Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:54:29 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsCyber Shadow - NES style ninja platformer
Pages: 1 ... 8 9 [10] 11 12 ... 16
Print
Author Topic: Cyber Shadow - NES style ninja platformer  (Read 147272 times)
MekaSkull
Level 1
*



View Profile
« Reply #180 on: November 19, 2016, 01:27:45 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.

Thanks! You're right. It could be snappier. I'm currently revamping the character sprite, so I'll take a look at the attack animation.

I've been working on a dialog system too:




And ghost ninjas  Ninja

Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
Fervir
Level 4
****


JustLikeMakeGame


View Profile WWW
« Reply #181 on: December 03, 2016, 03:25:16 PM »

This art is too good, I can't help but follow
Logged

   
Eendhoorn
Level 6
*

Quak


View Profile
« Reply #182 on: December 03, 2016, 07:59:18 PM »

Love the portraits, they really add personality to the characters :D
Logged

MekaSkull
Level 1
*



View Profile
« Reply #183 on: December 05, 2016, 07:02:19 AM »

Thanks Eendhoorn and Fervir  Ninja

Currently working on the AI core. You finally meet the character who has been helping you along the way, but the meeting will be short lived.
Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
Low_Chance
Level 1
*


View Profile
« Reply #184 on: December 05, 2016, 08:07:18 AM »

As a long-time NES gamer, this looks really great. I'll definitely be picking this up when it's ready.

Dialog boxes are looking good. Can you share a bit how you handled those? I'm always trying and failing to get some of that old-school NES text-box action in my own projects and it definitely looks like you're pulling it off.
Logged
MekaSkull
Level 1
*



View Profile
« Reply #185 on: December 17, 2016, 11:29:06 AM »

@Low_Chance
Well, there's a source text variable which is copied into a destination text while adding 1 letter length into the destination every 0.2 seconds. Otherwise it's a background sprite that's used in every dialog. The dialog starter variable chooses which mugshot is shown on the side of the dialog.

Here's some of the things I'm currently working on:
The AI boss is almost done. After that you meet an odd sight. A ninpo extractor is surrounded with some kind of corruption.




Later on there 'might' be a motorcycle stage:


Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
MekaSkull
Level 1
*



View Profile
« Reply #186 on: January 07, 2017, 02:13:42 PM »

First tiles for the Darklab level:


And some tiles for the motorbike stage along with a vehicle for teambots:
Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
MekaSkull
Level 1
*



View Profile
« Reply #187 on: January 10, 2017, 04:43:21 AM »

Recording some reference material for the ghost ninjas.

I'm not that good at creating fancy poses from imagination, so I record myself swinging a broomstick  Ninja
Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
Alexandre Belmonte
Level 0
*


View Profile
« Reply #188 on: January 10, 2017, 09:52:35 AM »

This is incredible man!

Everything seems so on point! From the graphics to the gameplay. I don't have anything to add which wasn't yet, just wanted to say day one for me!  Grin
Logged
MekaSkull
Level 1
*



View Profile
« Reply #189 on: January 21, 2017, 02:07:49 PM »

Thanks Belmonte  Ninja

More shots from new locations:

If 3 spinal worms combine they form a cybermonster:


The crawlers aren't that bad one by one, but if they come in groups....


A mockup for a location where you visit when receiving a new powerup. You'll re-live the memory of the training your fallen clan-member had.
Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
Mahn
Level 0
***


View Profile
« Reply #190 on: January 21, 2017, 03:26:08 PM »

This looks super impressive and right up my alley, looking forward to play it Smiley The only thing that bothers me a bit is that the scenery art seems more detailed than the character sprites, and it feels kinda like two styles are clashing together, but that may be just me.
Logged
Sora
Level 0
**



View Profile
« Reply #191 on: January 21, 2017, 07:16:15 PM »

Yeah that's how a lot of nes games are. Ninja gaiden, Megaman and blue shadow just to name a few. It doesn't  really  bother me.
Logged

MekaSkull
Level 1
*



View Profile
« Reply #192 on: January 22, 2017, 02:34:00 AM »

Sharp eye Mahn  Ninja

The reason why this and many NES games have this kind of quality is technical.
Sprites and BG tiles can have 3 colors + transparency.
BG tiles can use transparency in place of black when the BG color behind the tiles is black. This allows the tiles to have 3 colors + black that shows through transparency.

Sprites don't always have the luxury of being against a black BG color, so they need to use one palette entry for black. This leaves just two colors for shading. You can have more if you put many sprites on top of each other, as is the case with red part on the ninja and the eyes on crawlers.



Some games opt to use a colored outline in some sprites, which is the case here:

This way you can have have a red shirt filled with the outline color.
The BG color is sky, so the tiles have to use black as a color in their palette, so that leaves just two colors left to use.
Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
Seiseki
Level 5
*****


Starmancer


View Profile WWW
« Reply #193 on: January 22, 2017, 03:51:04 AM »

A nice side effect is that the sprites stand out better against the background.
Even without NES limitation it's quite common to make sprites simpler so they're easier to animate.

Personally I love the sort of sharp crispness they have.
Logged

Mahn
Level 0
***


View Profile
« Reply #194 on: January 22, 2017, 01:36:01 PM »

Ah that makes sense, carry on then Grin
Logged
Schoq
Level 10
*****


♡∞


View Profile WWW
« Reply #195 on: January 22, 2017, 04:56:45 PM »

even without familiarity with 8-bit systems I always assumed people were intuitively fine with lower detail moving stuff against higher detail static backgrounds because of experience from traditional animation, but I guess not
« Last Edit: January 22, 2017, 08:05:10 PM by Schoq » Logged

♡ ♥ make games, not money ♥ ♡
Sora
Level 0
**



View Profile
« Reply #196 on: January 22, 2017, 06:42:11 PM »

Been following  this for a while now. Any plans for a  demo or something?
Logged

MekaSkull
Level 1
*



View Profile
« Reply #197 on: January 23, 2017, 01:59:09 AM »

A nice side effect is that the sprites stand out better against the background.
Even without NES limitation it's quite common to make sprites simpler so they're easier to animate.

Personally I love the sort of sharp crispness they have.
Yeah, clarity and ease of animation are factors too.

even without familiarity with 8-bit systems I always assumed people were intuitively fine with lower detail moving stuff against higher detail static backgrounds because of experience from traditional animation, but I guess not

This too. I'm glad it comes off like that for you. Once I train enough to create convincing promo art, it's gonna be a traditional animation look with painted BG + cel shaded characters.

Been following  this for a while now. Any plans for a  demo or something?

I've given builds to some people for feedback. No public demo at this point.
Logged

Twitter @MekaSkull
Cyber Shadow Devlog
indieDB
nu_muso
Level 1
*


View Profile
« Reply #198 on: January 23, 2017, 06:53:28 AM »

Looks awesome. Love the detail of the sprites Smiley
Logged
MagicJam
Level 0
**



View Profile
« Reply #199 on: January 23, 2017, 01:26:14 PM »

Hey there MekaSkull

I just wanted to say that I'm also using Construct 2. I also feel that it gets out of my way and my only job is producing content and implementing it. it's extremely easy and I can bring an idea from concept to in game in like less than an hour and I can bring a full level from paper to in game in a few hours. It's great software and I hope more people use it in the future, that way it gets more support!

Are you using the nw.js exporting option?

Great game btw. I wanted to comment on your flat sprites vs detailed backgrounds but I got beat to the punch. I also wanted to critique your run cycle because it didn't have any ups or downs but you already fixed it. The version you have now is greeeat! Bold move making a dark character readable vs dark backgrounds.

What's cool about your game is that it looks waaaay better than old NES games. The art in ninja gaiden, and shinobi looks like junk compared to what you are making.

I can't wait to play the game and get a feel for the controls  Hand Thumbs Up Right
Logged

Pages: 1 ... 8 9 [10] 11 12 ... 16
Print
Jump to:  

Theme orange-lt created by panic