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

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Re: BRAINSTORM!

Postby Ivan-Aedler » Thu Jan 03, 2013 6:14 am

MPLDAM9919 Wrote:Allow me to interrupt for a minute. I might some ideas for artists to ask if the can contribute. I mentioned him earlier in the thread but how about "SakuSakuPanic"? His art would be perfect for this game. I can give out other artist names if you want them.

Thank you, I'll appreciate it ;) I know about SakuSakuPanic work, and I like his works. The most enticing story I liked was the 'Mario kart' when a dog helps Peach to win.
BTW, the discussion are heating up. But its needed in order not to get to these dilemmas unaware.

Ok I'll start a new poll soon:

'DESERT WORLD NAME'
- Sizzling Sand
- Shifting Sand
- Dry Dry Desert
- Sarasaland
- AliBaba Dunes
- Sandsroom Dunes
- Poki Sand (allusion to pokeys)
- Pidgit Desert (allusion to Pidgits)
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 6:33 am

Ok I'll finish World2 when I have:

1. Level 2-4 (Haunted mansion) I'll make it later, then I'll move the current grey castle to World3.
2. Level 2-6 (Sunny Day) It will be a more flat level, with some quicksands and that angry sun that follows Peach. But the angry sun will only do some foreplay, he will not harm her.
3. Level 2-7 Daisy Palace and the second Airship (the palace will be like Osama Palace but with a bit different background).

I do want to priorize world3 still this week.
Ok, Quiz?

This will make me make Daisy sooner.

theman3435 Wrote:how do you get out of the desert castle?

You have to touch Birdo.

kvier Wrote:
Ivan-Aedler Wrote:
Code: Select All Code
else if (interactions>0) // each interaction will m…
{
        interactions--; // each partition of difference…
        if (position_to_go=="NE")
        {
          char._x+=xwalk/step;
          char._y-=ywalk/step;
        }
        if (position_to_go=="SE")
        {
          char._x+=xwalk/step;
          char._y+=ywalk/step;
        }
        if (position_to_go=="NW")
        {
          char._x-=xwalk/step;
          char._y-=ywalk/step;
        }
        if (position_to_go=="SW")
        {
          char._x-=xwalk/step;
          char._y+=ywalk/step;
        }
else
Why not have two variables for each of N/S and E/W? Or just storing the direction in the sign of xwalk/ywalk ?

Please, could you explain better? Yes, I can store xwalk/step once, then use a fixed value for optimizations ;)
This code above is not perfect because Phanto is chasing Peach in a linear way. The real Phanto uses a curvy movement. They use this function to do a curve after chasing (I'm using it right now, and I did them from scratch):

Code: Select All Code
vRadians = Math.PI / 180;
...
if (position_to_go=="NE")   
...
if (position_to_go=="SW")   
...
if (position_to_go=="NE")   
....
if (position_to_go=="NW")      //I've unfolded the code below
   {
    if (!once_calc_distance)
      {
      once_calc_distance=true;
      _time=1;
     vDist=5+random(5);
     rotationRate=3+random(3);
     vRotation=45;
      }
    if (_time<60)
    {
     _time++; //I use time to say the code to make a curve for some seconds only, then left the curve.
     _x -= Math.cos(vRotation * vRadians) * vDist;
     _y -= Math.sin(vRotation * vRadians) * vDist;
     vRotation-=rotationRate;


Depending on where Phanto is going (towards NE/SE/NW/SW), where Peach might be, it uses a starting angle (In Flash coordinate system, angle counting starts with '0 degress' where 180 degrees in carthesian space is set). The problem is that I need to use the last _x and _y from the code above to the 'chase Peach' algorithm, lessening the curve smoothly (I can do that decreasing vRotation rate), that is, "vRotation-=rotationRate" can be a LOG function or any non linear one.

Below, the current mechanism (click on the spoiler, then click again on the image to enlarge it). The green is the desired code.
Spoiler (click to show/hide):

current Phanto algorithm.jpg
current Phanto algorithm.jpg (38.2 KiB) Viewed 5001 times


Below, the desired mechanism (I think I can use that way, but I will need more SINE/COSINE functions). That's because, on (3), Phanto will make a opposite curve and then chase Peach again, going NW. However, as I've said before, I dont give extreme importance to a total curvy movement. Although it will be smoother to see and appreciate, phanto can live without it.

Spoiler (click to show/hide):

Pantho code idea2.jpg
Pantho code idea2.jpg (22.39 KiB) Viewed 4999 times


Hmmm eureka! I can use the second picture below to plot a Phanto path, using polar coordinates. So, if I ease the curve, lowering vDistance rate at each frame, the curve will be made broader in certain areas, making this path relisilent. I will think about that later.

http://functions.wolfram.com/Elementary ... zations/2/
Last edited by Ivan-Aedler on Thu Jan 03, 2013 4:13 pm, edited 1 time in total.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 4:10 pm

Well, here is my first attempt at a level. I'll be honest, it's probably a little bit short, but I just made a stage (in MS Paint of course). It 's about 3250 pixels long, but it still seems like a short stage. The midpoint is around the middle, so that's good I guess. There is a legend to clarify things, but in case you want to know more, just ask.
Map Subcon 1-1.png

http://www.mediafire.com/?xed5iqmgfk2r32l
I'm not too happy with the level. It might be a little bit too easy, but I prefer it to be a little bit easier than make it a little too hard. People don't play this game for a challenge, but for porn.

Oh and by the way, I didn't list enemies, because I'm not sure what enemies you wish to have in each level.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:You can't remember my original complaints? The propellers shouldn't damage you. And climbing that pole is hard, so I think you should make it's climbable surface a little wider. No need to remove cannons when we can duck later on.

Hmmmmmmmmmmmmmmmmmmmm.....
But if I put my hand in a running fan, I'll get hurt! And for sure my horny bar will not increase! I'm just trying to give more realism. As I've said before, those propellers can be avoided easily. If not, I can move them. If people really wants to have a non-damaging propeller....(sign), ok, I can remove the damage effect.

For about the pole, if I widen the climbable surface, Peach will climb the air! The only ways to let this better is:
1) making a second pole, just to 'reinforce' the first, augmenting the surface
2) widening that pole a bit
3) widen climbable surface -> Peach will be climbing part of the empty air!

Yeah of course you'd get hurt. Except you are forgetting two things:
A: SMB3 didn't let the propellers hurt you.
B: The world is in 2D, so the propellers could technically be behind Peach.

Just go with 2, that's what I meant anyway. It's just too difficult to climb right now.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I think that, if you should commission, you should give someone else a try. I so wish Sigurdhosenfeld could make a pic. His work is incredible.

I think we can ask Sigurdhosenfeld to contribute. We just need to make a sketch of Peach in that position, in a given lab, then show to him. You can also go ahead and ask him.

Alright. I'll ask him, but I'll need two things from you.
The sketch and a time-period for when you want this picture.

Ivan-Aedler Wrote:I like your Puzzle idea! But, of course, this one has nothing to do with map pieces.
Then, a button appears in this hyerogliph, Peach pushes it and....

And.. and...? What else must happen? Don't tell me you wish to have a sex scene happen.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:If you got aroused reading that fantasy part (I know I did!), I did a good job.

I've got! Having good descriptive scenes is one of the main columns of creativity, in order to make designers depict this as high quality images/animations.

I also had an idea when I was trying to get to sleep last night. If a player gets a 100% completion, he or she should get an extra reward for it. It allows you to unlock the extras tab in the gallery. It will have the "real" endings of SMB1, 2 and 3 plus the ones you will think of. Like the SM64 and a TTYD one undoubtedly. But what if we add some "what ifs" there?

What if, that time back in the lab when Peach got the map on her butt, Gadd pleaded her for sex?
What if Peach didn't want to be a princess and lived her life as a strip dancer> (No offense to any girls that had to do that)
What if Mario wasn't interested in Peach and Peach decides to give her body to all the toads?

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Sure. Are there any questions related to this issue that you want to ask? That might help with the brainstorming.

Yes!
1. I will research more about SMW and TTYD sprites, then I'll make textures from scratch, using these as a reference/inspiration for ghost castle textures. I'll also make a 'pre-ghost castle' sub level, like 'pre castle' one, when Peach jumps and get something before entering the main door. Peach will be able to return to the worldmap only in that area.
2. Like we already discussed so far, I'll use Thwomps, Boos, Drybones and Lava bubbles in grey castles. Then, Green Slimes, Boos and Drybones in haunted mansions. I may use those 'Broozers' from New Super Mario Bros too. (this one, not a priority, but I can make his sprite and animate him).
3. I will put back the grey castle jingle from SMB3 in all grey castles, and then move the ghost house jingle to those levels. Right now, we have the SMB3 jingle only outside castle level, before Peach enters its door.

Well, those aren't questions Ivan. It's not using the questionmark. Is there anything you need to know or you are not sure of?

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Umm... bubbles aren't sentient, so how can they fuck Peach?

They can swallow Peach and make she cum. And the buble can explode, making Peach dirty with slime.

Accidentally, I guess? I... don't know, it doesn't seem like something that can fuck Peach. I don't think a player will notice that.
Last edited by QuizmasterBos on Thu Jan 03, 2013 5:02 pm, edited 2 times in total.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 4:14 pm

Quiz, please read above about the next tasks (level 2-4, 2-5), then if you have no more questions, I'll start making them ;)
I'll answer you in a while.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 4:22 pm

Ivan-Aedler Wrote:Quiz, please read above about the next tasks (level 2-4, 2-5), then if you have no more questions, I'll start making them ;)
I'll answer you in a while.

You want me to make the map for 2-6? I can do that.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 4:39 pm

QuizmasterBos Wrote:You want me to make the map for 2-6? I can do that.

If you can, yes, thanks, you will making me design it faster!

QuizmasterBos Wrote:Well, here is my first attempt at a level. I'll be honest, it's probably a little bit short, but I just made a stage (in MS Paint of course). It 's about 3250 pixels long, but it still seems like a short stage. The midpoint is around the middle, so that's good I guess. There is a legend to clarify things, but in case you want to know more, just ask.
You can click on the image and then click again to see it bigger. I'm not too happy with the level. It might be a little bit too easy, but I prefer it to be a little bit easier than make it a little too hard. People don't play this game for a challenge, but for porn.

Really nice!!! Do you have a larger version? Even clicking on it, I get a small version.
And these pipes...will they have those abysses between them? If so, you can't say my levels are difficult, because yours will be a bit difficulty with those.

QuizmasterBos Wrote:Oh and by the way, I didn't list enemies, because I'm not sure what enemies you wish to have in each level.

Don't worry.

QuizmasterBos Wrote:Yeah of course you'd get hurt. Except you are forgetting two things:
A: SMB3 didn't let the propellers hurt you.
B: The world is in 2D, so the propellers could technically be behind Peach.
(As for the climbing pipe), just go with 2, that's what I meant anyway. It's just too difficult to climb right now.

Ok! If anyone else complains, I'll say: 'It was Quiz' :P But really, you may be right. We will see.

QuizmasterBos Wrote:Alright. I'll ask him, but I'll need two things from you. The sketch and a time-period for when you want this picture.

Ok I'll make the sketch still this week.

QuizmasterBos Wrote:And.. and...? What else must happen? Don't tell me you wish to have a sex scene happen.

No not a sex scene. A door will open.

QuizmasterBos Wrote:I also had an idea when I was trying to get to sleep last night. If a player gets a 100% completion, he or she should get an extra reward for it. It allows you to unlock the extras tab in the gallery. It will have the "real" endings of SMB1, 2 and 3 plus the ones you will think of. Like the SM64 and a TTYD one undoubtedly. But what if we add some "what ifs" there?

Nice ideas. I can save the idea of extra tabs (SMW and TTYD endings) and the 'what's if'. ;) Except the 2). We can think about a better one. I dont want to see Peach as a strip dancer :/ She is always a princess! ;)

QuizmasterBos Wrote:Well, those aren't questions Ivan. It's not using the questionmark. Is there anything you need to know or you are not sure of?

But have you read it anyway? I've taken so much time making the sentences :/ Sometimes I feel the urge to say those, because I want feedbacks before them.
No more questions so far.

QuizmasterBos Wrote:Accidentally, I guess? I... don't know, it doesn't seem like something that can fuck Peach. I don't think a player will notice that.

Yes, accidentally. And when I say 'Peach cums', its only Peach effect, not the slime 'being alive and cumming on her'. Dont worry.
Last edited by Ivan-Aedler on Thu Jan 03, 2013 5:12 pm, edited 1 time in total.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 5:10 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:You want me to make the map for 2-6? I can do that.

If you can, yes, thanks, you will making me design it faster!

I just had an idea actually. There is a program called Lunar Magic. This allows you to go into the SMW rom (an image of the actual game) and physically alter it's levels.
Since the game has several objects you wish to use, you can make a level and see if it's long enough and it it's easy enough. I might actually use that.
Apparently you can also use a specific Super Mario Allstars rom that has SMB 1, 2 and 3 on it as well, allowing you to use those objects too.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Well, here is my first attempt at a level. I'll be honest, it's probably a little bit short, but I just made a stage (in MS Paint of course). It 's about 3250 pixels long, but it still seems like a short stage. The midpoint is around the middle, so that's good I guess. There is a legend to clarify things, but in case you want to know more, just ask.
You can click on the image and then click again to see it bigger. I'm not too happy with the level. It might be a little bit too easy, but I prefer it to be a little bit easier than make it a little too hard. People don't play this game for a challenge, but for porn.

Really nice!!! Do you have a larger version? Even clicking on it, I get a small version.
And these pipes...will they have those abysses between them? If so, you can't say my levels are difficult, because yours will be a bit difficulty with those.

Huh? That's weird. It worked before.
I'll do it another way. Here.
http://www.mediafire.com/?xed5iqmgfk2r32l
Now you can download it.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Yeah of course you'd get hurt. Except you are forgetting two things:
A: SMB3 didn't let the propellers hurt you.
B: The world is in 2D, so the propellers could technically be behind Peach.
(As for the climbing pipe), just go with 2, that's what I meant anyway. It's just too difficult to climb right now.

Ok! If anyone else complains, I'll say: 'It was Quiz' :P But really, you may be right. We will see.

I don't think people will complain, but sure, I'll take the blame.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:And.. and...? What else must happen? Don't tell me you wish to have a sex scene happen.

No not a sex scene. A door will open.

Okay then.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I also had an idea when I was trying to get to sleep last night. If a player gets a 100% completion, he or she should get an extra reward for it. It allows you to unlock the extras tab in the gallery. It will have the "real" endings of SMB1, 2 and 3 plus the ones you will think of. Like the SM64 and a TTYD one undoubtedly. But what if we add some "what ifs" there?

Nice ideas. I can save the idea of extra tabs (SMW and TTYD endings) and the 'what's if'. ;) Except the 2). We can think about a better one. I dont want to see Peach as a strip dancer :/ She is always a princess! ;)

Okay then. I just thought of the first one, but wanted to give more examples. (I even came up with a bit of dialog between Gadd and Peach)

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Well, those aren't questions Ivan. It's not using the questionmark. Is there anything you need to know or you are not sure of?

But have you read it anyway? I've taken so much time making the sentences :/ Sometimes I feel the urge to say those, because I want feedbacks before them.
No more questions so far.

Of course I read it. I'll agree for now, but because it's a little vague I'll won't agree completely.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Accidentally, I guess? I... don't know, it doesn't seem like something that can fuck Peach. I don't think a player will notice that.

Yes, accidentally. And when I say 'Peach cums', its only Peach effect, not the slime 'being alive and cumming on her'. Dont worry.

I know, but how about this.

If the green slime touches Peach she gets sucked in it and as the bubble flies towards the left, Peach's horny bar increases. The player needs to mash buttons to break out the bubble.

I also got an idea for the later ice world. A block of ice in the water that, when Peach stands on one side, tilts towards that side, causing Peach to slip.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 5:13 pm

You answered before I edited the post above asking for pipes of 3-1.

QuizmasterBos Wrote:Level 3-1

But, as for 3-1...where are these pipes going to?

QuizmasterBos Wrote:I just had an idea actually. There is a program called Lunar Magic. This allows you to go into the SMW rom (an image of the actual game) and physically alter it's levels.
Since the game has several objects you wish to use, you can make a level and see if it's long enough and it it's easy enough. I might actually use that.
Apparently you can also use a specific Super Mario Allstars rom that has SMB 1, 2 and 3 on it as well, allowing you to use those objects too.

It should be easy to place objects, otherwise its still better to make sketches, even using pencil (the fastest way). I dont mind of the 'crappy sketches' made by pencil, provided I understand it.

QuizmasterBos Wrote:Huh? That's weird. It worked before. I'll do it another way. Here.

Thanks! Now I can appreciate it ;)

QuizmasterBos Wrote:I don't think people will complain, but sure, I'll take the blame.

:P
Image

QuizmasterBos Wrote:Okay then. I just thought of the first one, but wanted to give more examples. (I even came up with a bit of dialog between Gadd and Peach)

I dont doubt we can make a dream game using your nice scripts and imagination. You surely have talent and you do know you stimulate me to code more ;)

QuizmasterBos Wrote:Of course I read it. I'll agree for now, but because it's a little vague I'll won't agree completely.

So I'll make them sooner or later, then we will see. I just dont want to rework :/ Everything I make should be used anywhere, or at least in second areas. If not, I can always improve it when I have time.

QuizmasterBos Wrote:I know, but how about this. If the green slime touches Peach she gets sucked in it and as the bubble flies towards the left, Peach's horny bar increases. The player needs to mash buttons to break out the bubble.

Great! I will think about it!

QuizmasterBos Wrote: I also got an idea for the later ice world. A block of ice in the water that, when Peach stands on one side, tilts towards that side, causing Peach to slip.

I've already thought about this too. I can use the already done 'slip' algorithm (remember the SMB3 'braking' system I did and a few liked it)? I can make it slip more (but of course, this slip will not be a optional parameter). People can still select SMB2/SMB3 braking system, but, as soon as Peach touches the ice, she WILL slip (more than SMB3 config), no matter the 'braking' configuration.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 5:30 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Level 3-1

But, as for 3-1...where are these pipes going to?

What's the difference between a pipe and a platform? The few jumps you make shouldn't be all that hard. They're not a few pixels wide and easy to slip off and the pipes aren't placed too far away so you don't need a lot of momentum to jump over.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I just had an idea actually. There is a program called Lunar Magic. This allows you to go into the SMW rom (an image of the actual game) and physically alter it's levels.
Since the game has several objects you wish to use, you can make a level and see if it's long enough and it it's easy enough. I might actually use that.
Apparently you can also use a specific Super Mario Allstars rom that has SMB 1, 2 and 3 on it as well, allowing you to use those objects too.

It should be easy to place objects, otherwise its still better to make sketches, even using pencil (the fastest way). I dont mind of the 'crappy sketches' made by pencil, provided I understand it.

It's not too difficult and considering that you are taking up to an hour just sketching the level out, this shouldn't cost too much time. But I'll try it myself first.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Okay then. I just thought of the first one, but wanted to give more examples. (I even came up with a bit of dialog between Gadd and Peach)

I dont doubt we can make a dream game using your nice scripts and imagination. You surely have talent and you do know you stimulate me to code more ;)

Thanks so much for the nice words.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Of course I read it. I'll agree for now, but because it's a little vague I'll won't agree completely.

So I'll make them sooner or later, then we will see. I just dont want to rework :/ Everything I make should be used anywhere, or at least in second areas. If not, I can always improve it when I have time.

I don't really know the Broozer enemy (a little bit), but I kinda know how it works. You could put it in, but it completely depends on it. We need other enemies first (Chuck)

Ivan-Aedler Wrote:
QuizmasterBos Wrote: I also got an idea for the later ice world. A block of ice in the water that, when Peach stands on one side, tilts towards that side, causing Peach to slip.

I've already thought about this too. I can use the already done 'slip' algorithm (remember the SMB3 'braking' system I did and a few liked it)? I can make it slip more (but of course, this slip will not be a optional parameter). People can still select SMB2/SMB3 braking system, but, as soon as Peach touches the ice, she WILL slip (more than SMB3 config), no matter the 'braking' configuration.

Just test the waters and see.Who knows how well it'll work.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 5:39 pm

QuizmasterBos Wrote:What's the difference between a pipe and a platform? The few jumps you make shouldn't be all that hard. They're not a few pixels wide and easy to slip off and the pipes aren't placed too far away so you don't need a lot of momentum to jump over.

Well I can try then we will play your level to see!
As for the pipes....where are they going? underground? Two underground areas?

QuizmasterBos Wrote:It's not too difficult and considering that you are taking up to an hour just sketching the level out, this shouldn't cost too much time. But I'll try it myself first.

Thanks! It will be a great help.

QuizmasterBos Wrote:I don't really know the Broozer enemy (a little bit), but I kinda know how it works. You could put it in, but it completely depends on it. We need other enemies first (Chuck)

Agreed. I have to remake him, because other artists who contributed with characters here in LoK made them using brush. For sure I can do that those days, but as for his mechanics, I will have to delay more.

chuck.jpg
chuck.jpg (6.33 KiB) Viewed 4842 times

QuizmasterBos Wrote:Just test the waters and see.Who knows how well it'll work.

I will do that after we have all 7 levels of SubCon ;) For those levels, we must have at least 2 levels that use climbing and sky areas (so Peach will go up then fall down freely, like in the original) and at least 2 levels inside warehouses. One of them can re-use those greek corinthian columns (a sky level). In the wall, a Phanto figure is marked on it. I think its the level 7-1 of SMB2.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby gravifan89 » Thu Jan 03, 2013 6:27 pm

Hey, this may or may not have been brought up, but I like to play these types of games with my right hand only. Can a control scheme be created to make this a viable option?
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 7:50 pm

gravifan89 Wrote:Hey, this may or may not have been brought up, but I like to play these types of games with my right hand only. Can a control scheme be created to make this a viable option?

You missed that?! It's already been in the game for months.

Right after the character select there is a Keyboard layout screen. You can't even skip past it.
Spoiler (click to show/hide):

Keyboard layout.png



Ivan-Aedler Wrote:
QuizmasterBos Wrote:What's the difference between a pipe and a platform? The few jumps you make shouldn't be all that hard. They're not a few pixels wide and easy to slip off and the pipes aren't placed too far away so you don't need a lot of momentum to jump over.

Well I can try then we will play your level to see!
As for the pipes....where are they going? underground? Two underground areas?

The pipes go to small areas each. Presumably you can even put a piece of the 'map' there.

And I am using Lunar Magic to create my own level and I can already tell you this. It's too short. And some of your stages might be as well. I might make it longer. but I'll try my own level myself first.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I don't really know the Broozer enemy (a little bit), but I kinda know how it works. You could put it in, but it completely depends on it. We need other enemies first (Chuck)

Agreed. I have to remake him, because other artists who contributed with characters here in LoK made them using brush. For sure I can do that those days, but as for his mechanics, I will have to delay more.

Yeah, that definitely can use some updating. I don't know how complex you want Chuck to be. We don't need 8 different versions of him. Maybe 3 or so. They are technically the same (they have the same scenes) , but they all behave differently in the field.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Just test the waters and see.Who knows how well it'll work.

I will do that after we have all 7 levels of SubCon ;) For those levels, we must have at least 2 levels that use climbing and sky areas (so Peach will go up then fall down freely, like in the original) and at least 2 levels inside warehouses. One of them can re-use those greek corinthian columns (a sky level). In the wall, a Phanto figure is marked on it. I think its the level 7-1 of SMB2.

Okay, I think I understand a little what you mean. I'll try my best.

By the way, when did you have the ice world planned? Was it in world 4, or 6?
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 8:21 pm

gravifan89 Wrote:Hey, this may or may not have been brought up, but I like to play these types of games with my right hand only. Can a control scheme be created to make this a viable option?

Yes!!!! Its planned! I want to replace the 'right and left hand' with 'single right hand', because having a way to play with WASD and LEFT-RIGHT-Up-DOWN at the same time does not make any sense.

QuizmasterBos Wrote:You missed that?! It's already been in the game for months.

Single Left hand only :( No 'Single Right hand' yet. But I'm changing this right now.

QuizmasterBos Wrote:The pipes go to small areas each. Presumably you can even put a piece of the 'map' there.

Then let them with me.

QuizmasterBos Wrote:And I am using Lunar Magic to create my own level and I can already tell you this. It's too short. And some of your stages might be as well. I might make it longer. but I'll try my own level myself first.

I have a 'default size' for levels. The level must not be longer than 1-2 level because it trespasses Flash stage limit.

QuizmasterBos Wrote:Yeah, that definitely can use some updating. I don't know how complex you want Chuck to be. We don't need 8 different versions of him. Maybe 3 or so. They are technically the same (they have the same scenes) , but they all behave differently in the field.

I will make:
1. a side and frontside character (two poses).
2. animation of him running.
Then I'll post here.

QuizmasterBos Wrote:Okay, I think I understand a little what you mean. I'll try my best.

Thank you!

QuizmasterBos Wrote:By the way, when did you have the ice world planned? Was it in world 4, or 6?

World 6: Flurry Hills
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 8:34 pm

Idea for SINGLE RIGHT HAND controls:
*you can give a better idea*

Directionals: IJKL
Jump: N
RUN: . (period)
DO OVER: U
SKIP SCENE: SPACE
LACTATE: Y
MASTURBATE:H

PS: Remember the masturbation key will be changed soon, because 'DOWN' key will be CROUCHING.
I may put 'V' as masturbation for RIGHTHAND and 'F' as 'SINGLE LEFT HAND'.

single right hand.jpg
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 8:48 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:The pipes go to small areas each. Presumably you can even put a piece of the 'map' there.

Then let them with me.

Sure.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:And I am using Lunar Magic to create my own level and I can already tell you this. It's too short. And some of your stages might be as well. I might make it longer. but I'll try my own level myself first.

I have a 'default size' for levels. The level must not be longer than 1-2 level because it trespasses Flash stage limit.

Can you let me know how big that is? So I have a good comparison. I have absolutely no idea if my level is too short or long enough for the game. It feels a little short to me. I'll probably try and make it a little bit more difficult, but I first need to have more info, okay?

(If in all possible, if you can tell me in how many pixels long your default size is, I can change that in Paint.)

Ivan-Aedler Wrote:Idea for SINGLE RIGHT HAND controls:
*you can give a better idea*

Directionals: IJKL
Jump: N
RUN: . (period)
DO OVER: U
SKIP SCENE: SPACE
LACTATE: Y
MASTURBATE:H

PS: Remember the masturbation key will be changed soon, because 'DOWN' key will be CROUCHING.
I may put 'V' as masturbation for RIGHTHAND and 'F' as 'SINGLE LEFT HAND'.

I try doing that on my keyboard and it feels a little bit uncomfortable.
How about:
Directional keys: IJKL
Jump: U
Run: H
Do over: P
Masturbate: N
Continue scene: Space
Lactate: M
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 9:01 pm

QuizmasterBos Wrote:Can you let me know how big that is? So I have a good comparison.

I'll send you by the measures by PM.

QuizmasterBos Wrote:I try doing that on my keyboard and it feels a little bit uncomfortable. How about:
Directional keys: IJKL
Jump: U
Run: H
Do over: P
Masturbate: N
Continue scene: Space
Lactate: M

It could be. But how about 'O' key? To be used in the future?

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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Thu Jan 03, 2013 9:09 pm

Ivan-Aedler Wrote:
QuizmasterBos Wrote:Can you let me know how big that is? So I have a good comparison.

I'll send you by the measures by PM.

Ivan-Aedler Wrote:
QuizmasterBos Wrote:I try doing that on my keyboard and it feels a little bit uncomfortable. How about:
Directional keys: IJKL
Jump: U
Run: H
Do over: P
Masturbate: N
Continue scene: Space
Lactate: M

It could be. But how about 'O' key? To be used in the future?

Are there any extra keys that you wish to add in? You can maybe use that. Or you can switch other keys like the 'do-over' to 'O'.

I am not experienced with right-hand gaming so maybe someone else can give a good contribution?
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby Ivan-Aedler » Thu Jan 03, 2013 9:18 pm

Next version (1.8.10, not 1.9 yet) will have new keyboard settings!
-= Single Right Hand =-

It will replace 'Right and Left' (keyboard1), and it will be now the SECOND keyboard option.
The default keyboard setting (former '2') will be now '1' (RIGHTHANDED).

Masturbate: V key (normal keyboard), F key (WASD keyboard), P key (new SINGLE RIGHT HAND).
Crouch button will be now DOWN (or S, in WASD, or K in IJKL) - but no crouching pose yet.

In RIGHTHANDED, DO OVER will be 'P' because ATTACK button will be 'O'.

QuizmasterBos Wrote:I am not experienced with right-hand gaming so maybe someone else can give a good contribution?

And its not wise to use directionals, because we will need 'side buttons' for it. Using DELETE/END/PAGE DOWN will not work on MAC users (they lack HOME/END keys), and using 0,1,2,3 (keypad) will not work on notebooks neither on MAC keyboards as well.

(MAC KEYBOARD)
Spoiler (click to show/hide):

Image

Also, using ".;/~]" keys will not work on certain regional keyboards. So we ony have those letter keys to use (more compatible).

For sure , in the future, I can think about adding support for joysticks (Flash supports that). So you only have to, of course, buy an USB joystick (a nice one, please).
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby kvier » Thu Jan 03, 2013 11:12 pm

Ivan-Aedler Wrote:
kvier Wrote:
Ivan-Aedler Wrote:
Code: Select All Code
else if (interactions>0) // each interaction will m…
{
        interactions--; // each partition of difference…
        if (position_to_go=="NE")
        {
          char._x+=xwalk/step;
          char._y-=ywalk/step;
        }
        if (position_to_go=="SE")
        {
          char._x+=xwalk/step;
          char._y+=ywalk/step;
        }
        if (position_to_go=="NW")
        {
          char._x-=xwalk/step;
          char._y-=ywalk/step;
        }
        if (position_to_go=="SW")
        {
          char._x-=xwalk/step;
          char._y+=ywalk/step;
        }
else
Why not have two variables for each of N/S and E/W? Or just storing the direction in the sign of xwalk/ywalk ?

Please, could you explain better? Yes, I can store xwalk/step once, then use a fixed value for optimizations ;)
This code above is not perfect because Phanto is chasing Peach in a linear way. The real Phanto uses a curvy movement. They use this function to do a curve after chasing (I'm using it right now, and I did them from scratch):

What I was trying to say was something like: You're storing two independent concepts in the variable "position_to_go". If you break it into two separate variables, you'll have neater code that goes something like
Code: Select All Code
if (go_north_south=="N")
{
  char._y-=ywalk/step;
}
else
{
  char._y+=ywalk/step;
}
or, even denser:
Code: Select All Code
char._y += ywalk * ysign / step;
and one final improvement:
Code: Select All Code
char._y += yvelocity / step;


However you go on from there:
Ivan-Aedler Wrote:Depending on where Phanto is going (towards NE/SE/NW/SW), where Peach might be, it uses a starting angle (In Flash coordinate system, angle counting starts with '0 degress' where 180 degrees in carthesian space is set). The problem is that I need to use the last _x and _y from the code above to the 'chase Peach' algorithm, lessening the curve smoothly (I can do that decreasing vRotation rate), that is, "vRotation-=rotationRate" can be a LOG function or any non linear one.

Below, the desired mechanism (I think I can use that way, but I will need more SINE/COSINE functions). That's because, on (3), Phanto will make a opposite curve and then chase Peach again, going NW. However, as I've said before, I dont give extreme importance to a total curvy movement. Although it will be smoother to see and appreciate, phanto can live without it.

Hmmm eureka! I can use the second picture below to plot a Phanto path, using polar coordinates. So, if I ease the curve, lowering vDistance rate at each frame, the curve will be made broader in certain areas, making this path relisilent. I will think about that later.

http://functions.wolfram.com/Elementary ... zations/2/


The original code on the NES definitely didn't use any trigonometric functions; I'd bet they instead just applied an acceleration to the velocities. Ok ok, (goes and plays a bit of Super Mario All-stars). Here's my best guess as to what's going on:
  • As a first order, phanto's position is always just a function of a modified velocity, causing smooth movement (i mean self._x += self.xvelocity)
  • The X and Y velocities are modified proportionate NOT to where peach is, but rather it alternates between two targets that are equidistant and colinear with her location.
The first level you encounter Phanto in SMB2 (1-2, second pot), it's actually very telling what's going on: he wraps around the screen left and right, bobbing up and down, alternating between a position about 1/2 the width of the screen from the left edge, and 1/2 the width of the screen from the right edge. I bet the code goes something like:
Code: Select All Code
phanto._x += phanto.xvelocity;
phanto._y += phanto.yvelocity;
phanto.yvelocity -= ceil((phanto._y - peach._y)/smoothness); // causes oscillation
phanto.xvelocity -= ceil((phanto._x - peach._x + ((phanto.goesleft)?screen._width:-screen._width)/2)/smoothness);

With some invisible hitboxes that toggle phanto.goesleft.
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Re: MiM: Peach's Untold Tale 1.8.9 (dec 29/12)

Postby QuizmasterBos » Fri Jan 04, 2013 12:26 am

Ivan-Aedler Wrote:Next version (1.8.10, not 1.9 yet) will have new keyboard settings!
-= Single Right Hand =-

It will replace 'Right and Left' (keyboard1), and it will be now the SECOND keyboard option.
The default keyboard setting (former '2') will be now '1' (RIGHTHANDED).

Masturbate: V key (normal keyboard), F key (WASD keyboard), P key (new SINGLE RIGHT HAND).
Crouch button will be now DOWN (or S, in WASD, or K in IJKL) - but no crouching pose yet.

In RIGHTHANDED, DO OVER will be 'P' because ATTACK button will be 'O'.

QuizmasterBos Wrote:I am not experienced with right-hand gaming so maybe someone else can give a good contribution?

And its not wise to use directionals, because we will need 'side buttons' for it. Using DELETE/END/PAGE DOWN will not work on MAC users (they lack HOME/END keys), and using 0,1,2,3 (keypad) will not work on notebooks neither on MAC keyboards as well.

(MAC KEYBOARD)
Spoiler (click to show/hide):

Image

Also, using ".;/~]" keys will not work on certain regional keyboards. So we ony have those letter keys to use (more compatible).

For sure , in the future, I can think about adding support for joysticks (Flash supports that). So you only have to, of course, buy an USB joystick (a nice one, please).

I wonder, will changing the keyboard layout like this actually make the up/down/left/right keys not work anymore? Or will that still be available as a keyboard option?

Of course the problem with using a joypad (which I don't have) is that it requires both hands. I hope you got yourself a bucket of water and some towels because you're going to dirty your hands... a LOT!
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