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TIGSource ForumsCommunityDevLogsCyber Shadow - NES style ninja platformer
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MekaSkull
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« Reply #160 on: September 09, 2016, 12:59:20 AM »

Thanks PetterBergmar and cousin_it  Smiley
Small thing I'm working on among other things:
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« Reply #161 on: September 14, 2016, 09:02:55 AM »

I registered just so I could comment on this game.  It looks really cool so far, and the attention to detail is impressive.  For example, I really like what you did with the rain in the biohunter fight.  Or in that last gif you posted, that hovering enemy turns its jets off when it descends.  Or the wavy effect in the water.  Or the shine animation on the sword in the pause menu.  All of these things might be minor in the big scheme of things, but it shows the amount of effort you're putting into the project and that the overall game is going to be really solid.  I look forward to seeing more updates as you progress through development, and I'll definitely be picking this up when you release it.  Toast Right

Out of curiosity, have you developed other games, or is this your first one?
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« Reply #162 on: September 14, 2016, 10:18:24 AM »

This is impressive on several levels.
The water in that gif is amazing.
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MekaSkull
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« Reply #163 on: September 27, 2016, 10:42:58 PM »

Thanks Froyton and hutty Smiley I'm really glad you noticed all those details. I just like putting that kind of stuff in cause it's fun, but sometimes I feel no-one will notice some of them Epileptic

I have developed other games before, but this is my first solo project. (It's not really solo anymore, so many awesome people have helped with every aspect of the game Tears of Joy)

Anyhow, small update on the level I'm currently working on:

Power sources and conduits direct power to level gimmicks.
This way you know exactly when they're going to activate, allowing me to increase difficulty a lot.
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« Reply #164 on: September 28, 2016, 01:34:09 AM »

Good idea with the power sources. That makes traps much fairer.
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« Reply #165 on: September 28, 2016, 06:24:31 AM »

Always glad to see more of this!

Nice snaking animation. Things like that always reminds me of the first level enemies and first boss from Life Force.

Excellent idea with those power sources and conduits. Opens up a lot of level design opportunities.
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MekaSkull
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« Reply #166 on: October 08, 2016, 06:30:58 AM »

Thanks! Lets see how far I take the power system thing.
In the meanwhile, here's a sketch of a later level, the drone factory.

I have the tileset done usually a few levels in advance before I start coding it. So while I work on level 5 features, I also make level 7 art.
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« Reply #167 on: October 08, 2016, 07:39:40 AM »

Really nice work! Do you have sample shots from all levels made so far in one place (for easy comparison)?
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MekaSkull
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« Reply #168 on: October 22, 2016, 09:34:33 AM »

@pturecki
I updated the first post with new shots, it should have something from each level.  Ninja

Sketch of the boss for the current level:

This boss will have all kinds of indirect weapons and the core only has 1hhp.
There's gonna be a Meka Dragon miniboss before it too though.
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« Reply #169 on: October 25, 2016, 08:52:12 PM »

Progress on the Mekadragon:

Initially I had the head follow the mouse to explore movement. The rest of the parts follow the head as a bar type chain.


I dropped dots from the mouse movement to create motion paths. Some nodes have "wait" actions included so I can add electric breath attacks and such.


And here's the end result with the dragon following the motion path.
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« Reply #170 on: October 26, 2016, 04:43:14 AM »

Thanks PetterBergmar and cousin_it  Smiley
Small thing I'm working on among other things:

since it was brought up and since I'm in that mood: for the hoverbot to move in a sinus pattern like that it would have to turn on its thruster when it's reached maximum speed of descent at the mid point, since that's when it starts accelerating upwards, and shut them off again at that point on its way up.
In other words the thrusters should only be active when the bot is in the lower half of its cycle.
This should look a lot more natural.

Sry for pedantry. Game looks great and fun to play. Easily one of the most anticipated in Devlogs for me
« Last Edit: October 28, 2016, 12:23:10 AM by Schoq » Logged

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« Reply #171 on: October 27, 2016, 11:53:13 PM »

Yo! I just beat the original Ninja Gaiden for the first time yesterday,  it made me want to check up on Cyber Shadow. Since when did you have wall sliding/Jumping? Probably my favourite mechanic for a platformer. Keep it up bro. Ninja
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« Reply #172 on: November 01, 2016, 11:30:15 PM »

@Schoq - I love seeing detailed stuff like that on games, so I'll try and time the thrusters correctly. Like I was playing Skyward Sword recently and noticed how hearts float on liquids and I was so impressed over such a small detail that I added the same thing to my items XD

@Sora - Wall slides/jumps have been in a few months I think, just disabled. Unlocked after level 3. Originally I thought it wouldn't change much, but it changes everything Ninja
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« Reply #173 on: November 03, 2016, 10:07:05 AM »


And here's the end result with the dragon following the motion path.



Really like the attention to smaller details like the fire and water animations, it really takes the art style to a higher level. Keep up the great work, the game is looking awesome.
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« Reply #174 on: November 05, 2016, 01:12:48 AM »

@CrayderStudios thanks!

Sketching upcoming areas:

The mekadragon was an imitation. The real dragon will present a challenge for you. Pass, and you'll get a sword upgrade.


Entrance to a hideout of the antagonist. Here you might learn some history and motivations.


More robot factory. This time the teambots will be equipped with shields to counter your improved sword.
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« Reply #175 on: November 05, 2016, 06:56:35 AM »

I really enjoy the amount of effort you put into the gamelay. What language/framework do you use for that ?
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« Reply #176 on: November 05, 2016, 08:59:25 AM »

Holy shit, this game only gets better and better  Beer!
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« Reply #177 on: November 05, 2016, 01:24:23 PM »

I really enjoy the amount of effort you put into the gamelay. What language/framework do you use for that ?
It's made in construct 2. I had made some tests and demos with it before this, so felt like a natural choice.

Holy shit, this game only gets better and better  Beer!

Thank you kind person  Ninja
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« Reply #178 on: November 05, 2016, 09:19:02 PM »

It Looks Alarming How Well This Is My Jam
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« Reply #179 on: November 15, 2016, 01:38:36 AM »

Damn, that looks amazing.

I don't know if you agree with me, MekaSkull, but from seeing the animations it seems to me that the ninja is a bit slow. He would look more agile, more ninja-y, if his actions were faster. Especially slash + sheathe.
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