas :mrgreen:
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Re: A MiM hack (Game updated November 4, 2011)

Postby Bang It Up! » Tue Nov 15, 2011 1:28 am

Blargh Wrote:
Bang It Up! Wrote:Thanks for the link and already installed it, but... where is the location of the Player for me to use it?

It most likely installed to your browser. Pop open a flash file in the browser and right-click. At the bottom there'll be an "About Adobe Flash Player" and the version number that's installed. There should be a link somewhere on Adobe's site to download the player separately from the auto-install. Turns out it deleted the install .exe from my hard drive when it installed and didn't give me the option to use it without a browser. -_-


LOL, separate... I thought that installation included the Player as well. ¬_¬
Oh well... I guess I'll stick to my Projector, I'm pretty sure they're almost just the same.
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Re: A MiM hack (Game updated November 4, 2011)

Postby Blargh » Tue Nov 15, 2011 6:49 am

eldragon Wrote:
Blargh Wrote: I also don't have pieces for that area or connections to it, so it is a long ways off still. A pipe dream at the moment, if you will. ;)


you could put a pipe somewhere in the undergroundslevels, where you could find the fireshroom, so the pipe level starts there. you could also add a underwater level somewhere, where here enemys will be squids and jellyfish and as bossfight: octopus!!! :O
what do you think? :D

What I meant was, I have no pipes to lay pipe. Although, drawing a pipe should be easy enough. The actual piping can go anywhere, but you've got a good idea for where to place the warp pipe.

MadBobOmber Wrote:There are so many great ideas amongst everyone here. But Blargh probably has a lot to do in his daily routine, so he could probably use help, and if we want to see new levels, new enemies, etc., he might need people who could provide him with art assests, enemies, level props, even help with the programming. One man can't do it alone, so if you guys want to see new content, let's help him out!

Help would be awesome, as always! ^_^
Don't get me wrong, though. I enjoy adding new stuff to the game. Extra help just means stuff gets done faster, and I would surely add anything that I vetoed before that someone else makes. Now that I'm finally done with Dark Souls (116 hours playtime o_O, which is like 4-6 updates lost -_-), I can prepare for Skyward Sword next week get back to programming more stuff. >_>
<_<

Giratina Wrote:I had an idea: the creation of a gang bang scene with the koopas :mrgreen:

I had that idea too. I plan on having a gang bang scene for every enemy type eventually. I haven't quite decided on the reasoning, but I will most likely have them viewable at Peach's bed in something like a daydream sequence.
"Is that seriously the end of that story?"
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Re: A MiM hack (Game updated November 4, 2011)

Postby demi » Tue Nov 15, 2011 8:35 am

Sorry that I can't contribute, I just wanted to say I'm glad to see that this is still getting continually updated.

Being able to go back and re-visit the rest of the areas even after getting to Morton is a great feature.

What new enemies do you have in mind for future updates?
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Re: A MiM hack (Game updated November 4, 2011)

Postby eldragon » Tue Nov 15, 2011 10:17 am

MadBobOmber Wrote:There are so many great ideas amongst everyone here. But Blargh probably has a lot to do in his daily routine, so he could probably use help, and if we want to see new levels, new enemies, etc., he might need people who could provide him with art assests, enemies, level props, even help with the programming. One man can't do it alone, so if you guys want to see new content, let's help him out!

yeah, i know he could use help, and i would love to provide it. but because my flash skills are close to zero and my drawing isn't good enough to look someone elses drawing style, i can only provide ideas, just like i've been doing in the begin of this forum, sending Kalypso ideas and demonfiren. :P
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Re: A MiM hack (Game updated November 4, 2011)

Postby Mobius1 » Wed Nov 16, 2011 7:51 pm

Hey im not saying anything bad but you should constuct all the charictors with diffrent cum place ments to make it look better because the cum on other charictors bisides peach look out of place and made make the other charictors as detailed in face expretions
ps. my spelling sucks :cry:
(characters, different, besides, expressions)
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Re: A MiM hack (Game updated November 18, 2011)

Postby Blargh » Fri Nov 18, 2011 10:45 pm

New this update:
- Fixed the shoulder position when waking up at Continue
- The button to skip the endings should be easier to notice, but the message could still be better
- Added girlcum to many of the Goomba and Troopa scenes, plus the Morton scene
- Added Morton do-overs (he wakes up after you leave the castle)
* With the do-over, when text is turned off there's still a little blip of text before it disappears. Not sure how to stop that.
- Made a few small fixes to the Morton scene while I was in there
- You are now able to move after advancing the game (using Forward) while in a scene
- The power-ups in the castle area have been switched around or moved
* The raccoon suit is now above the first firewheel
* The dress's and poisonshroom's positions have been reversed
* The burnshroom's and fire flower's positions have been reversed
- Do-overs reset between areas now
- Added a splash screen for starting the game, viewing the gallery, or watching the credits.
- Added gallery mode (still under construction)
*I'll be adding Bowser, Virgin ending orgy, Whore ending orgy, and restrictions on scenes showing up in the gallery next time.

demi Wrote:Sorry that I can't contribute, I just wanted to say I'm glad to see that this is still getting continually updated.

Being able to go back and re-visit the rest of the areas even after getting to Morton is a great feature.

What new enemies do you have in mind for future updates?

BobOmbs (next update) and Bloopers (after adding an underwater level) for now. Any Mario enemy is possible in the future but requires them to be made first, so enemies already designed by the time I get around to adding new enemies get priority.

Mobius1 Wrote:Hey im not saying anything bad but you should constuct all the charictors with diffrent cum place ments to make it look better because the cum on other charictors bisides peach look out of place and made make the other charictors as detailed in face expretions
ps. my spelling sucks :cry:
(characters, different, besides, expressions)

I try to set the placement of items (not just cum) so that it fits with all models because it is FAR too much work to make it specific to each character. As Peach is the default, most elements are based on her dimensions and parts. Her hair and shoulders may get in the way of seeing how other elements overlap, but I try to do testing with Pikachu or other random characters to see how it looks with them as well.
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Re: A MiM hack (Game updated November 18, 2011)

Postby Lucky777 » Fri Nov 18, 2011 11:31 pm

I'm a fan. And yeah, the skip credits option does seem to be a bit more obvious now.

I ran into a strange glitch where Peach ended up not being able to move, though. After playing through and skipping the credits, I ran into a Koopa and ... Peach disappeared.

If I hit the down key, she reappeared, but no scene was playing, and hitting space did nothing.

Not sure if I can replicate it, or what was up with it.

Just figured I'd mention it, though.
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Re: A MiM hack (Game updated November 18, 2011)

Postby demi » Fri Nov 18, 2011 11:50 pm

Blargh Wrote:"BobOmbs"
"Bloopers"
"underwater level".

welp :shock:

Man, I can't help but admire your commitment and ambition.
Thanks for all the work you've done so far!
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Re: A MiM hack (Game updated November 18, 2011)

Postby DoggieDog52 » Sat Nov 19, 2011 1:56 am

I actually got the same glitch.

I also got another glitch where I finished the entire first level with all of the coins and goombas fucked yet for some reason I got the virgin ending.

I've also noticed that if you hit continue instead of start, whenever you head back to the first level it doesn't reset the Goomba count so it starts you off at 4 if you fucked all 4 of the koopas in the second level.

And I'm not sure if this is a glitch or not, but in the ending scenes after Morton you can't hit the arrow keys to advance the scene.

Still a very good update, sorry if I seem like I'm only posting to report glitches.
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Re: A MiM hack (Game updated November 18, 2011)

Postby Blargh » Sat Nov 19, 2011 2:08 am

Lucky777 Wrote:I'm a fan. And yeah, the skip credits option does seem to be a bit more obvious now.

I ran into a strange glitch where Peach ended up not being able to move, though. After playing through and skipping the credits, I ran into a Koopa and ... Peach disappeared.

If I hit the down key, she reappeared, but no scene was playing, and hitting space did nothing.

Not sure if I can replicate it, or what was up with it.

Just figured I'd mention it, though.

Well, that's my fault. I'll reupload shortly. I changed how enemy types were called, and I forgot to change the variable that was in charge of resetting the do-over counters. The no scene thing happened because it was trying to play a frame that didn't have a scene. -_-
EDIT: New version is up now, and I even re-uploaded the Mediafire version for once.
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Re: A MiM hack (Game updated November 18, 2011)

Postby Darkneon » Sat Nov 19, 2011 4:00 am

I love the Peach Zero Suit costume and the Mario Kart costumes *drools* I love suits like that
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Re: A MiM hack (Game updated November 18, 2011)

Postby Strange » Sat Nov 19, 2011 2:08 pm

Hey, i think i have an idea. What if you replace all checkpoints by the Mario Cart characters? Then you should remove Toadette from the peach chamber, i guess.
P.S. Sorry for my bad english. I think i know that language not so good as i want to.
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Re: A MiM hack (Game updated November 18, 2011)

Postby Lucky777 » Sat Nov 19, 2011 5:00 pm

Thankye for the re-up, sir.

But although it fixed the problem with the disappearing Peach, fucking all the goombas DOES still result in the virgin Morton scene, as Doggie Dog reported.

With the view gallery option existing, it's not a pressing problem at all, but it's something ye might want to look into before next time.
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Re: A MiM hack (Game updated November 18, 2011)

Postby Blargh » Sat Nov 19, 2011 11:01 pm

demi Wrote:
Blargh Wrote:"BobOmbs"
"Bloopers"
"underwater level".

welp :shock:

Man, I can't help but admire your commitment and ambition.
Thanks for all the work you've done so far!

I've found it to be quite fun, and a good experience with programming. ^_^

DoggieDog52 Wrote:I actually got the same glitch.

I also got another glitch where I finished the entire first level with all of the coins and goombas fucked yet for some reason I got the virgin ending.

I've also noticed that if you hit continue instead of start, whenever you head back to the first level it doesn't reset the Goomba count so it starts you off at 4 if you fucked all 4 of the koopas in the second level.

And I'm not sure if this is a glitch or not, but in the ending scenes after Morton you can't hit the arrow keys to advance the scene.

Still a very good update, sorry if I seem like I'm only posting to report glitches.

The virgin ending was from the same issue, and I missed it as well. Since I also somehow missed this post before replying to Lucky777 it wasn't fixed at the same time. Fortunately, it's not as game-breaking as getting stuck in a scene, so I think I can leave that fix until next time? Also, please report away. I don't mind if all you do is complain about the game (I could name names <_<), since that means there's something wrong that people aren't enjoying.

The laid count doesn't reset between areas, so even if you only got 9/10 Goombas in the first Mushroom Kingdom, the next enemy (ie: Koopa Troopa) you hit will increase the counter to 10 and activate Star speed. It's just easier to notice going the other way since 4 koopas aren't enough to activate the Star speed on the way back.

And, I still haven't gotten around to fixing the arrow-key advancing in the endings. I'm sure it's in my to-do list somewhere....>_>

Darkneon Wrote:I love the Peach Zero Suit costume and the Mario Kart costumes *drools* I love suits like that

By all means, send a PM to Digfree and LuftMallow and let them know directly. ^_^

Strange Wrote:Hey, i think i have an idea. What if you replace all checkpoints by the Mario Cart characters? Then you should remove Toadette from the peach chamber, i guess.
P.S. Sorry for my bad english. I think i know that language not so good as i want to.

You want to replace all checkpoints with the Mario Kart characters? Yeah, I don't think I'm understanding the request. Um, try listing the changes in point form?

Lucky777 Wrote:Thankye for the re-up, sir.

But although it fixed the problem with the disappearing Peach, fucking all the goombas DOES still result in the virgin Morton scene, as Doggie Dog reported.

With the view gallery option existing, it's not a pressing problem at all, but it's something ye might want to look into before next time.

It's because of the same problem with the Koopas. It'll be working next time. Hopefully, there aren't too many complaints about it. :?
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Re: A MiM hack (Game updated November 18, 2011)

Postby Darkneon » Sat Nov 19, 2011 11:29 pm

Alright, I'll let them know, maybe they'll make some more models with catsuits >w>
How do you make dark neon you ask? Well the answer is simple, even I don't know.

Hypnosis fanatic here :P
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Re: A MiM hack (Game updated November 18, 2011)

Postby SFFan » Sun Nov 20, 2011 2:54 am

stupid question, but where does one go to find the updated versions? :oops:
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Re: A MiM hack (Game updated November 18, 2011)

Postby Blargh » Sun Nov 20, 2011 3:17 am

SFFan Wrote:stupid question, but where does one go to find the updated versions? :oops:

First post on page 1.
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Re: A MiM hack (Game updated November 18, 2011)

Postby SFFan » Sun Nov 20, 2011 3:44 am

see? told ya i had a stupid question :lol:
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