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1352921 Posts in 62429 Topics- by 54175 Members - Latest Member: hawkdanny

December 18, 2018, 04:28:49 PM

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TIGSource ForumsCommunityDevLogsCyber Shadow - NES style ninja platformer
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Author Topic: Cyber Shadow - NES style ninja platformer  (Read 95650 times)
Sora
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« Reply #40 on: February 15, 2016, 05:53:40 AM »

Looks great so far bro. Coffee
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Superb Joe
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« Reply #41 on: February 15, 2016, 06:02:14 AM »

1. god damn the cyber shinobi sucked shit

2. this looks cool as hell

3. it is a moral and biological imperative that you play and complete the gg shinobi 1 and 2 so you can improve on the formula
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BigHandInSky
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« Reply #42 on: February 15, 2016, 06:06:40 AM »

That level select is badass.
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MekaSkull
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« Reply #43 on: February 18, 2016, 09:45:42 AM »

That level select is badass.
Thanks, I avoided implementing it because UI has been scary to make before, but once I started doing it, it was done in a few hours.

1. god damn the cyber shinobi sucked shit

2. this looks cool as hell

3. it is a moral and biological imperative that you play and complete the gg shinobi 1 and 2 so you can improve on the formula

Haven't played them on gamegear, It seems they're very different from genesis.

Looks great so far bro. Coffee
Bro Fist Right

Made some pixel fonts to work with these screen thingies.
The tip text below flashes every other frame, which makes it hard to capture in GIF, but it kinda looks transparent in-game.
(can't use actual transparency cause the Ninja Entertainment System can't do such things  Ninja)

Still gotta figure out a BG for the text. Thinking something similar to those in Bionic Commando.
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« Reply #44 on: February 18, 2016, 10:09:25 AM »

This is exactly the thing I'd play with my power glove® it's so bad
loving this, you can never go wrong with ninjas and robots  Gentleman

I think the running animation is missing a bit of bumping up and down, any minor vertical movement.
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and
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« Reply #45 on: February 18, 2016, 11:12:59 AM »

Loving the look of this! Posting to follow (also I feel I should also chip in to say that the run animation is cool but could def me a little more  Ninja)
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Jalapenosbud
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« Reply #46 on: February 18, 2016, 02:23:23 PM »

nice!
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« Reply #47 on: February 18, 2016, 02:46:00 PM »

Really digging the look of this!! Looks fun too
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Superb Joe
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« Reply #48 on: February 18, 2016, 05:18:32 PM »

Haven't played them on gamegear, It seems they're very different from genesis.

they're basically what you're doing with most of the same influences, but old.
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« Reply #49 on: February 18, 2016, 10:49:32 PM »

Yup it's amazing how cohesive everything looks and man I love that mix of metroidy sci-fi with ninja gaiden gameplay. Looking forward to this. Gentleman
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MekaSkull
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« Reply #50 on: February 19, 2016, 01:54:09 AM »

 Gentleman Thank you kind people.
I got an idea about what to do with the running animation. Since you start out as an unskilled ninja-dog, then as you get more powers, your running animation could change to reflect your increased  Ninja-ness.

Haven't played them on gamegear, It seems they're very different from genesis.

they're basically what you're doing with most of the same influences, but old.

Gotta try them out then. Wish I owned a real battery muncher - I mean gamegear Big Laff

Yup it's amazing how cohesive everything looks and man I love that mix of metroidy sci-fi with ninja gaiden gameplay. Looking forward to this. Gentleman
I find loosely sticking to NES specs keeps things together easier than when you have infinite colors and resolution  Blink Blink

I found myself struggling with many animations - in terms of keeping the tweening and timing good just by feeling and nudging, so I figured I'd stick a pixel on the layers to keep track of position in a more sciencey way.
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« Reply #51 on: February 19, 2016, 05:57:10 AM »

I love Shatterhand, Shadow of the Ninja, Low G Man and of course Ninja Gaiden for NES. I'm very excited and you have my money day one!
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MekaSkull
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« Reply #52 on: February 19, 2016, 09:54:36 AM »

Shatterhand was sooo goooooood... ahem.. so here's the finished drone walk:
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« Reply #53 on: February 22, 2016, 10:46:49 AM »

Now working on a level gimmick for the second stage.
This one is going to be a combination obstacle. Ceiling unit drops hazardous waste, small hatches open for a duration before, during and after the waste drop, then a garbage muncher at the bottom "disposes" of the waste.

Will try the whole thing without giving hints with animations to see if it's too hard, then maybe add some flashing lights before a drop if needed.
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« Reply #54 on: February 28, 2016, 05:19:57 AM »

Been tying some movements to animation frame changes instead of just moving them over time. I feel it's less slidey and more solid this way.

Moving 1px/0.1s (old):


Moving 2px when the bullet changes frame (new):
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« Reply #55 on: February 28, 2016, 05:51:52 AM »

Wow, really digging the art style on this. Glorious pixels.
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b∀ kkusa
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« Reply #56 on: February 28, 2016, 06:43:55 AM »

Moving 2px when the bullet changes frame (new):

mesmerizing jellyfish movement, looks so much better now.

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« Reply #57 on: February 28, 2016, 11:57:14 AM »

This is all fantastic. Even at NES resolutions and color counts, you can spot a great artist from a mile away. Everything here looks great! Really impressed with the spider-robot, because I tried doing one myself a few years back, and couldn't wrap my head around it at all. Very clever having the fireball drag itself via it's own animation, too. Super cool stuff!
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« Reply #58 on: March 03, 2016, 06:21:39 AM »

The spritework and animation in this is top-notch! I come from a Commodore background rather than a Nintendo one, but I can appreciate the looks nevertheless! Good luck, and keep it up!
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« Reply #59 on: March 03, 2016, 06:53:33 AM »

That bullet animation is extremely cool.
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