MekaSkull
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« Reply #180 on: November 19, 2016, 01:27:45 AM » |
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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
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Fervir
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« Reply #181 on: December 03, 2016, 03:25:16 PM » |
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This art is too good, I can't help but follow
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Eendhoorn
Level 6
Quak
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« Reply #182 on: December 03, 2016, 07:59:18 PM » |
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Love the portraits, they really add personality to the characters :D
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MekaSkull
Level 1
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« Reply #183 on: December 05, 2016, 07:02:19 AM » |
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Thanks Eendhoorn and Fervir 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.
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Low_Chance
Level 1
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« Reply #184 on: December 05, 2016, 08:07:18 AM » |
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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.
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MekaSkull
Level 1
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« Reply #185 on: December 17, 2016, 11:29:06 AM » |
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@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:
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MekaSkull
Level 1
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« Reply #186 on: January 07, 2017, 02:13:42 PM » |
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First tiles for the Darklab level: And some tiles for the motorbike stage along with a vehicle for teambots:
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MekaSkull
Level 1
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« Reply #187 on: January 10, 2017, 04:43:21 AM » |
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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
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Alexandre Belmonte
Level 0
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« Reply #188 on: January 10, 2017, 09:52:35 AM » |
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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!
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MekaSkull
Level 1
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« Reply #189 on: January 21, 2017, 02:07:49 PM » |
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Thanks Belmonte 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.
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Mahn
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« Reply #190 on: January 21, 2017, 03:26:08 PM » |
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This looks super impressive and right up my alley, looking forward to play it 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.
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Sora
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« Reply #191 on: January 21, 2017, 07:16:15 PM » |
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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.
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MekaSkull
Level 1
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« Reply #192 on: January 22, 2017, 02:34:00 AM » |
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Sharp eye Mahn 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.
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Seiseki
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« Reply #193 on: January 22, 2017, 03:51:04 AM » |
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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.
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Mahn
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« Reply #194 on: January 22, 2017, 01:36:01 PM » |
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Ah that makes sense, carry on then
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Schoq
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« Reply #195 on: January 22, 2017, 04:56:45 PM » |
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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
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« Last Edit: January 22, 2017, 08:05:10 PM by Schoq »
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♡ ♥ make games, not money ♥ ♡
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Sora
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« Reply #196 on: January 22, 2017, 06:42:11 PM » |
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Been following this for a while now. Any plans for a demo or something?
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MekaSkull
Level 1
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« Reply #197 on: January 23, 2017, 01:59:09 AM » |
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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.
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MagicJam
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« Reply #199 on: January 23, 2017, 01:26:14 PM » |
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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
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