Sneaky Ninja! [WIP]

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Post Options Post Options   Quote SullyTheStrange Quote  Post ReplyReply Direct Link To This Post Topic: Sneaky Ninja! [WIP]
    Posted: 23 Jan 2012 at 10:48pm
** Note: Game runs great in Chrome, but terrible in Firefox and IE! Please use Chrome! **

So far, there's only one level (and even then it isn't really a complete level), but I've been working on this for nearly three months so it's time to show some folks.

For those of you who only want to play, here's the link. Sorry to say, takes about 10-15 seconds to load.

Sneaky Ninja!



Sneaky Ninja: It's a 2D platformer where you play as a, well, sneaky ninja, trying to sneak past (or silently eliminate) enemy Samurai! Be forewarned: the Samurai are swift and relentless. Our Ninja opts for stealth because he knows he can't fight them hand to hand; if you alert them, be prepared to die!

Controls:

A- Left
D- Right
S- Duck
Space- Jump
Use Item- F (Quick tap)
Aim Item(ninja star)- F (Hold)
Cycle Items- Q
Select Items- 1, 2, 3

Midair Stomp- S while in the air
Midair Hop- W while in the air

You can hug the walls, slide down walls, wall jump, grab onto ledges... Try it for yourself.

How you can help me!
Simply playing the game and giving opinions/criticisms/suggestions is the easiest way to lend me a hand! If you're feeling even more helpful, here's some other things you can do:

- Bug reports. Any time a bug happens, treat it the same way you'd treat a bug in Construct 2 itself. Describe it in detail!

- Help pick a HUD! You can cycle through different HUD styles by pressing K and L, and HUD placement by pressing J. Let me know which one you like best!


Edited by SullyTheStrange - 24 Jan 2012 at 12:28am
All's fair in love and war, kid.
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Post Options Post Options   Quote Vercingetorix Quote  Post ReplyReply Direct Link To This Post Posted: 24 Jan 2012 at 12:56am
Wow! This looks pretty impressive
great work

I have a few suggestions though
personally I found the controls a bit difficult to use mainly in regards to aiming and using the ninja stars, since you aim your weapon with the mouse could F be replaced with one of the mouse buttons? I also feel jumping might work as a mouse button as well and the mid-air hop needn’t have a separate button when it’s basically a classic double jump.

In regards to the HUD I really liked the first one although I think it could be clearer that the ninja icon is his visibility (it is his visibility right?) maybe you could incorporate an eye symbol into the circle somehow as a watermark or background image.

Lastly some of the colours of the background elements could be tweaked a little to separate them from the foreground a little more.

Can’t wait to see more!


Edited by Vercingetorix - 24 Jan 2012 at 1:00am
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Post Options Post Options   Quote SullyTheStrange Quote  Post ReplyReply Direct Link To This Post Posted: 24 Jan 2012 at 2:56am
@Vercingetorix, thanks for the response.

I could have both, actually, where there's a "Use button" key or just one of the mouse buttons. Problem is, I'm working on putting in customizeable controls, but the plugin I'm using doesn't register mouse buttons the way it does keyboard keys. I'll try to work something out though!

Yes, the ninja icon is his visibility. I forgot to mention that in the first post. I've been thinking about reworking that in some way, but even if I don't, I could just include a screen in the game that shows what each part of the HUD means and point that out.

Which background elements? It's hard for me to judge it since I obviously already know what's in the foreground and what isn't.

Again, thanks for the response. Every bit helps!
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Post Options Post Options   Quote vtrix Quote  Post ReplyReply Direct Link To This Post Posted: 24 Jan 2012 at 3:14am
looks really really good, graphics have a real style to them, and love the smooth turnaround animation :)

but again i have to say, its really hard to play with azerty keyboard, even for testing purpose, and thats a shame, i really advice more people to pay attention to this.

a couple solutions that comes to mind,

a choice of keysetups or non azerty/qwerty keys, arrowkeys

Edited by vtrix - 24 Jan 2012 at 3:15am
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Post Options Post Options   Quote SullyTheStrange Quote  Post ReplyReply Direct Link To This Post Posted: 24 Jan 2012 at 3:32am
@vtrix, I didn't really think about that, sorry.

Like I mentioned, I'm working on customizeable controls, but there's still a small hitch there so it isn't included yet. I could throw in two presets though, one for azerty and one for qwerty. I didn't want to use arrow keys since the mouse is involved, and those don't really mix well.
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Post Options Post Options   Quote GenkiGenga Quote  Post ReplyReply Direct Link To This Post Posted: 28 Jan 2012 at 10:29am
Sully, Wow!, nice work mate - Ive been away for a few days so sorry for the late feedback here..

Looks great, you've done so many things right - its immediatly obvious you have put a lot of time and effort into this one. I like the art direction, simple - yet detailed if you look closely. Gameplay is a good balance between hard and fun. Lol you werent joking, those samurai tear you up! :)

I really like the way you have set the game up - Ive never thought of having a sidescroller transition to the next screen zelda style - its a really nice way to break up your stage into mini levels. Well executed.

I second Vercingetorix's opinion of only having one jump button and using the classic double jump method.

Personally, i feel that the use of the mouse is a little bit unnecessary. I would be much more at home just using the keyboard (Or a gamepad for instance). This might be different if you had to fire off ninja stars in all directions in a kind of clutch style - but from what i tested i would prefer it if when you pressed "f" you could then press up and down on the keyboard to change the angle.

(While im talking about the stars - very nice job with the gravity, its very satisfying to kill the enemy by making it arch over a hill and hit the samurai on the way down).

Nice effect with the smoke. Have you thought of allowing the player to throw them the same as the stars? (Maybe that would break the gameplay in some circumstances - but it would be fun).

My Fav HUD is the one that is similar to the screen shot you posted, but without the border on the bottom. (Im a bit of a minamilist though).

a little bug, when you swap your quick item but you have no shurikens left, it flickers - only minor but i thought id mention it.

Im curious to why you dont get good performance in IE (and ff), that could prove to be a problem. If you dont use sine grass do you get a big boost in performance? (I like the sine, but unless my character was standing still i didnt really notice it to be honest).

All in all, Well done!
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Post Options Post Options   Quote SullyTheStrange Quote  Post ReplyReply Direct Link To This Post Posted: 31 Jan 2012 at 6:49am
Hey Genki, thanks for the huge reply! I'd love to have as much feedback as I can, so walls of text are most certainly welcome.

I forgot to note it in the first post, but you actually CAN use the [ and ] keys to control the shuriken aiming. Those keys are inconvenient, I know, it was only set that way for a default thing that I never changed.

In the final version, you'll be able to throw smoke bombs too, yeah. I just never got around to putting that in!

Thanks for mentioning that bug, I'll see what I can do about fixing it.

I've been doing some testing to see what's causing the poor performance in IE and FF, and at least for FF part of it seems to be the samurai's AI. It's actually pretty complicated stuff under the hood that it has to run per samurai per tick, so I'll see what I can cut out and what I can check less often rather than per tick. I deleted all the graphics and it didn't have too big of a framerate boost, but I can still include an option for "simple" graphics which will cut down on stuff like the sine grass.

Again, thanks for the feedback, every bit helps. Glad you enjoyed it and thanks for the compliments.
All's fair in love and war, kid.
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Post Options Post Options   Quote GenkiGenga Quote  Post ReplyReply Direct Link To This Post Posted: 31 Jan 2012 at 12:32pm
Haha, no worries - I do tend to get carried away. :)

Good luck with the optimising. Looking forward to the next update/final version. Next time ill be using the keyboard aiming.

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Post Options Post Options   Quote sqiddster Quote  Post ReplyReply Direct Link To This Post Posted: 01 Feb 2012 at 12:22am
One thing I have found is that is seems easy to succeed by just running through the level. When I get to the end, also I don't know what to do... (do I need to kill all of the enemies?)
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Post Options Post Options   Quote SullyTheStrange Quote  Post ReplyReply Direct Link To This Post Posted: 01 Feb 2012 at 12:35am
@sqiddster, yeah, it's an early level so it's definitely on the easier side. I have a few things in mind for how to change that later on...

As for the end of the level... there isn't one yet. If you got to the tiny field of flowers, you "won". I'm still not sure exactly how to end levels. I need to find some equivalent to Super Mario Bros.'s flagpoles, but for ninjas.
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