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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Ninja for Two
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Tokyoma
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« on: January 04, 2010, 12:55:28 AM »

So after Christmas I lost all of the files on my old project, so I began a new one. Panda

 Beer!

Here's a demo and a screenie.



Arrow keys to move, space to jump, shift key to run.

Demo Link Here. [v0.1.1]
« Last Edit: January 04, 2010, 08:32:25 PM by Tokyoma » Logged
Lucius
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« Reply #1 on: January 04, 2010, 01:21:23 AM »

Looks nice.
Controlls feels good Ninja
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J. R. Hill
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« Reply #2 on: January 04, 2010, 01:22:48 AM »

Wow, clever use of my those tiles! Kiss
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Tokyoma
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« Reply #3 on: January 04, 2010, 01:30:22 AM »

Wow, clever use of my those tiles! Kiss

Much obliged my friend.  Hand ClapPanda
I might get you to do some more if you could, I don't think I'll be able to finish in time for the competition anyway, but I would really like to finish this project.

I'd really like more of the ninja/panda sprites. The final game is supposed to be 2 player co-op platforming. But I'm not sure where they came from exactly, there are pages of sprites in the assemblee 1 section, I got those from the assembleech with gfx link, so I have no forum links to where they came from.
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J. R. Hill
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« Reply #4 on: January 04, 2010, 03:16:31 AM »

The ninja and panda are from JaJitsu.
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Tokyoma
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« Reply #5 on: January 04, 2010, 08:52:06 PM »

Small update, a little more room to run around in for now.

Fixed a few small glitches, still one small one left, but it doesn't hinder play, so I don't I'll do anything about it.

/*The glitch is when you run against walls your sprite will still animate, the way I have the code set up, it would be a bit of a pain to fix this, so I'm going to leave it alone for now.*/

Note: I do plan to fix the glitch cause by holding both left and right at the same time, though I recommend playing with a controller and joy2key anyway.

The area is rather simple but it's just for testing purposes.
« Last Edit: January 04, 2010, 09:04:26 PM by Tokyoma » Logged
Kazerad
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« Reply #6 on: January 04, 2010, 09:01:14 PM »

Just tried it out. You appear to have a perfectly sound platformer engine with no glitches I could notice... congrats! I particularly liked how a running start was needed to make the high jumps.
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Tokyoma
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« Reply #7 on: January 04, 2010, 09:06:42 PM »

Just tried it out. You appear to have a perfectly sound platformer engine with no glitches I could notice... congrats! I particularly liked how a running start was needed to make the high jumps.

Thanks.

I removed the double jump for now; it'll be back no worries.

Next version should be cleaning up some of GM's scaling/tearing issues best I can and getting a finished level out to run around on.  Panda
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Kazerad
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« Reply #8 on: January 04, 2010, 09:37:29 PM »

I removed the double jump for now; it'll be back no worries.
I played the original version too and while I can't speak for everyone, I actually liked the removal of doublejumping. The fact you had to get a running start to do anything more than small jumps meant you had to maintain your speed and move fluently across platforms in single bounds, which felt more ninja-y to me.
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Tokyoma
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« Reply #9 on: January 04, 2010, 10:07:14 PM »

Sorry, didn't realize you couldn't make one of the jumps anymore.

Patched up, have at it.
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JaJitsu
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« Reply #10 on: January 04, 2010, 10:10:51 PM »

glad you like my sprites!  Coffee
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Tokyoma
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« Reply #11 on: January 04, 2010, 10:45:02 PM »

glad you like my sprites!  Coffee
Would you be up for doing more after the competition's over?  Gentleman
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JaJitsu
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« Reply #12 on: January 07, 2010, 05:07:07 PM »

 Shrug i dunno, heh

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J. R. Hill
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« Reply #13 on: January 07, 2010, 11:18:43 PM »

I second that maybe.
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hyperduck
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« Reply #14 on: January 08, 2010, 12:05:08 AM »

Shrug i dunno, heh




I know for a fact pure Jason is working his butt off at the minute so getting any of his time is quite a task to achieve. Awesome looking sprites mind Smiley As always!
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