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April 19, 2024, 04:09:50 AM

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TIGSource ForumsCommunityDevLogsCyber Shadow - NES style ninja platformer
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Author Topic: Cyber Shadow - NES style ninja platformer  (Read 150308 times)
DigitalSun
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Making Moonlighter!


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« Reply #60 on: March 03, 2016, 07:47:26 AM »

That bullet animation is amazing! Gentleman
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MekaSkull
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« Reply #61 on: March 03, 2016, 10:34:50 PM »

Thank you kind sirs  Gentleman

Currently working on a level gimmick that you activate by destroying a hive that covers a generator. It's going to open a new path for you, but it's also something you gotta keep dodging.

Here's a bit of a making of:
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tjuven
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« Reply #62 on: March 04, 2016, 12:03:20 AM »

Wow!
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michelmohr
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« Reply #63 on: March 04, 2016, 01:02:45 AM »

Wow I love the look and feel of this!
The quality of pixelart reminds me of Starshock that Quarry is working on.
I look forward to this!

The picture where you show the jump height made me think there might be a bunny hop feature in the game, please tell me this is the case!
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and
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« Reply #64 on: March 04, 2016, 04:41:04 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):


This looks 10x better. Much nicer feel to it!
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benjkers
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digging for precious games


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« Reply #65 on: March 04, 2016, 07:19:08 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):


This looks 10x better. Much nicer feel to it!

Agreed - has a real sense of weight/force. Nice solution. Great looking stuff all round, got the immediate shinobi/shadow warriors vibe from the ninja stylins.
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SuperJustin5000
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« Reply #66 on: March 06, 2016, 12:44:29 PM »

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):


This looks 10x better. Much nicer feel to it!

Agreed - has a real sense of weight/force. Nice solution. Great looking stuff all round, got the immediate shinobi/shadow warriors vibe from the ninja stylins.


What they said. Love how this project is coming along. Keep up the awesome work.
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MekaSkull
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« Reply #67 on: March 09, 2016, 11:06:55 PM »

Thanks gentlemen Gentleman

Currently working on a pause menu that shows your weapon, skill guide, collected life shards and spirit shards. Collect 3 of either to increase max HP or max SP
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MekaSkull
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« Reply #68 on: March 11, 2016, 07:45:28 AM »

Updated first post with new shots and the pause menu  Ninja
Have a nice weekend everyone  Crazy
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MekaSkull
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« Reply #69 on: March 21, 2016, 10:30:33 PM »

Basic sensor setup for an enemy. There's a check for walls, falls and player:

Gonna experiment with line of sight on the next enemy just for fun.

Also on the player you can see the bigger shape for solid collisions and a smaller shape for enemy and projectile collisions. I studied Megaman 2 for this and it has quite a lenient collision with some enemies (your whole head can be touching an enemy, and megaman has quite a big head  Big Laff), while stuff like spikes and other insta-death objects kill you even by scraping.
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Ishi
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coffee&coding


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« Reply #70 on: March 22, 2016, 05:58:23 AM »

This is looking amazing, can't wait to see more Smiley
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MekaSkull
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« Reply #71 on: March 23, 2016, 07:41:43 AM »

Thanks Ishi.

Next boss is coming along. He's going to be smashing things, hulk style, probably Bro Fist Right Bro Fist Left


This is the first boss that gives you a stance attack. More on that later  Ninja
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Fenrir
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« Reply #72 on: March 23, 2016, 08:41:54 AM »

Really nice, keep it up!
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Seiseki
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Starmancer


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« Reply #73 on: March 23, 2016, 12:25:06 PM »

I love the mood in this, very inspirational!
Great colors, great pixel art!  Hand Thumbs Up Right
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Caravaggio
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« Reply #74 on: March 28, 2016, 07:00:58 PM »

Very cool, I like the palette here.

Just for kicks, at one point, you need to have a jump that will make the screen scroll just as a bird spawns right into your face.  Yes.

Also you said you were using Construct 2?  Is that the one that uses JavaScript?  Does it have good portability if you need it?
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Superb Joe
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« Reply #75 on: March 29, 2016, 01:00:32 AM »

you should ask sunsoft if they'll let you put their logo in the startup sequence for 5 bucks via paypal
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tuaarita
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« Reply #76 on: March 29, 2016, 06:43:30 AM »

I want to be a part of this. But I have nothing to contribute. If you want to thank me in the credits I'll allow it.
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Batowski
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Milan Batowski


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« Reply #77 on: March 30, 2016, 01:50:32 AM »





I love it how you start off as Metal Gear then end up as Space Hulk. Smiley

And I really love your final shapes, even in this non-shaded state they communicate form very well. That's the main power of pixelart for me, it evokes associations, instead of laying down everything for you on a plate. Most of the visual content is generated by your brain by filling out information that does not exist, but is only implied by the artist.

I am equally impressed by your backgrounds that are more detailed, contain more shading and dithering, and your characters that manage to remain readable in the front by being more flat consisting of bigger shapes. This is a typical cartoon structure that you manage to pull off in pixelart, and even if it's probably due to the fact that it's easier to animate flat shaded characters in pixelart, the end result is very appealing and coherent.

Keep up the good work, I guess... Wink
« Last Edit: March 30, 2016, 02:00:32 AM by Batowski » Logged

fingerman
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« Reply #78 on: March 30, 2016, 05:01:00 AM »

This is very cool!
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MekaSkull
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« Reply #79 on: March 30, 2016, 07:31:17 AM »

Very tight observations Batowski Ninja
The characters have fewer colors because one of the 3 available colors is reserved for black, while on bg tiles transparency serves as black, so I can have 1 shade more for them. Not that I really have to have it that way, but that's how the NES works  Big Laff, so it made sense to have sprites flatter and tiles more noisy. It makes animation a lot easier too Durr...?

Here's a small behind the scenes of some effects and animations - feat mr. broomstick  Ninja
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