MiM (hacked) - On Hiatus since Feb 17, 2013

This is the place to post your own creative works for other to play or give feedback on!
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

Re: MiM (hacked) - Game updated January 3, 2012

Postby Lucky777 » Mon Jan 09, 2012 2:42 am

If I had to choose between timer and the current situation, I'd choose the current situation.

Like I said, with enough attention to NOT blundering into other powerups, you can keep your movement upgrades.

With a timer, the upgrade would just disappear after a set time, no matter what you try to do.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: MiM (hacked) - Game updated January 3, 2012

Postby Biles » Mon Jan 09, 2012 5:23 am

Would it be too much encoding work to add in an inventory to keep stacked power items?
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby djxbyrne » Mon Jan 09, 2012 11:28 pm

"Why would you be surprised there isn't a Cortana sprite? Do you know of any? I don't. If you can find one, though, I'll add her."

Well I don't see why we can't ask one of the many tallented artists here to design one.
The wise allways win
User avatar
djxbyrne
 
Joined: Sat Sep 25, 2010 2:33 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby DoggieDog52 » Tue Jan 10, 2012 1:19 am

I'm pretty positive corta had one before he disappeared. There's one in corta's platformer but I'm not sure how you'd use it unless you cut out each part manually. If it was added to his more recent template you could probably use it.
User avatar
DoggieDog52
 
Joined: Sat Aug 13, 2011 5:51 pm

Re: MiM (hacked) - Game updated January 3, 2012

Postby djxbyrne » Tue Jan 10, 2012 1:28 am

There is a spartan one, I didn't see a Cortana one.

Wish I knew the names of all the artists here, to ask one of them to whip one up. :P
The wise allways win
User avatar
djxbyrne
 
Joined: Sat Sep 25, 2010 2:33 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby Blargh » Tue Jan 10, 2012 6:06 am

Lucky777 Wrote:If I had to choose between timer and the current situation, I'd choose the current situation.

Like I said, with enough attention to NOT blundering into other powerups, you can keep your movement upgrades.

With a timer, the upgrade would just disappear after a set time, no matter what you try to do.

Okay, so no timer, but I'll make the penalty for falling in a pit at least. But there still needs to be a convenient way to remove it so that other power-ups can still be grabbed. >_> I want to use the power-ups for puzzles eventually, and I don't want people locked out.

Biles Wrote:Would it be too much encoding work to add in an inventory to keep stacked power items?

I just don't really want to deal with an inventory system, is all. <_<

DoggieDog52 Wrote:I'm pretty positive corta had one before he disappeared. There's one in corta's platformer but I'm not sure how you'd use it unless you cut out each part manually. If it was added to his more recent template you could probably use it.

Just the Spartan. No Cortana anywhere in there.

djxbyrne Wrote:There is a spartan one, I didn't see a Cortana one.

Wish I knew the names of all the artists here, to ask one of them to whip one up. :P

There's a credits page in MiM that has all the model artists in a list. :roll:
"Is that seriously the end of that story?"
User avatar
Blargh
 
Joined: Fri Dec 10, 2010 3:11 am
Location: Calgary

Re: MiM (hacked) - Game updated January 3, 2012

Postby Axin » Tue Jan 10, 2012 6:34 am

Had some problems with the gallery. The Morton parts of the gallery sometimes skip text and animations they follow the returning to Morton animations rather then their own. Other then that at this point I love the game.
Signatures are for nerds.
User avatar
Axin
Newly Registered
 
Joined: Wed Jan 04, 2012 9:55 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby raziel321 » Tue Jan 10, 2012 8:14 am

Blargh Wrote:
Lucky777 Wrote:If I had to choose between timer and the current situation, I'd choose the current situation.

Like I said, with enough attention to NOT blundering into other powerups, you can keep your movement upgrades.

With a timer, the upgrade would just disappear after a set time, no matter what you try to do.

Okay, so no timer, but I'll make the penalty for falling in a pit at least. But there still needs to be a convenient way to remove it so that other power-ups can still be grabbed. >_> I want to use the power-ups for puzzles eventually, and I don't want people locked out.


You could use a button for picking up lower power ups. So, when you run into a higher upgrade it's taken by default and when you run into a lower one it stays there. But if you choose to take the lower power up you could press a button (Space or something) and then you'll take the lower one.
I don't think that one locks people out. And if you introduce space as the universal use-key (for buttons and so on) even less.
raziel321
 
Joined: Wed Nov 09, 2011 7:48 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby 肉まんマン » Tue Jan 10, 2012 10:32 am

Lucky777 Wrote:The main point is just that when you fuck up and run into a lower tier powerup when you already HAVE the top-tier star powerup, it's irritating. For example, in actual mario games, when you have a fireflower, eating a mushroom doesn't drop you all the way back down to mushroom status.
If it did, that'd make the POWERUPS into the things you wanted to avoid in general, and not just the "poison mushrooms" that kill you in actual Mario games.

On the other hand, peeps might WANT to be able to lose the star powerup for the lower tier ones, in case they like the outfits and didn't want to change them, or in case they want to see how the game plays at super burn speed, which I think is faster than star speed, or in case they just want to see how any other powerup plays.
That's why I suggest something that can be toggled either to leave the situtation as it is now, or have the star powerup override the lower tier ones, at will.


Put it that way, I can see your point and I agree 100% with you. Like raziel above me said, I think a key such as space for picking up items would be a good idea.
肉まんマン
 
Joined: Wed Mar 03, 2010 5:15 am
Location: 東京都

Re: MiM (hacked) - Game updated January 3, 2012

Postby Blargh » Tue Jan 10, 2012 10:40 pm

Axin Wrote:Had some problems with the gallery. The Morton parts of the gallery sometimes skip text and animations they follow the returning to Morton animations rather then their own. Other then that at this point I love the game.

Can you break that down a bit better? I'm not understanding the details, and I don't see anything immediately wrong.

raziel321 Wrote:You could use a button for picking up lower power ups. So, when you run into a higher upgrade it's taken by default and when you run into a lower one it stays there. But if you choose to take the lower power up you could press a button (Space or something) and then you'll take the lower one.
I don't think that one locks people out. And if you introduce space as the universal use-key (for buttons and so on) even less.

肉まんマン Wrote:Put it that way, I can see your point and I agree 100% with you. Like raziel above me said, I think a key such as space for picking up items would be a good idea.

Okay, I'll see your reasonablility and raise you a press space to interact with enemies too. >_>

Now, hear me out. Since space activates masturbation, wouldn't it make sense that Peach needs to get in the mood/attract attention before screwing an enemy, given her initial reluctance? It makes her into the intiator, which also works with how she starts many scenes by going straight for the enemies' junk. And I've always had more masturbation scenes planned, but it would be easier if I just made one long scene and restrict how far it goes by number of enemies laid (which hits max at 10).
Bosses and other story-required elements (like the Chancellor) would remain something that you just run into, though. <_<

Ooh. I also just had an idea to show Star power. I could add an aura (like the throne's, but see-through) that disappears with the character when you go into a sex scene so it doesn't get in the way.
"Is that seriously the end of that story?"
User avatar
Blargh
 
Joined: Fri Dec 10, 2010 3:11 am
Location: Calgary

Re: MiM (hacked) - Game updated January 3, 2012

Postby Lucky777 » Tue Jan 10, 2012 11:58 pm

Blargh Wrote:Ooh. I also just had an idea to show Star power. I could add an aura (like the throne's, but see-through) that disappears with the character when you go into a sex scene so it doesn't get in the way.


I like this, actually, as long as it's just the aura that disappears when you get a sex scene, and not the powerup. ....Also maybe have an option to hide the aura, for the
benefit of slower computers.
Mine can PROBABLY manage, but it's 5 years old. Gotta think about the saps with ones that are like ... 6 or 7 years old and shit.


Blargh Wrote:Space to interact with enemies


I personally do like the scenes being initiated just by running into the enemies, honestly.

Blargh Wrote: One masturbation loop, with further loops unlocked by laying enemies


It'd be a little bit of a pain to have to go through ALL the animations just to get to one particular new masturbation scene, every single time, wouldn't it?
I really like the current one, so I don't mind going through it, don't get me wrong.
I go through it like twice a playthrough anyway.
But if someone's favourite was the third or second, it'd be a little tedious to have to go through the first loop first to get to it, every single time.
And sometimes I enjoy holding Peach on the last portion of the first loop for a while, anyway.

If you could somehow do it like with the enemy scenes, namely have it selected by pressing some number key or something else, and THEN have spacebar initiate the masturbation, with different variations being unlocked per enemy, maxing out at 10, that'd be fine.
Dat's my vote.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: MiM (hacked) - Game updated January 3, 2012

Postby Blargh » Wed Jan 11, 2012 1:56 am

Lucky777 Wrote:I like this, actually, as long as it's just the aura that disappears when you get a sex scene, and not the powerup. ....Also maybe have an option to hide the aura, for the
benefit of slower computers.
Mine can PROBABLY manage, but it's 5 years old. Gotta think about the saps with ones that are like ... 6 or 7 years old and shit.

I personally do like the scenes being initiated just by running into the enemies, honestly.

It'd be a little bit of a pain to have to go through ALL the animations just to get to one particular new masturbation scene, every single time, wouldn't it?
I really like the current one, so I don't mind going through it, don't get me wrong.
I go through it like twice a playthrough anyway.
But if someone's favourite was the third or second, it'd be a little tedious to have to go through the first loop first to get to it, every single time.
And sometimes I enjoy holding Peach on the last portion of the first loop for a while, anyway.

If you could somehow do it like with the enemy scenes, namely have it selected by pressing some number key or something else, and THEN have spacebar initiate the masturbation, with different variations being unlocked per enemy, maxing out at 10, that'd be fine.
Dat's my vote.

It's going to be just another piece of "clothing", so the aura shouldn't cause much extra lag (as much as maybe one or two more pieces of clothing).

It's actually a lot more of a pain to press space to pick up a power-up than activate an enemy (just finished testing). >_> Jumping to get to a mushroom on a block and then having to press space while in mid-air to pick it up is just too much simultaneous button-mashing. The enemies aren't so bad because they're all on the ground, but it does cause the first part of scene to skip if you hold down the space bar for more than half a second. <_< But also, flying enemies in the future will be just as much of a pain as the power-ups. -_- On the plus side, I was able to reprogram the enemies to be more efficient, so they won't stop in place as you're jumping through them, among other things. :)

Maybe I can put masturbation on down/'s' to start it, and then use space to advance it. Then you wouldn't have to wait to get to the next scene, and it wouldn't get in the way of advancing scenes on enemies that catch you while you're immobilized, but you wouldn't be able to masturbate over an enemy's corpse anymore. On top of that, I could, as you pointed out, have the do-over selection also work with the masturbation scenes.
"Is that seriously the end of that story?"
User avatar
Blargh
 
Joined: Fri Dec 10, 2010 3:11 am
Location: Calgary

Re: MiM (hacked) - Game updated January 3, 2012

Postby Lucky777 » Wed Jan 11, 2012 2:14 am

Blargh Wrote:Well...
Maybe I can put masturbation on down/'s' to start it, and then use space to advance it. Then you wouldn't have to wait to get to the next scene, and it wouldn't get in the way of advancing scenes on enemies that catch you while you're immobilized, but you wouldn't be able to masturbate over an enemy's corpse anymore. On top of that, I could, as you pointed out, have the do-over selection also work with the masturbation scenes.


Masturbating over KO'ed enemies is pretty fun though. XD

Also, I myself don't mind having to wait through the animations of one given masturbation sequence, ending with the repeated cumming loop. I kinda like it, to be honest.
So like, if holding down space for a while takes Peach from beginning to orgasm, in a set and reasonably long time, exactly as it does now...
that seems pretty great to me.

I don't know the coding considerations you have in mind, but the system that appeals most to me is this:

"Hit a number key, like "1" to set which masturbation sequence space will play, just as you hit one to set which scene will play when you press down over a KO'ed enemy."

"Then hit and hold space to trigger and complete the selected masturbation sequence."

So "1" could prime the current sequence, for triggering with space, "2" could prime the next one for playing with space, "3" could prime the third, and so on.
Your call, ultimately, but I'm just tryin' to be clear, so my suggestion doesn't get lost in translation. I'm sure a different control scheme wouldn't be the end of the world, I'm just saying that I'm not actually recommending any difference except for selecting your sequence with a number key.

Blargh Wrote:It's actually a lot more of a pain to press space to pick up a power-up than activate an enemy (just finished testing). >_> Jumping to get to a mushroom on a block and then having to press space while in mid-air to pick it up is just too much simultaneous button-mashing. The enemies aren't so bad because they're all on the ground, but it does cause the first part of scene to skip if you hold down the space bar for more than half a second. <_< But also, flying enemies in the future will be just as much of a pain as the power-ups.



That flying enemy situation is just one more thing that commends initiation of enemy scenes upon collision. It's not one I had present to my mind, but there ya go.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: MiM (hacked) - Game updated January 3, 2012

Postby Blargh » Wed Jan 11, 2012 2:42 am

Lucky777 Wrote:
Blargh Wrote:Well...
Maybe I can put masturbation on down/'s' to start it, and then use space to advance it. Then you wouldn't have to wait to get to the next scene, and it wouldn't get in the way of advancing scenes on enemies that catch you while you're immobilized, but you wouldn't be able to masturbate over an enemy's corpse anymore. On top of that, I could, as you pointed out, have the do-over selection also work with the masturbation scenes.


Masturbating over KO'ed enemies is pretty fun though. XD

Also, I myself don't mind having to wait through the animations of one given masturbation sequence, ending with the repeated cumming loop. I kinda like it, to be honest.
So like, if holding down space for a while takes Peach from beginning to orgasm, in a set and reasonably long time, exactly as it does now...
that seems pretty great to me.

I don't know the coding considerations you have in mind, but the system that appeals most to me is this:

"Hit a number key, like "1" to set which masturbation sequence space will play, just as you hit one to set which scene will play when you press down over a KO'ed enemy."

"Then hit and hold space to trigger and complete the selected masturbation sequence."

So "1" could prime the current sequence, for triggering with space, "2" could prime the next one for playing with space, "3" could prime the third, and so on.
Your call, ultimately, but I'm just tryin' to be clear, so my suggestion doesn't get lost in translation. I'm sure a different control scheme wouldn't be the end of the world, I'm just saying that I'm not actually recommending any difference except for selecting your sequence with a number key.

That flying enemy situation is just one more thing that commends initiation of enemy scenes upon collision. It's not one I had present to my mind, but there ya go.

It's not a big difference programming-wise. A different key is called, and changing the code that keeps it active is all. The main thing about changing it from having to hold down the button is that you don't have to worry about letting go on accident and starting over. On the other hand, I don't have to change the code for how long its takes. I'd only be changing the code that keeps it active, and it would still work out the same. I would, however, need to add a key press or button to break out of the sequence early.
"Is that seriously the end of that story?"
User avatar
Blargh
 
Joined: Fri Dec 10, 2010 3:11 am
Location: Calgary

Re: MiM (hacked) - Game updated January 3, 2012

Postby Lucky777 » Wed Jan 11, 2012 3:14 am

Blargh Wrote:The main thing about changing it from having to hold down the button is that you don't have to worry about letting go on accident and starting over.


Seems like a pretty reasonable consideration.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: MiM (hacked) - Game updated January 3, 2012

Postby Commander shepherd » Wed Jan 11, 2012 9:11 pm

oh ok, thank you ill be watching and waiting good luck.
Commander shepherd
Newly Registered
 
Joined: Wed Dec 28, 2011 4:37 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby LuftMallow » Thu Jan 12, 2012 12:15 am

So here's something I've been working on, I saw some people request this and thought I'd give an effort in pushing out some ideas. I'm of course referencing those who wanted to see the girls from Pokemon in the game. Now, I have a lot to do such as two other characters, side-facing heads for the ones I have mostly done, and fitting the outfits to work with the new character select. I have May and Solana the Pokemon Ranger pretty much finished, with Misty and Bianca planned. I thought about White before realizing her shorts would be too much of a pain without another unique part. I'll make it up with adding an extra outfit for Misty. So that would be her anime outfit and her outfit in the second generation which is the swimsuit with a translucent look to it.
Click to Play
(Javascript Required)

Pokemon.swf [ 35.17 KiB | Viewed 1407 times ]

User avatar
LuftMallow
 
Joined: Sun Mar 06, 2011 12:29 am
Location: In the lofty heights above

Re: MiM (hacked) - Game updated January 3, 2012

Postby Biles » Thu Jan 12, 2012 1:20 am

Now that's some pretty nice work you got there. I wonder if you could draw in the original faces of the pokemon girls just to retain some of their original designs.
Need some basic Flash character animations? Then stop by at:
Biles' Animation Kit

Current RPs:
n/a
User avatar
Biles
 
Joined: Sun Apr 03, 2011 4:53 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby Kagekaton » Thu Jan 12, 2012 6:18 am

First off i just want to say everything is looking awesome, but on playing through everything i noticed that there is still one that is locked for morton, when i went back someone else had mentioned it but i never found if it was bugged or if i was doing it wrong, i have virgin whore and do over but the other one is still locked for some reason, some insight?
Kagekaton
 
Joined: Fri Aug 19, 2011 1:30 am

Re: MiM (hacked) - Game updated January 3, 2012

Postby Thee Pie Man » Thu Jan 12, 2012 9:01 am

Hello, huge fan of the Mario is missing game, been watching its progress for awhile now and know a bit about eventing in some programing I have done, not a whole lot about flash but hope it holds some of the same properties perhaps made in a different manner.
Anyways my idea I am proposing is that you take all the power ups and put them in a valued order such as for example: being naked/poison mushroom has the variable of 0 (so anything can over ride it), however Mushroom has the variable of 1 while being worn if you are following me so far. (Which being damaged might knock you back down to naked possibly?) Then fire shroom has the variable of 2 when being worn, and so forth. have it be toggled so that when people want to play so powerups don't overlap others they can press a button in the menu or perhaps a certain key? (P for powerups? :P) and suddenly all the classes have variables, and even more so (if not to difficult to implement.) Perhaps even have an option from the menu to change the variable for the power ups to whatever you want. example as: naked becoming 5 so mushroom and anything that might be set lower can not over ride being naked. If the work is anything like the eventing I had to deal with its pretty tedious. but it might fix all the problems if implemented correctly. (Not that you make many mistakes, and if you do you learn and fix them in excellent time ^_^)

Not sure if that really fixes the problem or not. For I have no idea how flash works honestly even from some spectating on Gore while making Dusty's Castle.

I will say this though. I am pretty fine exploring the world and just finding the powerups, Honestly it adds more fun/adventure to the game. to find the different suits to the levels and such. I also just can switch between costumes with the set buttons. (Maybe make this feature unlockable later >:D) Anyways I can't wait to see the improvements, havent seen the jan third one yet. Unfortunatly my computer has fallen apart. and all I have is my cruddy cliq android T-T... *grr needs his financial aid now* anyways take care, hope you had wonderful holidays Blargh. Wish you well and happy! Oh and hope I helped :D
~Life is fragile thing, but also it can be hardening, it can be enduring, it can be sad, it can be happy. If things don't seem to be going your way at first, look forward and hold on to what you believe in, it can be one of the strongest things of all~
Thee Pie Man
 
Joined: Wed Nov 09, 2011 7:25 am
Location: Dunken Donuts, "If they don't have pie I am killing someone."

PreviousNext

Return to Creative Corner



Who is online

Users browsing this forum: No registered users